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Found 41868 results

  1. Fuck Wasteland or Altis Life, I play ARMA 3 for the combat, editor and it's campaign. +Being able to port DayZ SA to it and mess with gamefiles and do experiments with vehicles in Chernarus+ almost seems a privilege.
  2. applejaxc

    our map isnt "small" its not "balanced"

    While the map certainly isn't small, major cities and the airfields are far too close together (even with map changes, the Cherno-Elektro-Skalistksyasdlkjalkdja-airfield run isn't difficult, even without vehicles in-game). The cities are too dangerous (which can't be fixed, and shouldn't be) and the wilderness is too barren (which can be fixed, but probably shouldn't be)
  3. deebz1234

    How long before we get another map?

    dude crack open arma 3 and play Breaking point ... then come back and retract your statement... Altis is like double the size or something!? i stopped playing breaking point a3, even though it is 10x better than SA in every way (vehicles, accurate weapons, ballistics, custom shit, etc) except for the MAP. i fucking hate altis...
  4. real meatshield

    How long before we get another map?

    Too big? Shit I think its too small by at least half, and we are months away from vehicles.
  5. Hello! After many hours of playing standalone and knowing its issues I came up with something you may be interested in. I have a suggestion on how to make players from around the map cooperate with each other instead of shooting on sight and make Chernarus a better placeand survive together. This could be possibly achieved by focusing little more on PVE elements. I will try to put my thoughts together the best I can. So the Idea is quite simple. There could be special industrial areas and such around the map. Adding those places will benefit all the players who join the raids. By getting to the heart of the area people will find huge warehouses etc. which are full of one kind of loot. That would be: ClothingBuilding suppliesArms and equipmentVehicle partsThis would be a huge project for developers since there are many things to create, script and adjust. For instance those four places mentioned before must visually suit their purpose and should not be the same. New buildings should be definitely created for this purpose. I also thought of another benefits of these. Having clothes warehouses with many varieties of clothing in colours and styles which already exist would give clans/teams/friends chance to create their unique team outfits. At some point in the game there is nothing else to do other than shooting other people. The base building would be something to do and I know it’s coming up at some point. But wouldn’t it be strange to have sandbags in grocery store or such? So the special industrial area focused on building supplies would be nice place to have. By that time vehicles should be introduced to the game and that would be the way to transport realistic amounts of supplies to your destination from there. The most challenging and dangerous place I would make an arms and equipment warehouse. This would be a very desirable place for players and I would make it the most dangerous place as well. Full of military zombies, armoured zombies and such. I also would make loot in it quite limited to player amount in the area to make it balanced. Vehicle parts factory/warehouse also would be a good place. There is nothing else to comment about it. All of those places must be highly populated by constantly spawning zombies suitable to certain place. Players must be at great risk to get great rewards. Areas should not consist of one building but at least the size of small village. Players would have to create tactics to get through. Also roles would be very important such as support, medic’s and assault and drivers. During the night time zombies should be slightly nerfed due to lack of light however an additional lighting would be needed such as flashlights, flares or people carrying lanterns for bright radial light. Getaway is important. By getting to the actual loot players should be able to lock in from zombies. Once they are done a gate which opens only from inside could be opened for short duration and players could access their vehicles which could be left there for getaway or brought by a driver to load their stuff and get away from the highly dangerous area. Vehicles could enter the gate too. Another important thing. Sometimes it’s easy to get away from zombies just by running around. Therefore some obstacles would be great. I heard about doors which you would have to break into to get in. That’s a good idea too. I would also suggest adding an additional item in game. A “door ram” which should take up main weapon or melee slot and used for reinforced doors or for quick opening any other door you want. They should be spawning in police stations only. I would make some variations for opening doors though, like lock pick, crowbar, axe or explosives and specialised shotgun ammo. The noisiness and speed will depend on your choice. Now the question is: How are players going to organise those raids? The answer is “Walkie Talkie”. Few of them should be spawned in every police station so players can easily find them and communicate with players around the Chernarus. Either they are going to work in chat or like voice communicators; I’m going to leave up to dev team. This could make players work together for a common goal and meeting new people. In my opinion this could change dayz a lot. Thats about it. Leave your suggestions and feel free to criticise me too :)
  6. bobotype3334

