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Found 41868 results

  1. shenanigansmc

    Changes from Mod to Alpha?

    Above, plus a lot of - items like -No vehicles -Less weapons -(Various other items like binoculars that do not work/not implemented) Pretty much everything that was in the mod but not this current Alpha will be implemented.
  2. felixfors

    Hive server issues

    Hey there! I like how the servers are hive and all but this caused a lot of problems with the Dayz mod, Because players would log out in combat go in to another server and then cycle around their enemy and go back to their original server and kill their target from behind. Also later on when vehicles gets added a lot of players will probably go to a vehicle spawn and switch between servers until they gets to a server with the vehicle spawned next to them. So my solution for this would be some sort of cooldown, when ever you log in to a server and then eventually log off you cant switch to another server for the next 30 minutes or so. This is not important at the moment but I just wanted to put this out here for later on.
  3. Diggydug (DayZ)

    Why do you "have" to feel bad for being a bandit/kos?

    It's just because there's a lot more to DayZ than just killing everyone. What you're doing is basically playing Wasteland as an indie with your friends, except you can rest knowing most people you come across aren't as well armed. This will be even more so when more weapons are added later along with vehicles and other big changes. I don't mind players killing each other, I don't think anyone in this thread does, but KoS just because you can't think of anything else to do is pretty lame. Granted this is an early stage of the standalone so there truly isn't a whole lot to do besides gear up, but I find that a lot of people are just server hopping to gear up, going to a popular spot, and killing other players. That just goes to show people aren't here for survival, not currently, and I cant' blame them much since we don't have a lot to do, but if it follows the same route as the mod it's pathetic. EDIT: Basically play how you want. If that means being a dick, then so be it, but don't be surprised when people call you out for being a dick.
  4. Anyone else looking forward to setting up booby traps with home made or military explosives ? I can already see the possibilities. Imagine setting up shop in one of the apartment buildings once the player render distance problem is fixed and booby trapping the entrance. Said sniper then proceeds to shoot anyone he sees in sight terrorizing bandit and survivor alike. When the people finally band together to take him out they are met with a series of booby traps hampering them. Another great scenario would be to set up an ied outside a heavily traveled road and eventually when vehicles are added the road side bomb will disable the vehicle allowing you to stick up the remaining hurt survivors or finish them off with impressive ambush fire.
  5. reddeer01

    To The Squad Of 4 In Pavlovo At 17:10 GMT

    We tended to leave one person on watch outside of the city at a vantage point at times like this. Then switch out. That was until we got vehicles. And we got used to all types of geared people covering in fear or taking potshots at us as we stroll into the cherno apartments. Good Times.
  6. the new patch is online 1.3.0.1 as well with many more mods server restarts every 3hrs new antihack system 5.199.168.196:2302 GROF PVP[ +350 Vehicles| Missions |Base Building| Tow |FastRope| Deployables|Bank|Elevators|Events|Bus route|More loot|Spawn select| Anti-Theft| Safezone|Refuel|SelfBlood| FullMoon] GMT-2 and now check your stats: dayz.grof.gr join our steam group for more info http://steamcommunity.com/groups/grofdayz
  7. Katana67

    Solution for server hopping

    Don't like this solution. It still allows for easy loot farming if one can just select a different server (regardless of the server previous) every time. 1. Lock the characters down to the server. No more persistent characters. This is my personal favorite, as I feel it undermines many other mechanics (the entire loot system, construction, storage, vehicles, etc.) 2. Whenever you server swap, you respawn at the coast. With some of your gear missing or all of it remaining persistent, but your stats (kills, humanity, whatever) stay put. 3. Whenever you swap, you respawn at the coast. You have none of your gear but your stats are the same. 4. Log-out timer. I hate this solution. It's a caveman solution that doesn't actually fix the problem, it just makes it a longer process. The first three in my opinion, are the best. 2 and 3 remove the immediate tactical advantage of being able to server hop to gain the advantage in a firefight. Also, it removes the problem of being able to server hop to get inside player structures. Similarly, 3 removes the problem of loot farming outright while 2 makes it incredibly risky and/or tedious.
  8. The idea is the zombies are too tough to fight alone, so you group up to make it easier, right?. So you find some people to stick together with, now the zombies are no match for you and your group. They are easy, it gets boring, then what? Buffing the zombies might get people to work together, but then it's not individuals roaming around bored of easy zombies, it's groups of people instead. This could be better though; it would be awesome to have completely player run factions fighting each other, making alliances and forming huge groups etc. Thanks to clothing they could make a uniform for their group, paint vehicles, the sky is the limit here.
  9. Mallow88

    What makes a good Bandit?

