Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
First - this is VERY long time away, secondly, do you really expect vehicles to be a bottomless locker they used to be? And yet still - 10+ slots of equipment to cook vs+ 10 slots of actual food.
-
Points become moot when vehicles are in. I know its a long time away but I rather not see the game being made more convenient just because of that.
-
I'd like to see template rulesets for weapon rarity. So, for example, you have a military ruleset, in which military/other high-grade weapons are less rare than they would be in other rulesets, and vehicles and helicopters are in good supply around the map; a civilian ruleset, in which military weapons are very rare, civilian-grade guns and maintenance kits and land vehicles are rare, air vehicles are disabled and most of your maintenance items/kits are hard to find or obtain; and a survivor ruleset, where military guns are roughly the same rarity as ye olde Stratholme mount drop from WoW, civilian guns are a godsend, and people are going to try to beat you to death for any maintenance kits you might have. Vehicles will seem like a ray of light from the heavens when you find one, no matter the condition, and their spawn sites will be hotly contested battlegrounds until someone manages to get it away and stash it.
-
Were they rumors that went with a vid, showcasing snow that could build up and vehicles could leave tracks in? I saw something like this on these forums ages ago, seemed like a paid for variation of the arma engine. Id search for the vid but im on a mobile connection and you tub doesn't work :( Something like that could be awesome. Add some real immersion, im picturing hard survival, and zombie chases being really slow, as player and zombie have to wade through knee deep snow. If no it will be those 4 maps you mentioned im sure. Id love R to finish his alpine map from armaholic, but I guess that wont happen if hes off to the new studio around beta time :)
-
No, no one knows, I don't think even the Devs know really when vehicles will be ready. They have said that bicycles will be the first to be implemented as they are fairly easy to do. Keep in mind they pretty much (thankfully) started from scratch for the vehicles, so that hopefully when you're giving a nice person a ride in your Land Rover and you hit a small stone wall that's hidden by the tall grass you don't get stuck and go from full health to killing the now AFK hero and nearly killing yourself. But we'll just have to WAIT and see.
-
Someone already suggrested building fires but after watching a video of a the revolution in Ukraine I think this would add dimension and depth to urban warzones of Cherno and Elektro. You could use tires and other trash you pick up to light them on fire to create a smokescreen to conceal your movements and provide concealment from snipers. You could also use these as smoke signals for regrouping. It would also create a dual use for tires as people could then steal tires off vehicles (once they are implemented) If you find a half fixed up vehicle and want to use the tires for an assault on Cherno/ Elektro. Right now since we don't have smoke grenades theres effectively no deterrent for snipers unless you want to countersnipe and find someone that wants to play bait
-
Dayz Builderz,High Fps!,Alot of cool scripts come and have fun with us
Dayz Builderz posted a topic in Mod Servers & Private Hives
Scripts we have are self bb,auto refuel and repair at gas stations,evac chopper,Tow/lift,Halo-jump spawn,3 AI missions at once,AI city,2 types of AI mission systems. Extras are we have 5000+ vehicles there are added vehicles like btr90 lav-25. Prices in traders are fair. added chainsaws in traders. The ip for the server is 109.236.85.30:2802 The name is Dayz builderz. Thank you for your time and hope we see you on soon. :beans: -
2 years on and nothing has changed
Weyland Yutani (DayZ) replied to irzero's topic in General Discussion
I only played on the public hive for a few weeks which eliminated hacks for the most part. The reason I left the public hive was hacker related. After that time, I moved on to renting a server which was on the shared hive. Frequency of hackers dropped 90%. After a few months I changed the server to a private hive and once there I think we ran into a hacker 2-3x until we shut down. Maybe you got wiped on cheaply tricked out servers with self blood bags, 500+ vehicles, low/lift, animated helo crashes, custom loadout for donators, etc? Heavily scripted servers did all kinds of wacky things. Vanilla didn't. Did this happen on public hives? Shared? Private? In my extensive experience, I never got wiped once. I couldn't even wipe with the toilet paper. None of my friends nor any of the 30+ static members we had on the private server got wiped either. We had many active admins and got zero reports of getting wiped. Only issue we had was an issue with humanity getting reset, which was fixed on a case-by-case basis. I have never teleported once in SA, nor have I read about anyone in the forums complaining about being teleported to the coast in SA. I have been wiped (discon from the hive on poorly updated servers) and fresh spawned on the coast. That is different than what was happening in the mod. Usually teleporting to the coast in the mod came from Hero skins or hacks. Reiterating, your mistaken. If you bothered to read what Dean Hall says in his reddit page you would know that DayZ Standalone will be in Beta by 1/2015. -
Go play the original DayZ vanilla with no added stuff. Decent guns are rare and vehicles are SUPER rare. Took me a month and I remember finding my first car, a lada. I nearly cried :lol:
-
Cleaning up vehicles is not a problem as long as you run a simple cleanup script at each restart. What you're really going to be up against is the huge amount of Epoch servers that are already out there. Use DayZ Commander or Six and filter out servers by Epoch. You'll find that MOST of the DayZ servers out there now are Epoch servers (thousands) so getting anyone to populate your server over all of the others out there will be very difficult.