    Pls no magic zombies Rocket

    I've read, somewhere, a while ago, that Rocket plans to implement special variants of zombies, including one that can only be damaged by shots to the head. PLEASE ROCKET FOR CRYING OUT LOUD PLEASE DON'T MAKE MAGICAL ZOMBIES THAT TAKE ONLY HEAD DAMAGE AND ARE MAGICALLY IMPERVIOUS TO BODY BULLETS WHILE NOT HAVING ENOUGH ANTI-BULLET MAGIC TO COVER THEIR VULNERABLE HEAD. I have a much better idea: Make most military zombies and all police riot squad zombies be wearing bulletproof vests, never taken off when the original wearers were zombified. This gives you a whole class of less-vulnerable tough zombies for a sensible reason. Also, please allow them to move and tackle slightly faster than the player can run while carrying a backpack with anything in it or an item in the hands [but a little further into the future, when we have vehicles]. Please and thank you for not making zombies magical.
  7. Howdy fellow survivors and dev team! I come before you today to propose a few ideas, all related to one another, involving Canteens, Utility Belts, and more, including how they should be implemented and how they function IRL. Now, I know that belts have already been suggested before in some manner or another. But not, I think, quite like this or in as much detail. And I don't think I have seen a picture of the kind of belt I would like to see in game, either. No, I am not talking about your simple leather strap you thread through your pants belt loop to keep your pants from falling down. Rather, I refer to this: Oops. Howd that get in there :D ? Sorry, next pick: THIS is the kind of belt I am referring to. A heavy duty, nylon weave adjustable belt designed for the attachment of modular equipment. But what kind of equipment is designed to be attached to this belt? Well, for starters, the very same kind of canteen found in this very game! But that isn't all, and that itself brings me to my next point: The canteen. I have mentioned this off hand in a few other threads, but haven't yet gone into this much detail. SO, read on to find out what I would like to see with the canteen in particular, how it relates to this belt^, and more. THIS is your standard issue UN canteen, green, olive drab. But you may notice something missing (you sharp eyed devil you!). There is no outer pouch! And you are correct. This is the plastic canteen all by itself. This, I think should be a single, individual item found in varying conditions in the game. Like the current canteen, it should take up 2 inventory slots. But there is more: THIS is an aluminum canteen CUP. Note the shape and folding handles. It is designed SPECIFICALLY to fit snugly on the bottom of the canteen you just saw. I also think this should be a single, individual item found in game, in varying conditions. It should, by itself, take up ONE inventory slot (its about half the size of the canteen), OR if COMBINED with the canteen, should continue to take up only 2 inventory slots. BUT THERES STILL MORE! Read on: This is the aluminum heating stand. Again, note the shape. It is designed specifically to fit snugly around the canteen cup. When flipped upside DOWN, however, the narrower base still fits on the cup, but only partially, elevating the cup. This allows the heating stand and cup to be placed over a heat source, such as hot coals, and heat the contents of the cup while keeping the cup itself out of the fire and preventing the heat from burning the contents. Let me tell you folks, a true, salty Marine can cook a 4 star, 3 course meal using only the ingredients found in an MRE, a fire, and this handy contraption. I would NOT want to be out in the boonies trying to survive on my wits alone without it ("it" being the entire canteen set, more on that in a moment). This item, by itself, should take up only one inventory slot. Combined with the cup, still only one. The stand and cup combo, combined with the canteen, would take up only 2 slots all together. But there is STILL MORE! THIS is the canteen pouch (note: the camo pattern was drawn on using brown and black permanent markers). Its the nice little olive drab cloth wrap you see in game, with the actual canteen inside it. Currently they are a single item in the game, but like all the items mentioned before, I think that it should be a single, individual item found in game, in varying states. Alone, it would take up a single inventory slot. Any of the items mentioned before (canteen, cup, stand) could be added to the pouch, together or separately (found a pouch and a cup or stand, but not the canteen? Cup, stand, and canteen can each be added to the pouch, separately or together). Any combination of those items, or all of them together, would take up two inventory slots. ALSO note the small pouch on the side. Its a tiny little pocket. What is it for? WATER PURIFICATION TABLETS. Store those little pills in the pouch, along with the cup, stand, and canteen, and ALL TOGETHER they still only take up 2 inventory slots. This little guy is a gator clip. It is used to attach the canteen pouch to the belt you saw in the beginning. In game, you would not be able to attach the canteen pouch to the belt without them. In game, they should be found in pairs, and take up only one inventory slot. Combined with the pouch/canteen/cup/stand, two inventory slots. Combine ALL OF THAT TOGETHER