    What if you already own all the rare items that you need? What if you just have an insatiable thirst for blood? What if you'd rather kill people in Balota because anywhere else, it will take you 3 hours to see a single person. God knows you won't find any zombies. I think you'll see less spawn killing when there are more reasons to leave the coast. i.e. more weapons, vehicles, camps, zombies, etc.
  10. Mos1ey

    patch road map

    Vehicles will not be added for a long time.
  11. MLG420blazeit

    The map is NOT balanced right now.

    Yeah, I'm actually sort of afraid they won't work on the map anymore :/ but your vehicle point makes sense, HOWEVER I still think people will rather go for guns than vehicles.
  12. desryachri

    The map is NOT balanced right now.

    Because spawn locations / vehicles.
  13. inexorable

    patch road map

    a lot of things are not here actually, the biggest one is probably the vehicles
  14. Items Guns deteriorate through use, as weapon condition drops its problems get worse over time up to a point where they become irrepairable.Portable storage like backpacks and satchels can be damaged by gunfire, making them lose useable space or be rendered completely useless.Items carried by players also has a random chance of being damaged/broken by gunfire. Utitlites for the players to set up bases of operation for their own factions This idea came about as part of my own idea to be able to set up a marketplace with armed guards where unarmed players can trade. Guards standing outside would be able to strip you of your weapons and unload any ammunition from them for you to sell. Moveable static objects and coverThe ability to lock some doors (and the ability to break them down) Endgame Ideas Im kind of afraid I'll get flamed for this, but the only thing I could think of to add endgame players could work towards involved several things, one of them involving changing the theme of the game significantly. I was thinking the endgame would involve changing the zombie theme into a more supernatural theme in the vein of the original Night of the Living Dead, Doom, Dead-Alive, Resident Evil 4, or Evil Dead. Boss battles, and not bosses that are just around to fight you, they effect the world around you as well. Theres lots of directions you could go with this but my first one is a large enemy that preys on vehicles traveling the road. The bosses drop artifacts that give unusual effects to those in an area around the carrier, and return to the(or create a new) boss on the death of the carrier of the artifact, and a different (mostly negative in my mind, up to debate) effect to the carrier himself. If you guys really don't like the idea of making the game more crazy and supernatural I understand that, but other than that I'm at a loss as to what the endgame could be other than shooting anything that moves.
  15. I can't deny I stopped reading at 'NPC', but ok here goes: #1: I'm all for some sort of skill system based on attempts as long as it's implemented elegantly and doesn't make the game too easy over time. #2: Your first sentence says it... now I'm not going to flame you, but NPCs anything other than zeds is a big no-no for me. And a safe haven policed by NPCs? No thanks, I'd rather see a player group take over one of the smaller villages and create that safehaven themselves. #3: Trading is something that should come naturally between players, I hope once the rarity system is in place and more diverse loot gets patched in this might actually happen. Ofcourse it would still be a freaking dangerous ordeal (like it should be) so you'd better have some friends to back you up if something goes haywire. #4: Same as before, no farmable npcs pretty please. If they can accomplish making the zombies an actual threat (image 100 zeds roaming the streets of Cherno and they'd all come running if you're bold enough to fire a shot) then that should be enough reason for random short or long term grouping and if that makes it so it's nigh impossible to even come near a barracks solo that'll solve server hopping too (except maybe for organised clans, but then again I'm still advocating having characters tied to servers). #5: Again no arbitrary systems, if a bandit pissed you off that much you should place the bounty yourself (but you'll probably need a friend to cough up the reward, unless someone will do it for a battery) and hope someone will go after him. Now at the game's current state that would be rather hard, but once radios/vehicles are in the game you could call it out. And again if characters would be tied to the server he couldn't just flee to another server, making bounty hunting an actual occupation. #6: This one could have potential if the messages where ambiguous enough that it's not always clear and sometimes flat out wrong. Although I think it might be better to just leave this to observation; for instance if you meet someone and he's immediately fumbling around to get his weapon out and not responding to your greeting he's probably not going to be very nice. If someone does respond and approaches without a weapon drawn and you find terms on which to group then maybe take the risk and go for it. If you notice suspicious behaviour down the line you might want to inquire about it or part ways (anecdote from my mod days: I once repaired a van with a stranger in Berezino, we were grouped, cruizing and talking for about an hour, until I notice he's getting less talkative and asks me to change direction, I figured his buddies came on teamspeak and he's planning something so I ended up booting him from the car and went on my own merry way). #7 & 8: Again not a fan of artificial systems.. the whole black and white hero/bandit thing needs to go. There should be more weight and benefit to someone's life other than his gear; an elegant skill system might help. #9: And because it's easy gratification. If shooting a gun near Cherno actually becomes a weighted descision because of zeds actually posing a threat, they would think twice about killing some random newly spawned. Also endgame should come in the form of fortificating buildings, repairing and maintaining a vehicle if you're lucky, maybe the abbility to repair some prominent structures (Green Mountain to broadcast all over Chernarus, or a power generator to light up a small village), farming and hunting could become a thing, they could introduce more and more complex diseases and illnessess with different approaches to cure them (doing it with makeshift items yourself might take days/weeks, but dropping by a hospital bed in that hospital a medic clan managed to get operable and it'll dissipate in 5-10 minutes (maybe longer and just bring a damn book)). There's a whole bunch more I can think of that I'd rather see than have npc quests shovelled in that will only feel stale after completing them once.
  16. quobble

