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Found 41868 results

  1. I can see where you are coming from, but that system would be tantamount to punishing people who play in groups. Either the person who died has to do something else, or the entire group has to log off and and switch servers. For those of us who can only play together a few hours (if that) a week, that would suck. My other concern is that it would break up server communities, once we have the mechanics in place to encourage people to stick to a specific server (bases, vehicles). It would send a mixed message. I am also of the opinion that as people begin to settle down onto specific servers, we'll see a healthier mix of interaction, as people begin to developer relationships.
  2. jamiereid_wow@hotmail.co.uk

    Tree House

    The truth is the survival part of the game is very easy, all you need to do is stock up on food (6-8 items is enough) and water (2-3 soda cans or 1 canteen), go to a forest on the west or north edge of the map, go prone; and do absolutely nothing else. I guarantee you will survive most likely for several many hours at a time. With the lack of vehicles, and the location of the forest not being directly in-between two urban/civilian/military areas, no one will stumble across you. A tree house isn't needed to achieve survival in the wild, and would only serve as a small landmark that stands out at a distance (even through foliage) that will attract attention. The reason players; especially geared players head back to the coast/cities/airfields is boredom, and the thrill of combat. Heck, most of us could survive the game without using weapons for days or even weeks by heading out into a well chosen forest with a nearby food source/water supply to scavenge through every server restart or two; and this will only become easier once animals are added for food supply. I understand your reason for wanting to add a treehouse, but I don't believe it adds any other dimension to the game apart from being an easier to spot tent. Sorry pal.
  3. For me.. - Vehicles (even if its just bicycles) - Base Building (just somewhere to store gear will do) - Zombie threat increased with numbers and strength Also these...
  4. Lumeria

    Wait time

    While I agree something needs to be done about server hopping, I believe that there could be a better solution or at least improvements to the current system. One idea I have heard and agreed with is to remove the time when logging into the server you just left. You could not have joined any other server to do this, so moving your character if they are in danger would not be possible. Also it would prevent people server hopping still as they can't loot the same place they looted minutes before except after a restart of course. I personally think the current system should be removed but not permenatly. At the moment character wipes do happen fairly often so server hopping while annoying really does not affect the game overall. Once a feature is introduced which would give server hoppers too much advantage like persistent containers or vehicles then it should be reintroduced. While I have no problem with the current system I am sure there could be a better way to deal with it or at least improvements made.
  5. deepfried

    I dont understand why there is no AUTO RUN KEY!!!

    In all my time playing DayZ mod the only scenario where I really felt the need for "autorun" was with long boat trips on maps like Taviana and to be frank I just stuck a coin in my keyboard. But for Chernarus it would seem rather like missing the point, if you autorun then you're not playing the game, you need to keep your eyes peeled for hidden vehicles and tents and you need to be aware of your surroundings and the tactical aspects of the terrain... you do not run in a straight line to your destination, you move from cover to cover, fitting in surveillance positions, you don't do that, you're dead . But, and there is a big BUTT, most of this gameplay simply isn't in the game yet as the features haven't been implemented, no vehicles, no bases/tents, no animals to hunt, and no one else around precisely because these things aren't in yet... so yeah, NOW an autorun key would be neat, but that has nothing to do with the direction of the development of the game, and everything to to with mitigating some of the shortcomings of the early alpha bare bones build.
  6. deepfried

    Why the dayz formula will ultimately fail

    The huge map is *the* point, its what lends the game authenticity as a survival simulator, its a sizable chunk of life like terrain which is the entire basis for an authentic experience (note I fully realise the mechanics aren't in yet to make that a reality), take that away and you're looking at a large and somewhat janky Cod map. Its going to be hard to appreciate this point until the game is more finished, with bases, vehicles, hunting/camping, properly spawning loot in all the loot locations, large number of zombies etc etc...
  7. Alexzander34