with the belt, and you no longer need to store that canteen in your pack or pocket. Its on the belt, ready when needed, and out of the way. EDIT: This item, as said, should be found in pairs, and should be STACKABLE. Canteen inside cup, inside stand. Canteen, inside cup, inside stand, inside pouch. This item, with gator clips, should continue to take up only 2 inventory slots. Canteen set attached to belt with gator clips. Some more items that could be in game. See next picture for description. Here, the belt is laid out with several more items that could be added to the game at some point. From left to right: Canteen set Butpack: Could take up 2 inventory slots if stored in pack, BUT if attached to a belt, you gain access to 4 new inventory slots. Attaching it would require 2 gator clips) IFAC pouch (Side pouch): This is the carrying pouch for standard issue USMC personal medkits. The medkit is gone, now its just a handy little pouch. I use this as an example or placeholder for an item in game that would be SIMILAR. One inventory slot in pack, BUT if attached to belt with 2 gator clips, grants access to 2 inventory slots. Medkit: This is an old, Vietnam era med kit pouch, with med kit. The current med kit in game could be used for this purpose (imagine it instead of my nam kit), OR this could be added in as well. EITHER one could be attached to the belt using a pair of gator clips. Kit would function exactly the same as it does currently, taking up 4 inventory slots in your pack, and capable of holding 6 medical items. Furthermore, most of the "Assault Vests" found in game (I refer to them as LBV's, or Load Bearing Vests), are of the same kind that are designed to be attached to this kind of belt system. In this picture, I show how my LBV attaches to my belt using simple Velcro straps secured tightly with a snap button. The two straps on the left most end are undone, to show functionality. Combining the belt with the LBV (would not attach to a stab or bullet vest) would have the convenient effect of adding all of its inventory slots (4 for the butpack, and 2 for the side pouch, 6 in total) to those of the vest. Meaning that with the belt/butpack/side pouch combo attached to the LBV, the LBV would now have a total of 14 slots (2X7 configuration), making it all conveniently located and condensed under a single drop down bar, rather than separating the extra slots into yet ANOTHER bar. Then, the belt could have its own bar, without inventory slots (if combined with an LBV. Without the LBV, the slots would appear under the belt's tool bar). I imagine it would work the same way as a rifle. You see the bar with the rifle picture and name, and drop it down to see all the attachments. The belt would work the exact same way. The belt, and all attachments, strapped to my LBV, and worn comfortably. EDIT: Another suggestion for an item that could be attached to the utility belt (thanks to spiderdude20): A magazine pouch. In game item would take up 2 inventory slots. If attached to belt, could function like ammo can, granting access to expanded, specialized inventory, say 4 slots, except were the ammo can only allows ammunition, the magazine pouch only allows for the storage of magazines. Either 4 single slot magazines (c-mag, speed loaders, FNx45 mags), or 2 2-slot magazines (30 rnd, 40, or 60). Stored in your pack or in a pocket, the item would be inert. But attaching it to a belt would enable access to those slots. This is an example of my own pouch that I have that is designed for this kind of belt. Like the others, uses gator clips. This is a US model, but another version could be used, or the "US" could be replaced by "UN" in game. The pouch, opened to show a pair of coupled stanag magazines inside. I believe it necessary to have such a modular item in game. When hunting and cooking and other things are implemented, it will be necessary to have a way to carry some of our items (canteen, magazines in a pouch, butpack, knife w/sheath, pistol holster, etc.) in such a manner that we free up inventory space for other things, like the cooking pot, food, matches, wood, stones, tools (for repairing items/vehicles?) etc. WITHOUT this, we will NOT have enough inventory space to carry all that we need, and still be able to take advantage of all that the game will eventually have to offer us. ESPECIALLY if backpacks become a rarity, as has been said recently. This system would greatly enhance gameplay in the search for more items to round out a player's survival kit. As it is currently, there is no use for matches or cooking pots. But when those things are implemented, I would like to be able to carry them without sacrificing space for other items that are no less important. I think it would balance out nicely when you consider that in order to be able to free up that inventory space, a resourceful survivor will need to find the belt, the attachments, AND gator clips. Finding everything you need might take some time. But once you DO manage to get it all, you will free up significant amounts of inventory space as a reward. Here, I conclude my lengthy suggestion. Thank you for reading, and for your comments agreeing that it should be implemented, or, as the case may be, for your constructive criticism. Good day. :)
  8. LaughingJack (DayZ)

    Should The Alpha Disclaimer Let The Game Off The Hook?