    Underground structures are possible

    Namalsk is not an official DayZ Dev map. The creator of Namalsk made a hole into the map and placed a building (the bunker/lab) inside it. So its "sort of" not a real underground object. If you keep in mind that zombies couldnt walk inside there and ontop you most of the time couldnt drive with vehicles, since driving with vehicles in Arma on objects and buildings will make you go bouncy bouncy. So. SmashT. You are really telling us that there is a real cave in the DayZ Standalone? Where is it D: please tell us your secrets
  17. http://locg.enjin.com 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. :)
  18. porta1987

    2 UK Servers

    Hi we have 2 UK servers one in the standalone and one on Arma 2. Both servers are daylight 24/7 and the Arma 2 server as the DayZ epoch mod installed with extra vehicles and few custom buildings. IP addresses to both servers: DayZ SA: 83.222.233.85:2502 DayZ Epoch: 109.123.117.178:3238 Our community is also recruiting new members so feel free to check out our website www.pulsecoregaming.com Thanks.
  19. gibonez

    M4 assault rifle accuracy test (VIDEO)

    One can only hope. Civilian should be the one word that keeps getting repeated over and over again while the game is being made. If we put in helicopters would civilians know how to repair and fly them ? If we put 50 cals in would your normal civilian bother carrying around the 30 pound gun and know how to operate it ? Basically I hope if a civilian would not know how to use it then its not in the game. Keeping stand alone civilian heavy and letting the mods for it focus on military loot and vehicles would work out best. Most people and I mean the vast majority of people are not hunters or farmers. If the game takes place in some Eastern European nation then the number of people that shoot regularly let alone ever even held a gun drops dramatically. You day to day soccer moms, and auto mechanics do not know how to shoot let alone properly maintain firearms.
  20. eskel (DayZ)