    Base Building Suggestions

    Hello everyone, i'm new on the forum but not on the game, my name is Alex. So here it is some suggestions about base building which is very important for the futur of dayz : 1 - Dig your base! I'm not talking about make a new underground subway, but just a little base under the groud, that we could make near of a tree for hide the way in, the items for making it would be very hard to find. 2 - A treehouse! Why not? lol I mean if we want to be realistic, in a real apocalypse situation it would be hard to make a 100 feet wood tower like in Rust, the people will use the environnement.. I guess.. 3 - Barricade a house! It would be the easiest way to make a camp, but not the best for safety.. As I said if the game want to be realistic, base building is very important, more if the devs want to add a sleeping system for more "reality". And once again all the items and the crafts for making a camp should be hard to find, and some of the items would be findable only in certain place of the map, it will force the player to travel and to take risk. So here is some of my suggestions about base building i got some about vehicles but for me, the main thing is to make car difficult from access, and bycicle or horse easy to find. So guys if you like or don't like my ideas please tell me, and tell me your ideas about base building too, i would be glad to hear it and sorry if my english is not perfect. Have a nice day!
  8. doublebrain

    Group PvE end game

    Im very sure he said NPCs wont happen in vanilla. And about PvE... More zombies Harsh weather Diseases Aggresive animals Scarcity of items Endgame stuff... Base building Vehicles
  9. mercules

    1st person only or 3rd person?

    Only to people who are not geared up and camping. Of course to get geared up you just go to an empty server where you don't have to worry about someone using 3PP to camp an area. Then once you have your gear you go to a good location where you can see everything in 3PP but can't be easily seen in turn, camp, and shoot. Zombies are less dangerous in 3PP(although they are not all that dangerous in general right now) since you can see them around corners and they can't see you. Watching your footing is easier(try running the boards in the swamp in 1PP without looking down). Spotting loot is easier since you can simply run past some loot spawns and see it without glancing around. Now... wait until vehicles are in. 1PP in a vehicle makes it a LOT harder to maneuver.
  10. Cypresss

    Medical Minigames & More

    Dear Developers! It would be nice, if you try to make medical supply more complex. I have some suggestions to do so: 1. It should be possible to drag unconcious and dead bodys behind shelter/into houses. 2. It should be possible to reanimate dead bodys with the defibrilator under several conditions (there should be medication for unconcious and dead body seperately) 3. It should take more time to bandage a shot person. There are several ways to do this: First of all you could increase the time for bandaging people. Bullets should have to be removed before bandaging, if they didn't go trough. (You should add tools for doing this) And PLEASE think about adding medical MINIGAMES! For example: If your mate got shot in the shoulder, you can see a shoulder wound. Now, if you want to help, a minigame starts. The minigame should afford dexterousness So first of all, you should have to take out the bullet (if it didn't go through). Then you should have to sew your patient and disinfect his wounds. After all you should have to apply a bandage. This minigame should last several minutes, depending on how fast a player can accomplish it. Therefore there should be effects to the wounded player after the minigame. (For example, you may have forgot/do not own any desinfection ,the patient should get an infection. Or if you didn't sew the wound, he loses more blood... And there should be an effect for leaving a bullet in the body. So the better you care about your patient, the better does he feel after it. 4. There should be much more different medication and different diseases with specific symptoms. Anyway the medical system should be improved and much more challenging. Skill and expierience should be factor to helping people. so there should be a BIG difference between an experienced player or a noob helping you. 5. I have some other suggestions too: Please add a chemistry system for constructing bombs, medical stuff, gas grenades and so on... 6. You could make this game THAT comlex, so that REAL LIFE KNOWLEDGE could help you out trough the game. For example: A real life doctor could have an advantage in supporting people. A real life engineer could have an advantage by constructing vehicles/mashines. A chemist could mix substances to produce whatever needed. This would make your virtual life more valueable and work against KOS too! And you should implement MINIGAMES for doing this, what would be a nice idea to make actions need some time to be accomplished. Thanks for reading, Cypresss
  11. Wolfguarde