-
Oblicure's DayZ Epoch Chernarus | Looking for admin's for my TS3!
Cr0wDayZ posted a topic in Mod Servers & Private Hives
Oblicure's DayZ Epoch Chernarus | 800+ Vehicles | Auto Refuel | Active Admins | 24/7 Day | Recently Wiped | Great FPS | 2 Hr Restarts | Great PvP | + Many More! Server IP: 185.2.138.68:3068 [Admins 24/7] Server's Teamspeak: ts27.gameservers.com:9273 [Admins Needed!] Oblicure's Epoch Server gives you a great taste of what Epoch can bring you. You will always have over 30-60 Frames in towns [Cherno/Electro]. There are constantly Admin's online on the DayZ Epoch Server & Teamspeak. You can bring your friends in to the teamspeak & one of the admins will give you a free room for you & your friends. Every Week we give out items to constant/loyal players as they've been consistent on the server's. The Owner "Oblicure" hopes you have a great time on the server's & feel free to kill anyone you see :). -
Russian weapons: SURE. Russian vehicles: Oh YEAH. Russian clothing: Okay!!!!!!!!!! :D
-
Thanks, forgot the name of it, and I meant that was the only one with decent speed. Sounds sweet, they might be able to implement it into the DayZ engine (it's called that now since it's different enough from TOH) if they get it working. They're going to add Utes island in sooner or later, they don't have it in now because it would just use up resources and there'd be no real good way to get to it till they add in the revamped vehicles (IE boats). Not to mention the map team are probably still working on it.
-
There is a lot more work involved in running and maintaining an epoch server compared to vanilla. The availability of purchasable vehicles insures your constantly cleaning up your db of surplus vehicles which if left unchecked will eventually clog up your server. Depending on your player base you may find yourself reimbursing gear lost due to the all-too-familiar bugs of the mod.
-
Good stuff. I'd like to just respond to what you say about books. I started playing just about two weeks ago today and a RL friend bought the game about five days ago. We've been talking about the same thing; it would be great to find tech manuals covering woodland survival and/or hunting guides, handling machinery (here, think about the posters talking about making your own ammo and operating lathes, mills,etc) or vehicles like helicopters, medical books, etc. If you don't find and read these texts you lack the skill. And I'm not saying DayZ should work like Fallout where you can absorb everything. Yes, keep the skill set reasonable. Maybe specialize in one or two skills. That sort of implementation in-game would give a player marketable skills--a clan needs a hunter/cook or a medic, let's say. And I'd like to see a barter system which goes along with that. If you're a solo survivor you can trade skill services for items. If you're in a clan your service comes with the certainty of remaining a vital member and you'd benefit from the security of being in a clan. Guy's a lousy fighter but a great medic or tailor (Need a ghillie suit? I can make one.), for example. There remains the issue of, say, soldier skills. Would reading a manual "upgrade" your sniping ability? Obviously, the person playing either is or isn't a good long-range shooter. But perhaps reading some manual would grant the player an in-game perk such as less wobble looking through a scope. I like it.
-
I think you might have a problem selling the skill tree idea as I've tried 'running that one up the flagpole but nobody saluted' to use crap business phraseology. Personally I don't think you should be able to operate certain vehicles or perform certain medical tasks without some form of "training". The character curve is definitely something I'd like to see implemented, the question is whether others will buy into it. I still feel you will have vanilla players that just want to pick up the game and play, CoD or BF style, rather than spending time learning to do stuff. Perhaps using the hardcore servers for a skill tree/character progression narrative?
-
[EN/FI] Disturbed Gaming | Refuel/Repair/Rearm Stations | Tow/Lift | Self-BB | AI-Missions | Anti Hack | Active admins | Safe Traders |
xzsebuzx replied to xzsebuzx's topic in Mod Servers & Private Hives
50 Slot Epoch Chernarus server with a nice community! Server located in Netherlands! Our public TS3: tseu1.vilayer.com:10060. You join one of the available channels or ask the admins to create one toyou and your buddies! Disturbed Gaming's Website: disturbedgamingdg Our IP: 93.190.141.158:2802 See the full post of our server: [EN/FI] Disturbed Gaming Epoch Chernarus | 1.0.4.2| [Extra Vehicles|Custom Traders|Extra Airfield and AI Outposts|Snap Building|Extra Loot|AntiHack|Refuel/Repair/Rearm Startions|Tow/Lift|GodMode/Anti-Theft Traders|AI Missions|Self-BB|Active Admins|(UTC+2) Welcome to our community! -
You're an idiot. Just because there's a zombie apocalypse doesn't mean all the vehicles disappear. BZZZZZT! Wrong answer sir. Anything from the mod-which I'm guessing you haven't played-fits the standalone. And when the apocalypse happens, the flying machines don't all go the way of Zac Efron's career. They get flown, some leave Chernarus's borders, and some crash into the ground or are left behind.