    60 Hour Gameplay Feedback (Im out)

    Ammount of vehicles varied per server , the one i played on they were really hard to come by,and helicopters were disabled since they were kind of ridicules. As for tents you have your way of playing , i have mine..I like to have some place to store my loot , make some supplies, raid other camps.Gear you have in tents have to be gathered one way or another ,its not magically appearing there, things like ammo/food/drink you need to ressuply often, weapons probably too if you pvp a lot.So idk how tent are removing survival aspect for you, for me its quiete opposit they add.
  21. Hello everyone! I decided to advertise my brand new PVP/PVE server called DayZ Black Diamond Epoch, looking to build a great community and get some people on our server! Server Features: * Self Blood Bag * Auto Refuel * 400 Vehicles dynamically spawned on the server. * Safezones * No Plot Pole More to come soon! Join the server now! Server IP: 198.154.117.14:4040
  22. Well, after playing a lot of hours with my pals, reading the forums and experimenting in the game I have found some concrete explanation on the current medical system and how it works. This could either be all incorrect or correct information but the plan is to improve it so we can all agree in a common explanation for the health system. The following is more like a homemade version of this http://dayzdb.com/guide/11-standalone-status-effects ; I had no knowledge that this existed before I made this post, and by comparing both you can see this is actually pretty accurate. Nutrition Your character has energy. Energy is recovered by ingesting the nutrients, proteins and vitamins needed according your life style, weight, age, etcetera. You waste off a lot of energy by moving around in chernarus when it comes about jogging, running, jumping, etcetera. As soon as you spawn your energy, food and liquid levels will be really low, and the liquids (known as thirst) will be near to a critical point. Current known character modifiers: Energy; This measures the amount of energy your character has. It might decrease by doing excersise and moving, and it will increase by eating, drinking and resting. Seems you will go unconcious if your energy is very low. Food (Hunger); This measures the amount of food your character has. It will decrease over time and wasting energy accelerates the process. It will also be reduced by certain diseases or vomiting. Increased by eating. Each food increases the hunger differently. Soda cans currently increase the food levels by a bit. Htdratation (Thirst); This measures the amount of hydratation your character has. It will decrease over time and wasting energy accelerates the process. It will also be reduced by certain diseases or vomiting. Increased by drinking water or soda cans. Blood; This measures your current "life". It can be decreased directly by external sources (such as an impact, a bullet hit, a bleeding) or internally (diseases). It can be increased by a blood transfusion or a saline transfusion. Stomach*; This measures how full you are. *Read on the dayzdb.com guide. Your thirst and hunger levels will appear on your inventory if they reach a certain point where you need to eat or drink, indicated as hungry , hungry or hungry and thirsty , thirsty or thirsty depending how bad is your condition. There will be text notifications on three levels: Level 1: "I am hungry; I could use a drink" and similar. Level 2: "I am starving; I really need a drink" and similar. Level 3: "I am starving; I really need a drink" and similar. Once you get a red notification it begins to drain blood. Tips on nutrition As soon as you spawn you should head to a water source. So far we can assume with a high certanety that the water from well ponds is completely clean. There for your first objective should be drinking about 20x of this source until you get a message that affirms that you're full. You have then satisfied completely your thirst as you begin around a 20% level of thirst. So far everyone that drank from the wells did not get water intoxicated. Most of the people who drinks from water ponds (including the swamps, lakes, rivers, etcetera) are intoxicated. Food is another matter. You should keep eating as much as you can while always having a reserve in case of emergency. Do not over eat as that might cause you food poisoning. Eat until you get the "I am full" message or something along those lines. Use common sense. Hunger is not a problem if you wait until it starts warning you about hunger and you eat two cans of anything then. Hunting is not yet implemented so the only source of food are the cans and others. I believe when cooking is implemented, a well cooked meat or rice will provide really high amounts of energy and food level. Athletes tend to need more calories: While there are no vehicles, every survivor is an athlete. This means sprinting, running, jogging and walking consume energy. You will get hungry and thirsty faster if you spend your complete