    The 'Dirty' State

    This relates to items like canteens, open food and the like - or really, anything that can touch your mouth or a wound. Dirty items will have a chance of inflicting sickness on the player when consumed, or applied, or fired at another player. Different things would obviously have different degrees of impact; dirty water would have a good chance of sickening you, while dirty food would be proportionately more likely than water, as it stays in your system longer. This could also apply to the character's hands after picking up or holding a dirty item, and require some form of sanitisation to make eating completely safe again. Dirty bandages would almost always result in infection, morphine injectors/epi pens as well. Dirty clothes could result in sickness or infection, or both, if they are separated at some point. Dirty trash items could be used by bandits to infect the wounds of captive players. This could also be expanded to stuff like weapons and car parts. Oily substances might be applied to guns, making them have lower accuracy when fired in bursts, or greater recoil, due to difficulty gripping the weapon and holding it still. Melee weapons might have a chance to fly out of your hands when you swing due to a similar application (or they could simply be found like this). A dirty engine might degrade over time; a dirty fuel tank in your car might taint your fuel and cause the car to stop working. Obviously I don't know the specifics involved with how vehicles work IRL, but you get the picture. The severity of the sickness/infection would depend on the item and its application. Dirty blood would probably sicken your character to the point of killing them. Eating with dirty hands would have a small chance to make you sick. Different items are cleaned in different ways. Car parts require a specific tool to clean. Hand sanitiser or soap could be found in residential buildings. Bandages could be boiled over a fire. Bad medical supplies would have to be thrown away. Weapons could be wiped down with a rag and some kind of solvent. Needles could be heated over a fire. And, of course, this state doesn't actually show up on the item unless it happens as a direct result of something you do. For example, you might put an opened can of food on the ground. You know that's dirty. You could probably safely assume that a person could identify damage on a blood bag, and thus judge it unfit for use. However, if another player were to tamper with something and give it to you, nothing pops up. You might pick up an axe and not use it immediately, thus not triggering the label because you have gloves on; you pull it out later to use, and it slips out of your hands. You wouldn't actually know until you've swung with it or raised it whether it's dirty or not, and so the status label doesn't show up on the item until that trigger is activated. And so on, and so forth. You get where I'm going with it. One more little detail that would make the game that little bit more complicated and interesting.
  12. Locking players to single servers will happen as soon as any server specific structures of permanence are added. If there are bases, or vehicles, people are much more likely to stay on one server. Vehicles can't work exactly as they did in the Mod however because in a world where you don't spend all your time, you have to be able to lock things up.
  13. TEST_SUBJECT_83

