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Found 41868 results

  1. Todo list. Add some more custom stuff to the map, small island, Change some spawns around. Add some military vehicles to shops.
  2. mercules

    Player classes...or professions

    Oddly enough in real life there are sorta classes, or at least skills sets. ;) For example having grown up with a mother who was an RN and had more medical training than some doctors as well as being a First Responder myself I do have a "Healing" skill set. I know what poisons to induce vomiting for and which not. I know how to treat most basic wounds and such. At the same time I would hesitate to have a class system. Rocket has stated he would like to have a system where people might get better at something the more they do it which would give characters themselves value. Imagine you had been doing the bandaging and other medical things for a group of people and now you can bandage in 1/4 of the time it takes others to do it and there is no chance of infection from a blood bag or you get more blood from a Saline drip or something like that. Are you going to want to risk your death to shoot some newspawn who has a flashlight and nothing else? Personally I would love it if we could pick a few "quirks" for our character and then using skills under those would actually gain more utility like Rocket's idea. Example. I get to pick 2 backgrounds out of say 15 possible. I avoid the mechanical ones and focus on cooking and medical ones so that I can get more out of food and do medical actions better. My friend grabs auto repair and gun maintenance so he can maintain the vehicles and guns we pick up, unjam(assuming they ever do) weapons easier and such. This would benefit group play but not to the point where it would disadvantage the lone wolf players. They would probably stick with gun maintenance and medical or something like that and just not have the tiny bonus from the rest.
  3. AlcApwn (DayZ)

    DayZ Hacks already happening

    if rocket would put out bounties like unique-characterbound clothing ("hackers hat", whatever) or some other gifts and provide a testing environment, i guess that would be more likely. but for now id rather like him to work on vehicles&tents, you cant expect a bounty system like similar services are providing 3days after alpahrelease.
  4. That was a hardware limit because the console it was released on was outdated but yes it was part of the reason Buuttttttt SA doesn't have vehicles and pedestrians populating the world so the argument holds no water.
  5. Karmaterror

    Dayz - The engine of disconnected unresponsive controls

    In Games like GTA the vehicles/civs only spawn in a radius around the player. They aren't populating the entire city all the time. With dayz you can have 40 people running round spawning stuff in (well when it gets turned on). Imagine GTA trying to populate its map with 40 player radius zones to populate. Im not blindly defending SA im just saying it can at times have a hell of a lot more AI in it than a game like GTA.
  6. I know the acceleration toggle will be added soon, no worries But client optimization I'm wary of. Arma 3 went from alpha to release with barely any performance increase, even though there were many complaints. Yes, ON HARDWARE FROM 2007 .... ......... DayZ crawls around 30-50 fps on near lowest when you're in a small town with a GTX 770, that is SAD. Lets compare that to GTA 5 running on a toaster with tons of AI and vehicles in a packed city of LA and holding 30 fps with AO/accurate reflections and good post processing. And the ONLY reason GTA 5 is limited at 16 players is because of 1. The consoles were outdated, going over 16 wasn't really advised 2. It used a P2P networking solution to sync vehicles and AI which is limited by players upload rates in many situations. I may be wrong here but the small bugs I noticed seem to be related to p2p, as I've experienced the same when network debugging in the past.
  7. Katana67

    Why is this not in the game yet?

    A lock-out timer still allows for loot farming, it just would take longer. I don't really like the idea of a lock-out timer. The only viable solutions that I've seen (through long debate) are as follows (in order of my personal preference)... 1. Lock the characters down to the server. No more persistent characters. It undercuts far too many systems to be further accommodated/worked around. 2. Upon switching servers, have all gear (or certain high-value gear) disappear entirely. Stats (such as kills, blood, etc.) are persistent. 3. Upon switching servers, the player's position is reset to the coast. Every time. 4. Make tents (whenever storage is implemented) disappear on a server swap. The only problems I see are servers which fall out of favor and/or become outdated. The former would be less likely i everyone was forced to play on one server at a time. The latter seems to be a non-issue with the ease of updating to a new version of the game. In my opinion, having persistent characters completely cheapens major systems of the game. Including loot, any possible construction/storage mechanic, and vehicles. Likewise, it cheapens the experience in combat where one constantly is unsure of what happened (i.e. Did that player combat-log? Did I get killed because he server hopped? Hacks? Lag? Bug?) Granted, it's Alpha and I don't foresee this problem being addressed anytime soon. But it will have to be addressed one way or the other.
  8. CREDiBLE

    PvP... and not much else.