time sprinting (full speed running). You will get tired more often and your accuracy will be extremly affected by the tiredness. If you don't like eating every five minutes then avoid sprinting more than short lapses of time. Use sprinting only when really needed or you see it fit as the situation over goes. If you sprint from the coast to zelenogorsk to meet your friend without drinking you will most likely die before getting there. If you fill your stomach with water you might make it, yet the energy gained from that water will be heavily consumed and you will find yourself thirsty again at half of the way, most of the times. Following these tips it is garantized that you will not receive those annoying messages unless you waste your energy incredibly fast by sprinting for over 1km non stop. Many people believe the hunger and thirsty consumes really fast but It doesn't. What to avoid - Over eating past full. - Eating rotten stuff. - Drinking from ponds without purifying. - Eating stuff in bad state - (Starting from damaged) I believe this has no effect YET. - Dehydratation: You will go unconcious if you reach critical states. You should have around a few minutes when the red messages start popping in. - Starvation: Same as above. Health System Health, just like the mod is measured by the amount of blood on your body. It is currently unknown the exact amount of blood we have, and how exactly it increases or decreases over time. Rather than that we have lots of visual indicators. How to measure your state When you spawn, you have full blood regenerated on you. You'll notice your blood level is degraded when your screen colors begin to desaturate and you will see less and less colors until you reach black and white. You can measure how bad by the amount of colors you perceive. It is highly noticable but hard to explain on text. Different Health States There are different health states that will affect your character's blood, and these are hunger, thirst, blood loss, sickness & instant, healing, healthy. There are other stats which will not affect your blood and may happen while all or any of the mentioned states are in effect, these are: unconciousness, shock, pain, broken legs. How to lose blood There are two ways to lose blood: either externally or internally. On the first one, any external source will directly take blood from you via the damage, and these sources could be either a bullet, an impact, a zombie bit, etcetera, and your blood levels could reach critical instantly. On the other one, your blood will most likely degenerate over time and will be caused by things such diseases, vomiting, blood loss, etcetera. Your clothes will give you increased protection to external sources of damage. How to gain blood Two ways that I discovered so far: Nutrition & Medicines. Your blood naturally regenerates if you reach the healing or healthy status, that means, if you are very well fed, hydratated and rested (high energy). Otherwise there are two medicinal ways to recover blood and both requiere another person to administer them to you: Blood and Saline. Both are intravenous, there for need someone else to administer them. Saline will work as a replacment for blood when needed, and there are no restrictions to it yet. Blood, instead, has the type restriction. Blood Types You will spawn with a blood type every time you die. It will be different and it will really affect the way blood transfusions work. Just like real life there are compatibility issues. The blood types are 0+ 0-, A+ A-, B+ B- & AB+ AB-. Google up the blood transfusion compatibility to know whether you can receive blood from another donor. You can find your blood type with a blood testing kit. MEDICAL SUPPLIES In your trips you might find different medical supplies, these are: Antibiotics These cover most of bacterial infections and are of moderate time of effect. Injection Vial These have inyectable antibiotics inside. Time of effect should be really fast. Syringe These are used to collect blood samples OR inyect antibiotics from the vial. Bandages Both the green one and the ones in first aid kids are sterile. Rags Rags are non sterile improvised bandages made with shirts. Painkillers Used to aliviate the pain in a moderate-low effect. Charcoal Tabs Used to absorb poisonous substances in your stomach. Saline Saline is used to boost your current blood level. Often works with unconciousness. Morphine Used to aliviate great amounts of pain. Instantly. Epipherine Increases hearth beats, should work for most of unconciousness cases. IV Kit Used to create an intravenous kit along with saline. Blood Test Kit Used to know your current blood type. Blood Bag It is always empty unless filled with your own or somebody's else blood. Splints Used to heal broken bones. Made with wooden sticks and a bandage. First Aid Kit Contains all the elements to provide first aid: two bandages, syringe, IV kit, empty blood bag. Defribilator Used to wake up someone from unconciousness. Not tested. Can't be used to