    Yeah...no, not only. Sure these things were also attempted to have, but the main difference between Mod and SA is just that in the SA things can be made, which just weren't possible in the mod because of the limitation of the engine, the server architecture etc. Somewhere I read this analogy which fits imho real good: Imagine ArmA 2 as a small house with a shower (the Multiplayer) in in the second floor. Somebody started building a bathtub there (DayZ). The inhabitants were absolute happy, but soon demanded more and more, it should be bigger, have more things, made out of marmor etc. etc. But the stairs were too small to bring the things up, so a crane was put on top of the house and a hole was broken into the side of the house to bring it in. So the bathtub was getting bigger and better, but the house wasn't made for that and it became cracks and the water pressure destroyed the pipes, the floor was hanging through and nearly breaking and the neighbours brats were inserting nasty things in the pipes, since they had to be made outside the house... So, since there was no way to make the bathtub any bigger without completly destroying the house, a new house was built. This time with a bigger stair, hardened, waterproof floor, better pipes inside the house etc. etc. But the inhabitants only saw the bathtub, that was brought upstairs and as soon as water was running they demanded to bath, even if they were told, that it was not as comfortable or shiny or with all the funny extras they knew from the old bathtub, hell not even the roof of the new house was finished and sometimes it was raining straight into the bathtub. But since they were begging and begging, they were allowed to bath - and they complained about the missing of the shiny things they were used to, the cold water that sometimes came out, the rain that fell through the roof, and that these idiotic brats still were able to get to the pipes, because some windows were missing.... And that is the story, what DayZ SA was supposed to improve upon... I can't speak for all of the people here, since some are just morons, but I think they biggest part of the people that answer with "ALFER!" is just plain annoyed by the 100th thread with "Wher are the vehikls?" or "FIX THAT!" and after 10, 15 or 20 times answering the same thinsg eloquently they just don't care anymore and write "ALPHA" or even other, even less nice things.... Don't trust Deans timelines. Hell, he is known for delaying. The problem here is, he is neither blizzard saying "it's done, when it's done, deal with it or get lost" nor is he a PR guy (he is the nightmare of all PR departments i think ;)) that gives vague answers that are correct - he is far too direct and far too honest and just says what he believes - and that may be wrong. And poor hicks is always the one that has to backpedal.... And yes, within an alpha, this IS covered in my honest opinion. In a real Alpha there ware always things, that can happen, which may push features back, because they demand fixing. E.g. think of the Vehicles. To be implemented real good like it is planned, Physics and crafting has to be implemented. Let's say, there is a major problem with Physics at core level, so that has to be fixed, so vehicles will need a month or two more. Annoying? Maybe. But this is exactly one of the things that CAN happen during an alpha. Well they WERE behind, and they just have this delay now on them, even when they are on track now or can implement things even faster than they thought they could in the original timeline (e.g.: those fashionable items. Since the programmers were working on the engine and the server architecture, the desigenrs were crafting. So it was possible to push out such an amount of "fashion"-items rather fast after the Alpha-release, because it was already delayed, but these items were ready to go, since the desigenrs weren't sitting on their ahnds... I am a programmer (but not in gaming industry :( ) and if I had tom take a guess I'd say, it's not that easy. Yes, the limitations of the engine (even if it was rebuilt totally) could have been guessed, since it derivates from the "original" mod-engine, but not all issues, since some things just can not be guessed and aere just seen as they occur...so: it IS more complicated than that. And on the other Hand BI owns DayZ and I'm pretty sure, they wouldn't have let the DayZ devs buy in another engine.
  9. As for slow development they warned it would be in alpha for a year or more so yes when your expectations are finish it now i want vehicles now i want i want then your going to get told to pack ya bags...
  10. HunterLycan

    Giving us a point ?