    People whining about PvP in DayZ is beyond me. Firstly because that's trying to dictate how other players should play the game, and secondly it's undermining the essence of the game. I enjoy trying to be friendly as well, because I find that as a much fresher take on the experience the game brings about, but I realize that not everyone has my exact needs and wants. Most players I've met unarmed have been more than friendly, but most players I have met with guns have been hostile. I don't think it has anything to do with PvP per se. I think it's human instincts of fear of losing your progress that drive players into that kind of behavior. When it comes to coast wipers and bambi killers, I'm having a harder time seeing their rationale, but I guess there's someone who enjoy that as well. How to counter this? Well, the quick-fix would be to make guns and ammo far more rare. The devs have obviously done an effort in this regard when it comes to the new weapon system with modular addons, bullets and magazines. I'm fairly certain that is bound to fail. What my DayZ days has tought me is that idle hands are the devils workforce. When people have looted all they can and are geared to the max, then of course their focus turns to other things. And in DayZ there are no other things to do than to hunt other players. How to solve it? Look to Epoch. Add activities. Vehicles, base building. Something to do besides PvP. And then, naturally PvP would re reduced.
  9. Really love the game so far. I have not encountered any game breaking bugs. But.. What I think is missing: - Vehicles - Basebuilding / Something to store items in so you can make a camp - Zombies!.. These are my highest wishes as of right now. I know some of this stuff ain't coming out soon, but i'm just saying what I think the game is missing to give the player some sort of purpose, faster travel time and challenge. No bitching
  10. TheWillyMonster

    Map of Dayz SA + Loot spawns

    I guess your right, Just without vehicles its a pain having to run for hours and hours and not know where to go to find good items. I guess I just wanna know if the loot spawns are the same as the mod. Like do m4s spawn at NWAF n stuff?
  11. That's really good to hear :) Yeah I can't wait for the future updates, for example more weapons being added and vehicles.
  12. What's missing is Vehicles and Chipper crashes.
  13. rossums

    PvP... and not much else.

    It's not an attitude, it's reality. At the moment gearing up takes no time at all and there is nothing to do after this point - no vehicles to get, no parts to get for vehicles, no bases to build, nothing permanent. It's perfectly understandable that people are just shooting each other when there is a chance none of your gear will be there when you log in the next day, to say otherwise is just wishful thinking.
  14. h3l1x

    PvP... and not much else.

    Then again, people will get tired of surviving and fixing vehicles and stuff and will also end up KOSing. Same story with the mod. Not much to do, lets KOS. Veteran player, already explored the map and geared up, lets KOS. It'll always be like that people.
  15. dulix11

    Quick Tips for Gearing up in Standalone

    While I appreciate the effort you put into this video, I can't help but feel like this is what is 'killing' DayZ. Remember in the mod when there were no videos on how to gear up w/ AS50 in 2 minutes? When you were just some random guy in a cap on the beaches of Chernarus? And you had to figure everything out for yourself? Then the videos came, '20000000000+ vehicles in 2 minutes!', '1000+ weapons in dayz!'....and people learned what to do and how to do it. Instead of being thrown into some place where they could fight and learn for themselves, they are being spoon fed. imho
  16. sobieski12

    Hive System - People are already server hopping

    I wouldn't necessarily say that breaking point has found the solution. If you actually read the break points forums, people constantly complain how server hoppers are stealing vehicles very easily and infiltrating camps with ease. Not to mention that server hopping is a very effective way to flank an enemy group. If the gear is worth it, then don't be surprised that people will wait out the timer. * It already takes a while to reach the NWAF with supplies, I seriously doubt that people will have a problem with a small timer.
  17. Zove

    Pending Update Rev. 0.29.113822

    How about you work on the zombies and collisions Rocket? You keep fooling us by introducing small stupid changes but let's face it, this alpha has the same (and some more) bugs of the 18months old alpha. Where did your promises go? There are no zombies, loot sucks, collisions sucks and you work on LICKING A BATTERY? REALLY? LICKING A BATTERY WHILE THERE ARE NO ZOMBIES AND THERE ARE NOT VEHICLES OR ANY KIND OF END GAME? BATTERY.... ok.
  18. ianramos

    What do think about the game so far ?!