revive. Some could be missing. Diseases These are a great addition to the Standalone which implements a great amount of ways to get sick, rather than the old hit & infected-antibiotics part of the mod. Nobody is completely certain of how it works yet so the following chunk is mostly assumptions and experiments... but sound logical. So far people has gotten sick from: Eating bad stuff, drinking bad stuff, getting fed or drink bad stuff, getting hit, etcetera.. This can be translated to the different diseases: Water Intoxication, Food Intoxication, Poisoning, Bacterial infection, Saturation. Other effects, cures and diseases might exist, the following were tested by experience. Water intoxication Origin: Intoxicated Water (Sea Water, Ponds, Lakes, Rivers, dirty containers) Effect: Vomiting when the disease begins. Great loss of blood while it's in effect. Increased Hunger. Dizziness. Cure: It goes away by itself if you keep well fed and hydratated with clean water. Vitamins help to get rid of it faster. How to Avoid: Drink from wells, or purify the water you're going to take if you don't know it's origin. Notes: There are no messages previous to the disease and it is an instant contagious. Food Intoxication Origin: Rotten fruits. Effect: Vomiting when the disease begins. Great loss of blood while it's in effect. Increased thirst. Dizziness. Cure: It goes away by itself if you eat sane food and keep well hydratated when it demands for water. Vitamins help to get rid of it faster. How to Avoid: Don't eat food in bad state. Get Charcoal Tabs before you get into sickness status. Notes: Unknown notifications. Aliment Poisoning Origin: Eating anything not edible normally. Drinking anything not drinkable normally. Effect: Vomiting. Nausea. Dizziness. Funny or weird tastes in your mouth. At last periodic loss of blood. Cure: It might seem strange but antibiotics help on this one. Don't know if it goes away by itself. How to Avoid: Eat charcoal tabs immediatelly after eating or drinking the unknown substance. Don't drink such substances. Notes: After consuming such substances you will receive messages such as "My mouth feels funny" or "I feel something funny in my mouth". You can cure by applying charcoal tabs on this phase. After this passes you will get the dizzyness passive status and will proceed in the disease. Bacterial Infection Origin: Dirty wounds. Effect: Great periodic loss of blood. Pain status. Cure: Antibiotics. How to Avoid: Clean wounds with alcohol when your wounds are itchy. Notes: Before achieving this you'll see notifications such as "My wounds are itchy" and "My wounds hurt". Oversaturation Origin: Over eating or drinking too much. Effect: Loss of blood. Vomiting resulting in losing some percentage on your hunger and thirst. Cure: No known cure. How to avoid: Don't eat / drink past the "I'm feeling full" or similar messages. Notes: You will receive messages such as "I feel over saturated" and similar. Cleaning wounds Origin: cleaning your wounds with alcohol. Effect: no negative effect. Cure: no cure. How to avoid: can't be avoided. Notes: This happens when you clean your wounds, you will receive messages such as "My wounds look cleaner" until you get a "My wounds are completely clean" or something along those lines. This is most likely a place holder status for the system to clean wounds and is most likely to be changed in the future. This shows up as a disease. Any of the previous mentioned diseases will show up on the inventory as sick , sick or sick , depending how advanced the disease it and on what stage it is. Player States These are passive player states that might occur during playing. These can or can not be caused by a disease and have different causes. These can stack up with each other and do not directly affect your blood level (except for bleeding). Most of these are caused by external causes. Bleeding ( bleeding ) Origin: Penetration of damage. (Ballistic/Impact). Effect: Blood dripping off your clothes. Cure: Bandage How to Avoid: Being well clothed reduces chance of bleeding on zombie attacks. Ballistic penetration can be stopped by vests and helmets. You can't avoid this from sharp stuff such axes, knives, etcetera. Notes: you will see messages such as "I can feel blood dripping off my body" and you will see the blood coming out of your wounds. Unconciousness Origin: Dehydratation, Starvation, High amounts of damage. Effect: You go unconcious. Unable to move or see. Cure: You can be hit with an epi-pen. You can be fed and be given water. You can be administrated with saline. How to Avoid: Don't go into critical levels of hunger or thirst. Don't get shot (Sounds easy, eh?). You can use ballistic vests and helmets to prevent incoming bullet damage. Impact damage might not be stopped so easily. Notes: Completely black screen. Unable to do anything. Can respawn. Shock Origin: Highs amounts of damage. (Impact/Ballistic) Effect: Blurry screen. Different levels of blurryness depending amount of damage taken. Cure: Morphine (?); Waiting. How