    I know two people have mention this but the stupidity of the poster can not be empathized enough. YES you did pay to alpha test someone's game. How did you miss the disclaimer when you bought it in the steam store or on the main website. Guess what you are STILL alpha testing this game. there is a disclaimer everytime i load up the game. Now if that is just for me oh well i get it but still plan on playing. As for the OP I really don't see the point of this thread. For one Dayz never really had a point to begin with. You start on a beach with a simple objective: survive. That is it. Down the line they added base building vehicles and what not and even traders depending on the mod (of a mod) you were playing, but there was still no point to this game beyond survive. Everything else you did was a secondary objective that you added or other players had you add but the game did not require it. Even playing this alpha I feel like i am back on the beach of vanilla Dayz mod with only one objective: survive. Now because we are testers we get an added objective: break the game. That is what it means to be an alpha player to test the limits of the game so when it is released it is the best it can be, From what you have posted you are asking for vehicles and bases well it wouldn't matter is they were in the game there would be no point to get them outside what you decide is your personal objectives. A short list of "Points" Stock up on Ammo/supplies (most likely will mean nothing come release but still) Create a team (the game isnt released yet so now is the time to find a good group that wont kill you for your beans) Scope out base locations (Not sure how they will have it considering they said instance like areas but all i can go on is what they had in the other mods) Practice avoid zombies (why waste ammo and risk death to zombies on a supply run come launch?) Run around Cherno/Elektro as naked as the game would allow (grasping at straws but you got to enjoy the little things in life)
  11. A lot of what is wanted by players as balancing tools will be added. I feel like 99% of people who make posts complaining about the game have never read a Dev blog. Most of the time people are complaining and asking for thing devs have acknowledged and say they are going to add. They will reduce weapon spawns They will reduce military loot They will add animals and hunting They will add disease sickness and infections They will add Base building They will add vehicles They will add more zombies They will add more balancing to try and punish players who kill on site. There is literally so much they are working on and going to add. Complaints about current player interaction with the world is nonsensical. Player interaction is guaranteed to change. People who complain about this game act like this is supposed to be Arma 3 wasteland but with zombies instead of soldiers. Everyone go read or watch the Dev blogs. Read the twitters of dean and the devs. And if you have done that and still are unhappy then just stop playing and keep your opinion to your self. You discourage other people from playing who potentially could love the experience they have in Dayz. Stop telling people to save their money. It says in very bold words to buy at your own risk this game is in ALPHA!
  12. savini

    Boot Camp

    For most of us this isn't an issue as we've played for awhile, or are veterans of the ArmA series. This isn't an idea for us though. It's for people who are new to the game. I was in game the other day and ran across a new player. I stop and give him a few pointers, but I started thinking about the mod days. Back in mod I could give people a few tips, but I always suggested playing through the 'boot camp' missions to help them get acclimated to the controls. ArmA has always had a bit of a learning curve, because there are many controls and controls with dual functions. The average gamer isn't used to the setup. So I'm suggesting adding a new main menu option that functions like the 'boot camp' missions of ArmA 2. When you open the 'boot camp' menu a list of scenarios pop up such as: Movement - The basics of movement, sprinting, crouching, and so on. Gear - A scenario in which you are taught how to access inventory and move items to or from you pack/clothes to the hotbar, or loading ammo, or interacting with food etc. Weapons - Shooting range with a few weapons to allow for messing about with weapons, including how to set the range and such. Vehicles - Have a few cars and aircraft to choose from that allow and teach the player how the vehicles function, and allow them to get used to the feel. All of these scenarios would be single player of course, just how it was before. An image of the ArmA 2: CO Boot Camp menu in case someone is wondering what I'm on about. Be warned it's a bit large. Naturally this would all be in the future. I don't imagine this would be too difficult as it's still pretty much the same engine, but I'm not a developer so I don't really know. I think it would be good for new or novice players to get a decent grasp of the game when they decide to set foot on the unforgiving soil of Chernarus. Obligatory disclaimer: I am not currently aware of any plans or interviews that state a 'training' mode is coming. So if this has already been decided then...apologies and all that jazz.
  13. Predators will definitely make the northern wilds where I spend a fair bit of time more interesting. I don't think I'd utilise horses much. I don't think I'll utilise vehicles when they're in game either, I think they'll both attract faaaar too much attention for my tastes. But I would love a dog. I'm a bit of a lone wolfer, so it'd be awesome to have a dog with me out in the wilds. You contribute so much to this thread dude. Please, keep it up. :thumbsup:
  14. Canned Muffins