-
This was discussed at one of the early conferences. Rocket said it would be very difficult because they'd have to motion capture a horse. There is a software that would make it easier, but it is apparently prohibitively expensive. So, I wouldn't expect a horse before other vehicles, if it gets added at all.
-
Yesterday I shot at a guy who happens to be drinking at a pump that
crazyandlazy replied to crazyandlazy's topic in General Discussion
Thanks for steering my topic right. Speaking solely for me, my play style would change if zombies became more a threat. Don't get me wrong, humans will always trump No.1 on the danger scale because they aren't AI but I will tend to be careful if zombies become an actual nuisance. My KoS tendencies will drop but only very slightly. If there are stuff like basebuilding, vehicles and extra items to loot[mechanical parts] then I will focus about 80% of my time hoarding and looting xD -
I was thinking about it for a long time and it seems like a great idea Instead of bikes the first vehicles should be horses with different attachments maybe to increase its speed or maybe capacity
-
Well comparing everyone wants vehicles ASAP, it would take much longer.
-
i really dont care about which vehicles that are added heck i'm fine with tricycle as long as its optimized and doesnt add another handful of bugs
-
For those who haven't seen or don't have time to watch here is a summary of the devblog from Monday, February 24th 2014 In Active Development - Soon To Release To Experimental Branch: Lightening improvements - flashlights and other lighting sources are being improvedPhysics - throwing items (to another player for their use or at another player to harm them) and ragdoll nearly ready for testing. Containers - making static items in the world like refrigerators and filing cabinets available for player interaction. They will also be able to spawn loot adding complexity to the loot systemBow & Arrows - currently in development and dev testingAnimations - moving to a new system that will allow for much better & precise movements. Greatest impact will be to make the melee system more intuitive and smooth. Map Updates - new buildings, bug & texture fixes. Fixing loot spawns in buildings that don't spawn loot currently, but should.Weather System - basic system in test on the experimental branch now. No impact on the player at this time, but the goal is to make weather a viable threat to the playerMedical System - improved messaging to the player so they understand their actual condition.Hunting and Cooking - big focus for the team. They've hired a special group of new devs who are specifically experienced in making hunting games to do this. They are also tasked with improving the games overall systems for hit detection and collisions. Cooking stoves already in game, but camp fires are coming soon as well. Desynch - probably the largest bug fix focus for the team. They have identified a significant cause of this which relates to server messaging around player inventory items. Hotfixes are in place, but a long term fix of implementing a "guaranteed messaging system for inventory items" is being developed and should be ready in a few weeks. Zombies - respawning system is an active development project. Will come with improvements to zombie path-finding, hit-boxes, and collisions from the hunting dev's work. One of the complexities is how to make the respawning logical. For example if a player has cleared out a town, zombies shouldn't just respawn back in the middle of the street in front of the player. They are working on handling these situations in a way that makes sense from a gameplay perspective, but the problems are complex. Loot Respawn System - in development in parallel with zombie respawn systemPersistent objects - working on making certain storage items persistent (backpacks first) as well as things like barricades and paper. Roll-out Plan: An update to experimental is planned in 2 weeks for one week of testing there before releasing to the stable branch. (This does not include the update rolled-out on February 25th.) Many but likely not all of these items will be ready. Rocket was not specific. Next Steps: Once the things on this list are complete the next focus will be on low-speed vehicles like bicycles and barricading. Faster vehicles like cars would follow the slow vehicles in later updates and will have a complex part system. Items like spark plugs and car batteries will need to be located to make a car operational. Cars will also break down and need to be repaired with items like these. LINK:
- 21 replies
-
- 16
-
-
Suggestion List to make the game more playable
ld-airgrafix replied to alexander96's topic in Suggestions
Completely disagree with you on weapons, this is Russia not USA. Not every household has an arsenal of weapons, therefore weapons will be rare, snipers and high powered weapons would be almost non existent, however hunting guns like double barrels and hand guns should be common. And places that do spawn weapons should be riddled with zombies. Completely agree with you on shelter. First rule in any survival scenario is finding shelter. I have found few secluded areas that I would love to be able to use as shelter. Dayz mod makes very good use of this feature and if standalone is half as good, can't wait. I can see they use some buildings from mod in standalone, so I don't really know why they can't transfer scripts and models over to standalone right now. Vehicles is not a big deal for me, cars and trucks I could do with but helicopters please keep out. Let's face it fuel for a helicopter would be impossible to find. This is a survival game and game is heading towards realism, I have been in a real war scenario, and I can tell you food is a real problem, it was nothing like an apocalypse, but few months into the war and food was very hard to come by. Heaps of can openers but no cans, so I would also like to see less food and drinks going around, but also you shouldn't have to go hungry every half an hour, use of water bottles, wells and rivers/ponds is an excellent idea, so maybe we will see use for all those pumpkins and apple trees in the future as well.