to avoid: You can't, really, given most of the times by an axe swing. Might happen if shot but not killed. Pain Origin: Any amount of damage. Effect: Character screams constantly. Cure: Several painkillers. Morphine (Instant). Cleaning wounds with alcohol. How to avoid: It seems to be random on the damage. If your clothes stop any bullet it will give you pain but not bleeding or blood loss. Notes: no notification on this, maybe in the future the "Your wounds hurt less" messages will apply if the pain effect is applied and somehow a cure is paplied. Broken Legs Origin: Being shot in the legs (Not happening now); falling from high places. Effect: Unable to move legs. There for unable to stand or walk. Cure: Splints. How to avoid: Don't fall off that cliff. Dizzyness Origin: Any disease; over eating/drinking. Effect: Increased reaction to food/water. You want to vomit. Cure: vomiting. How to avoid: cure your sickness, don't eat bad stuff. Notes: you will get messages such as "I feel dizzy" or "I want to vomit" Healing (healing) Origin: Being well fed, drunk and rested. Effect: Regeneration of blood over time. Healthy (healthy) Origin: Being well fed, drunk and rested and full blood. Effect: Increased regeneration of health. Notes: you will get a "Completely healthy" message. General Information - There is no instant cure for sickness status. Most of the diseases will go away an interval after taking it's correct cure. Applying the wrong cure might get you even sickier. - Always sterilize if you use rags. - Do not eat or drink anything stupid. I almost died for drinking the alcohol (thinking it was vodkah!). - Purify or boil (not implemented) water with the tablets if you don't know where it came from. - Always purify pond water. Do not drink directly from it. Except it is really needed. In such case only drink a few sips. - Wells are a safe source of water and can be found in almost every city or town. Some cities have more than one. - Always have extra supplies. If you get sick, the disease might consume your food and/or thirst levels very fastly. - Don't use anyone's blood unless you're sure of their types and yours and if you're compatible. - You can be force fed with anything if you're not moving. You can be killed by anyone who feds you the wrong things such as desinfectant. - Your blood can be stolen if you're not moving. You might also get blood injected in hopes that you're not compatible. - Taking blood from yourself or somebody else when their levels are low can kill them. - Clothes do affect the chance of bleeding and they actually stop bullets if the equipment is suited to do so. - You have a short lapse of time on which the charcoal tabs will heal you instead of killing you. - You can desinfect almost anything with a desinfectant liquid. You shouldn't desinfect food. - If your character is complaining about pain, refeer to the painkillers or morphine (instant solution). - Saline replinishes your blood safely. So does blood but is way more dangerous. - You're not a tank if fully geared either. The ballistic gear might stop one bullet or two. It will defenitely NOT stop an axe either.
  23. Oh the ideas are endless. I've thought up some ideas such as death-matches and fight clubs (weapon loadouts for these events would most likely include melee weapons such as bats and shovels, guns, and especially fists), death races when they implement vehicles, armored convoy events, city seiges (players vs players, players vs admins, or maybe even players vs npcs in the future), tank battles, helicopter battles, jet battles, treasure hunts, block parties, meet and greet, capture the flag, list goes on and on. And our community is very open to suggestions and new ideas for awesome events we could come up with.
  24. Zogvarn

    60 Hour Gameplay Feedback (Im out)

    OP: Nice feedback. Eskel: Hopefully they will not have nearly as many vehicles spawned at once as the mod had. It cheapened the game overall when as a group you could have 3-4 trucks, a bus, 4-5 atvs, a couple helos, 3-4 cars, and a few motorcycles. Also, the tents are not needed. Takes the survival aspect of the game out of the equation. Hell, the group I play with used to hunt tent cities down by chopper, raid those tents, then set up ambushes for the owners. It was fun sure, but once you get a tent you no longer worry about getting gear cause you know you can get what you had back as soon as you get to your tent.
  25. I disagree they have Modelers working on the Game adding many things Buildings interiors and exteriors , many things that werent there in the Mod. So it shouldnt be hard to tell us to what criteria they are Modelling to, which in turn would answer my initial question. In regards to the Vehicles currently we only are seeing the destroyed ones, after release of the Game you will see many non destroyed Vehicles waiting for your taking. But your point is valid, sooo much is still carried over from the Initial Arma 2 Map
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