    I think the game is great, even more for a pre-alpha. I can't wait to see the final version. Vehicles (can't wait for this one), a better melee, maybe construction, reworked zombies (orly again devs? xD)... But, as I said, I wasn't excepting so much in pre-alpha. I got suprised, really. :)
  19. Loving the SA right now, which is why its 6am and I cant sleep. In fact, im siked about what the game could become when its released. After vehicles and everything have been added into the game, and we get back to the point at which we were at with the Mod, there needs to be a direction for players to go. Naturally, it was to develop bases, pitch tents and form groups, some quite large. But due to lack of security, raiders and zombies would easily find and over run any bases created, meaning players would be left at square one, like re spawning. While theres nothing wrong with this, after all, it is a survival game, once someone has created a small base, there done, game over until a raider or zombie comes by. One idea was to allow players to gather the resources to build makeshift walls around a particular area, whether it be from wood, sandbags, fences, or even brick(each with its own property,advantages and disadvantages) and allow them to circumvent any zombies or players from being able to enter the base unless they had the use of tools or weapons. --- Walls would become damaged overtime as zombies or players damage them, and thus need maintaining. --- Once a perimeter is created, sealing off an area, zombies would cease to spawn in that area until its no long sealed off, Consequently, this means any loot or fuel would stop spawning in the area the moment the area is sealed, stopping people from farming resources. The only exception would be water wells, which would remain to spawn water --- Wood would be the most common(Obviously) but offer little to no protection, break easily, and wouldn't require anymore than an axe or crowbar to break apart. --- Sandbags would again, be reality common, mostly found at military bases, and while offer better protection against gunfire and explosives as well as better durability, could be broken down without any use of tools by the player. --- Fences, such as that found at military bases, could be repaired as they stand, or constructed using found kits (such as that of the barbed wire kit in the Mod). They would offer no resistance to gunfire, mild to explosive(people behind would of course be harmed) but excellent to zombie(high durability). They would require something such as bolt cutters to break through. --- Brick walls would be the least common, extremely hard to obtain, stacks being rare and each character only being able to carry small amounts at a time, thus a large vehicle is needed. It would of course, offer the best protection of all, against player and zombies alike, but shows little resistance to explosives GATES AND LOCKS Allowing the player to create makeshift gates, in a similar way to walls, would of course help complete the area. again, wood being weakest and metal being strongest but harder to obtain. Spawn items such as Padlocks and keys, and even house keys, which would give players the ability to lock up after themselves, protecting there base to an extent while they were logged off. Padlocks could be broken using bolt cutters. Houses could be broken into using an axe or similar tool. Of course, if a player dies with there keys, they loose the keys, meaning whoever finds them, can enter freely. This also means dying inside a locked base means you have to break in to get them back. I mention houses because of smaller groups, 2 people aren't going to be able to seal off electro and keep it under raps, but instead will want to seal off a single or a few houses, while still giving them some protection. POWER AND GENERATORS Have generators rarely spawn in certain parts of the map, varying in size from small to large(depending on the power output), have them in need to be repaired using engine parts, electrical parts etc and have them only carry-able by hand (no inventory), and forcing them to slow walk. This means you cant carry a generator more than a few meters without a vehicle,(would take up most of the vehicle capacity depending on sizes). They would require fuel and need to maintained, like everything else, ever so often. This would allow players to place generators inside the walls of a base, and light up the base during night. I'm sure all of us could use the light during the night. This also would be mean you would have to collect lights to connect to the genny,(street lights could be connected aswell). Lights ranging from small lamps to outdoor flood lamps. When turned on, generators would produce considerable noise, depending on size of course, attracting zombies and players. Zombies would also be attracted to lights connected in the same way they are with torches. Stemming from the idea of regaining some form of civilization, once power has been restored, or via the use of large gas canisters, give players the ability to cook food using an old stove. FARMING FOOD Not in the waiting for beans to spawn, but growing fruit and veg. Place hoe's in the game (no not the women) and spawn packets of seeds, or allow players to give up fresh fruit or veg to use as seeds, the main issue is the amount of time it takes to grow, as the servers run on real time, trying to keep the growing rate realistic would be impossible. One other interesting thing would be the use of toiletries, that is, the excrement of matter and urine. How would you feel about your character needing to take a dump after eating too much in the middle of the woods, completely vulnerable.
  20. Back in the mod there were a few times when I found myself strolling through the countryside with a vehicle full of guns and ammo and absolutely nothing to do with them, plus a tent and/or another vehicle back at the camp site with more... My friend and I were driving along when we saw another dude in a truck. We agreed to form a triangle with our vehicles and trade. We got two sets of NVGs and a Coyote backpack out of him, he got a DMR with tons of ammo out of us. Probably the most successful barter with a stranger in DayZ I've ever had. We went our separate ways while ensuring he wasn't following us to our campsite, and that was that. Luckily I think I've always placed trust with the right people :) With how bad the hunger meter is right now in SA, and how scarce food loot seems to be, I haven't been in a position to give away food, lol. Anyway, I guess the moral of the story is DON'T LOSE FAITH! :D
  21. Zarathustra (DayZ)