    12 Ideas That I feel Would Improve DayZ.

    1.) Ok, so the chest holster is cool, but there is no real trade off for wearing it. You only wear it until you find a vest with double the slots, or if you wear it cosmetically. I was thinking that if you have a pistol in a chest holster and it's hot keyed that when your climbing ladders you can press that hot key and pull out the pistol while on a ladder. That way there is a payoff for sacrificing those extra slots that a vest would give you over the holster. 2.) Give screwdrivers, pens, and anything that can be used to stab someone a one time use when hot keyed. If you have an enemy close by and your weapon goes empty, you could either pistol whip them (see suggestion 3.), or press the hot key that your pen or screwdriver is in so you can pull it out real quick and stab it into the enemies eye, or shoulder. Eye if it's a zed, and shoulder if it's a player. You can just run away leaving the object in said player or zed, or you can press LMB again to pull it out. I think that same mechanic would be great for axes as well. Maybe you have a 30% chance of getting your axe stuck in a zed's head, and you would have to press LMB again to pull it out. 3.) Every weapon should have an alternative melee attack. I'm sure this has been suggested before, but I wanted to add it to this suggestion post anyway3 4.) Improving melee by adding a horizontal attack. We all know how clunky melee is at the moment, only having a vertical attack makes hitting someone that is circling you very difficult and usually ends up in a stupid dance until someone lands a blow. I think adding a horizontal swing would greatly improve melee allowing you to hit someone that is circling you constantly. 5.) Anti-stab vests should be able to be worn under shirts and jackets since they have zero pockets. 6.) I think random houses should have locked safes or gun cabinets that you would have to find the key to get into. The keys would always be well hidden inside the house, like under a bed or table. Or it could also be on a nearby Zed that's roaming around said house. Just don't aggro that zombie away from the house, you may lose him and never find the key. 7.) I would also like a dive mechanic implemented as well. Especially when vehicles are available we will need a way to dive into a bush or just get out of the way of an incoming car. Plus it would be useful to avoid players line of sight. 8.) I think there should be a way to repair attachments like a scope. As of now if you find a badly damaged scope it is useless. All scopes are broken in the same way, the glass is cracked and you cant see well. I think there should be at least 3 different ways a scope or any attachment can be broken. So along with a cracked sight the attachment could have a broken mount, so it cant even attach to a gun at all, but the sight itself is fine. Another could be the zoom function is frozen due to rust and cant move, but the mount and sight are fine. I Think repairing should be a lot like the Fallout 3 mechanic but more realistic, so instead of any two of the same type repairing said item, you would need to actually find two of the same attachments that have opposite things wrong with them. So if you have a long range scope with a cracked sight but everything else is fine, then you would need to find another LRS that has a working sight but something else is broken. You might also find attachments that have two things broken on it also,and in rare cases you will find a ruined one that has all 3 broken and would be considered useless. Which is better than all attachments under "worn" condition being useless. 9.) I would also like the ability to run uphill, maybe by pressing "Q and E" in the same timing as your footsteps? Pressing "Q and E" will start an animation that pushes your hands against your knees making you faster while going uphill. Same goes for stairs as well. This might be a little weird, so at the very least we need to be able to go uphill faster, even if the animation just starts by itself because while getting chased it is very annoying to start slowly walking up hill when trying to get away, becoming an easy target. 10.) This one is for when vehicles are in game. I think most houses should have garden hoses outside of them, either attached to the house itself or just lying on the ground. If you have a sharp object you can cut a length of hose. This piece of hose can have two uses. One, is to siphon gas from another car or from a tank itself. Another use could be to hide underwater while using the hose to breath. 11.) Bashing through doorways when running at them, and quietly opening them when needing to be silent, Outlast style. If your being chased by someone or something you can press "F" at the perfect moment while running at a door to put your shoulder into it and bash it open. Doors that have been bashed will never close again, they will just swing back and forth if you try to close it. If you don't press "F" then you will hit the door and be knocked back for a second leaving you open for attack. If trying to be stealthy, then you can go up to a closed door and hold down "F" and slowly walk forward to inch the door open as desired. 12.) I really dislike how you can just stick a weapon to your back and call it good. When you start off as a fresh spawn you should only be able to hold one weapon until you find a strap or holster for it. If you find and axe first then before you can hold a rifle or sprint, would need to find some rope to tie a strap, or find a proper holster for it. Same goes for the rifles and shotguns, either you would need to find some rope, or get a weapon holster. This would work because rope isn't hard to find. You will most likely have some rope before you find your first weapon. Due to the fact that every other aspect of this game seems to have at least some form of realism to the way it works, why is the way you store your weapons on your back overlooked when such a simple and realistic solution is already available in game? This is the one idea on my list that I would like to see the most. It just really bugs me, and reminds me of The Last of Us to much. These are just my ideas so please tell me why you dislike them by criticizing them respectfully. There is no need to jump on someone negatively and insult them because you don't agree with there opinion. EDIT: I would also like the ability to lean out a window and open and climb through said window as well.