    Third Person Fix

    How is the spoilered scenario in any way even? You can see me coming while I have absolutely no idea that you are there! I could be the best scout in the game and you still have a huge advantage over me. You can simply wait for me to turn away from you, pop up and shoot me without ever exposing yourself to risk from me. That is not skill or patience or positioning, it's a legal and lethal wallhack. Once again, I am not arguing that you shouldn't be able to have 3pp. But it needs to be fixed so that in the above scenario you cannot see me either. I am effectively invisible to you unless you stand up and look over the wall with your characters eyes. Here's another one: In this situation you can potentially see me coming from miles away without ever exposing yourself, giving you a huge advantage. You now have a very long time to set up an ambush for me, and I still have no idea you're there even if I am the most observant player in the game. If you cannot see the issues with this, then I have to assume you're part of the crowd that just wants cheap and easy kills in a game that is NOT supposed to be about that type of thing. The challenge of PVP is more prevalent in regular servers due to both population sizes and yes tactics of 3rd person.This ability is no exploit it is built into the system and it has evolved all sorts of strategy to both combat and optimize its use. You gain information off of the few ways you can in this game and that includes vision,hearing,and spacial awareness which would be a bigger factor if we could smell,feel,use mirrors,peak over ledges,use cameras,or what have you but these things just don't fully exist in this game. Gameplay and mechanics make up for what should be present or available in a real life scenario. Even as a game DayZ and Arma games are simulations to an extent. This game is classic in its anti game style its classic in the features incorporated to suit gameplay better. It is not doing anything that has not been done in another game all it is doing is applying old gaming mechanics with a new concept a new world. The wheel has not bee reinvented it simply has bee given new treads and put on a different car. DayZ is a survival game at its core but PVE is not the core threat to players what is the core threat is other players. The end game is other players and interacting with them. DayZ is a PVP environment the moment you spawn in on the beach with even a single player in the server. The only PVE pure moments in DayZ is when you are on a server alone with no competition for any resources or threat of other players. A single player as potential competition is what makes it a PVP game. The point of bringing up past games is to highlight that in terms of history of 3rd person shooters or games in general is that this ability and camera view point has existed in them. It has then carried over into modern games and it will continue to move along in future games because its how the genre and community wants it. If the community and industry saw it as a real issue it would have been gone years ago but it exists because it is wanted because it works in the video game world. We see things all the time that are not directly in our line of sight or we know they are present by our many senses and the environment we have surrounding us. We have horrible lighting and shadows in the game so that wont aid us at all even on ultra settings it has never aided me. There are no dynamic reflections or mirrors to use or even wet metallic surfaces to aid us. Sound of walking on debris or different surfaces is horrible currently and half the time sound doesn't register to begin with we are stuck with buggy ambient noises and delayed sounds. So games make up for this with other features and mechanics like view perspectives,statuses,information bars,different menus for player stats,environments, or equipment. DayZ we get told many things we can't feel ,we are told things we can not check manually,and we are through into environments where several primary senses are erased. We replace these senses with in game ones. You say DayZ is not competitive? Interesting that there are server leader boards ,highscores,and yes competitions like tournaments.In fact thats how most of the mod went and when private highs come there will be stat tracking which lead to these things. Who kills the most zombies,who killed the most players.who lasted the longest,who has the more rare gear, whats the longest kill shot do you have,how big is your camp,how many vehicles do you have,how risky can you be without dying,who rescued or killed the most bamis,ect....These sorts of competition exist in any gaming community and we do track these things and measure them. Clans and groups in this community compete on all sorts of levels. Both perspectives will continue to exist and advantage is gained through playstyle. Preference can hinder your abilities if you choose to limit yourself and not utilize your resources. If you wish to go into a firefight with a self imposed handicap you are able to do that but expecting others to abide by this is impossible. When we end up talking about preferences majorities matter. We are not arguing an objective truth but rather a subjective opinion. Popular opinion sways society and majorities are what make changes happen or prevent them from happening. IF you can create a game that replicates smell/taste accurate life like sounds,accurate life like lighting,and spacial awareness then we wouldn't need 3rd person. But as of late we can't do basics correctly so the simple best solution is to keep certain mechanics in the game that function for gameplay sake. We wont ever even see an Arma 3 style peaking system in the SA and honestly that can still be improved on to simulate movement better and spacial awareness. The Oculus Rift is tackling head and eye movements and one day we may have the rest of the body simulated in game better. Until then we are going to have features and mechanics that reward information. If a player truly feels they must not have this ability they have the prerogative to not use it and play on the servers that restrict it. Myself see no need in fixing something thats not even broken. I will play both modes regardless and wont ask that DayZ neuter regular mode in the name of bullshit balance. Balance crusades are what ruin games the only balance we have in DayZ is that we all spawn on the coast with basically nothing and from then on out what ever we do determines if we live or die. Where you move to and how you move there may kill you. You may think your cover that you are in is a sure thing,you may also think that just because you know where an enemy is that you can dispatch them or correctly handle the situation. However thats not the reality of the game. No scenario is even no matter how much one may try to balance things.
  15. Crazy Ivan (DayZ)