    Things you want to see in SA updates first.

    Hunting! I don't care for military weapons, vehicles, base-building, etc. I really enjoyed the wilderness survival aspects of the mod. I hope the hunting, skinning, cooking, etc makes a return fairly soon. Tangentially related: wildlife. We needs lots more wildlife.
  22. First off I want to say that I am thoroughly enjoying the Alpha. Yes, its had its bugs and some of them have been quite frustrating but overall i'm fairly happy with what is there (though there should be more considering 1 1/2 yrs of development.) However, I'm really hoping more types of loot is released into the game (clothing, weaponry, etc) is high value loot spawns. With weapons for example you have a pistol, and M4, and a rifle. Once you get a primary weapon (and possibly a secondary) and you have enough food to survive there is zero reason to be in the north of the map. This is me just making up numbers but I would say 80% of player interaction takes place near coastal cities, which is all fine and dandy except for the fact that it means there is no incentive to leave the coast. Once you're geared up (which you can get from coastal cities anyway) your goal(s) depending on how you want to play are to keep your food / drink stocks up, farm players for blood, continually loot medical supplies so you can blood farm, and help other players if you're the hero type. Because of the limited types of loot, lack of vehicles, lack of tents to set up camp and lack of variety that currently exists in the alpha, you can literally spend all your time on the coast and not miss out on anything in the game. I'm all for player interaction, but it needs to be spread across the map and balanced. The sooner patches come out that increase variety of loot ( with higher chances in the northern parts of the map) the sooner we will see players venture off to explore the map. My group and I have literally gone through a cycle of getting essentials, heading north, getting gear, then back south to blood farm to survive and interact, and its disappointing that there isnt more that calls you to the north yet. Now dont get me wrong, like I said im enjoying the alpha quite a bit, but I'm just hoping they plan on increasing loot variety in the near future. Just my thoughts, thanks for reading. -Tonyb3
  23. dhorseven

    113822 wipes your character....

    It's not like there is anything else to do at the moment, I welcome a character wipe. Going into cities/airfields and raiding them, meeting players is fun. If there were base building/vehicles then that's a different story.
  24. About everything still needs polishing... Overall game is really fun, biggest disappointment for me is lack of different guns.. I'm getting sick of finding only m4s and same pistols at military bases. I think it will need vehicles, tents and more different guns soon as posibble or it will get boring in about week. I know it's alpha but just giving my opinion.
  25. HELLO! We have recently made a new server as well as a rising clan we have increased heli crash sites and 450+ vehicles we are currently in the process of adding new scripts. If you want to give any feedback contact us on our server or here. We hope to see you there! -Dystance Members
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