    Zombies Repairing Gear

    OR3GONIZ3D Are there working vehicles in the standalone version? I am only asking because the discussion page says General Discussion standalone general discussion And I don’t want to be missing something.
  16. oregonized

    Zombies Repairing Gear

    Damn, now I just have to get the zombies into repairing vehicles so I can drive them.
  17. Mos1ey

    So will there be missions?

    It just needs more to do. Like, a lot more to do... Once there is a lot more gear, so much that it would take weeks to find all the top-tier items, and things like temperature and sickness are implemented and functioning correctly; I think surviving will be a lot more challenging and rewarding. Not to mention repairing and maintaining vehicles and base building in whatever form it takes.
  18. Nicko2580

    Calorie, Weight and Movement

    I'm all for tying hunger and thirst to movement. Not particularly invested in how the actual system works, and to me this seems like a good idea. I just find it utterly ridiculous that I can sprint the equivalent of 50km with no penalties at all and I can't wait for whatever fix they work out to limit this type of thing. I assume we won't see something like this until at least basic vehicles are implemented though, as the QQ that will follow stripping sprinting down will be massive.
  19. He IS right. And I've played it for 137 hours. I like DayZ more than the average gamer who plays it. The group I was playing with left to play freaking RUST, because DayZ was way too boring. After playing alone for..15, maybe 20 hours, that's it for me. I know everything about the game, I miss that feeling I got the first hours of not knowing where I even was. The map is little. Yes, I said LITTLE. Once vehicles are implemented it'll take nothing to go from one side to another of the map, I've used vehicles in Chernarus+. I hope one day I will come back, join a group and see I really better game. But I know that won't be true. Humans know how to kill from the moment they are born. Teaming up is something that society and LAW teaches you. There is no law in DayZ, and the devs are not willing to implement it.
  20. I found your post fair until you decided to call me somewhat of a guy that seeks trouble. No sir, I am waiting for further updates as well and I really hope the hunting thing will bring a new touch to the game. I'd really like to function as a merchant of some kind but well... there is no working system for that atm... This game still has potential and just to say it can't be saved no matter what is plane stupid! There is so much you can implement: - fortresses with human gatherings - hunting - vehicles - maybe even special zombies - wanted posters - and so on I really hope for something like that but until then we all just have to sit and wait...
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  22. DayzForumer

    You know sceneComplexity?

    Yeah. It reduces the amount of pylogons onscreen at the time. 100000 is the lowest you can go ingame, but the .cfg allows you to go down even more. Anyways, it's a good thing to improve FPS and you should lower it if you have problems in cities etc. It doesn't render trees in the distance if you have it too low. (I think.) Never mind, it just prioritises like this: Terrain. Buildings. Players, vehicles and NPC's. Bushes, trees and greenery.
  23. Slyguy65

    Tool box

    They will almost 100% add those when they start working on the repair system and vehicles.
  24. Im all or that, an olympic site such as the one in Bosnia would be awesome: And as always a nucleur power plant, or even a military vehicle graveyard: Adding one of these when vehicles are released would be the sort of best place to find vehicle parts, just like you can get military gear from different places but the best place is Balota or NWAF, more loot for more danger!
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