  14. Long ass list of suggestions inbound: Fire and burns should be a thing, in my opinion. If you step in a campfire or a molotov explodes next to you, you should be running/flailing/rolling around and trying to put it out. That being said, it might be taking things a bit too far to allow molotovs and fire torture; maybe simply leave this as an environmental effect, which requires medical treatment once burns occur. Snow should be collectible in a canteen, then left for an extended period or used in conjunction with a campfire to create water. Seperate stage for boiling to purify. Tranquilisers. Period of unconsciousness is determined by how healthy the character is. Excessive tranquiliser dosage may lead to sickness or death, perhaps? Tranquiliser darts could also be smeared with rotten food to cause sickness, or berries to cause poisoning. In theory, you could also treat bullets this way, but balancing that might prove to be a bit of an issue. Acids could also make an appearance as a means of ruining items. If you come across a bandit/player you don't like and knock them unconscious, you could treat their weapons with acid to render them unusable if you can't carry them. Bedrolls and blankets should be added, possibly also swags once we have vehicles. All sleeping utilities should be subject to weather damage when laid out, and the player should be subject to environmental factors when using them. For example, sleeping in pouring rain is very likely to make your character sick and drop their temperature to potentially lethal levels. Swags would provide some protection against the weather. Not directly related to item suggestions, but the player should be able to throw items in their shirt/pants pockets away on the run, simply pulling them out and chucking them to one side/over a shoulder. Not sure if this has been added or not, but in the event the damage system gets a revamp, heavily bleeding wounds should require stitching with a sewing kit. This would not need to track the number of times a person has been shot or struck, but simply track the severity of their bleed debuff and provide the option to stitch the wound once a certain threshold is passed. Chalk. Let us draw arrows and the like on roads, and add murals into the game - if not the same sort of tag-upload system as the L4D series has. I really want to see this in the game. Limit it in the same sort of way Dark Souls does their orange soapstone messages if you stick to words and symbols. Rain washes away chalk, naturally. Add snow shoes and make travel on snow somewhat slower, particularly during snowstorms. If animals are added as more than a meat farm, give us snakes we can milk for venom. Tranquiliser darts could be filled with it, or the player could treat their bladed melee weapons with it to significantly amp up the threat they pose to zombies and each other. Whips could be added as a crude means of creating loud noises and attracting zombies. Add rope-and-hook implements that can be thrown over low-hanging walls or structures and used to climb if they possess a lip. Shallow lips have a chance on every movement tick to come loose, with obvious repercussions. If zombie bodies end up being persistent, make them draggable. A group could pile zombie bodies to create a makeshift barricade for PvP or to limit zombie movement during city raids/scavenging runs. Decorative items could be added once bases are implemented to add a bit of character to your structure. Factories could be revamped to have functions, allowing players to repair/interact with equipment therein to perform functions that are otherwise impossible. The main thing I'm thinking with this one is a metalwork factory; while guns and bullets are not and should not ever be craftable (nobody's going to have molds in an apocalypse), you could create makeshift reinforcements for melee weapons (metal caps on the end of a stick/staff, for example), repair simple metal-based items and such. Naturally, you'd want a group for this sort of activity, given factories make quite a bit of noise. When vehicles are implemented, allow car doors to be removed (driving past an object/corner with a door open, or using a melee weapon/tool of some sort) and used as makeshift barricades or shields; you can knock zombies or players down while running at them with one, and (correct me if I'm wrong here) block weak weapons such as pistols with them. Obviously they would also prove useful for fending off a few strikes with a melee weapon, giving a chance for said weapon to get stuck and require effort to remove - and therefore, to be torn from the grip of your attacker if you then choose to move quickly enough. Also, I want to see swords in the game. I have an irrational and overpowering attraction to long-bladed weapons in any game I play, regardless of genre. They need to be implemented. Now. >.>
  15. So... I'm kind of confused on how to start. There are a lot of threads on forums now regarding "implement X to reduce\get rid of KoS". "Get rid of KoS" is obviously ridiculous and I don't even want to get into discussing it. Reducing the KoS is another matter, though. Usually, some kind of penalty (i.e. ruining gear as it is now, all kinds of sanity suggestions, etc) or a system to distinguish the 'hero' from the 'bandit'. And I don't think it should be done. This way you can only get a bit of safety (pretty ephemeral though - any of this suggestions won't stop someone from shooting you if he\she genuinely wants to) at cost of discouraging a part of player base to play sandbox game the way they want. It's not the best idea if you want DayZ to be still called sandbox in the future. You don't want to discourage players doing anything in DayZ, actually. Rotten fruits, disinfectant, KoS - they are legit in current game mechanics and you can definitely counter (or avoid them) rather effortlessly. If you are a fresh spawn - you lose nothing if you die (so just provoke them to kill you if you don't like where situation is going), if you are geared - you should be more aware of your surroundings, I am yet to get fed something nasty after a 100 hours of gameplay (KoS happens, but it is a price of being friendly and more or less careless). And you are able to mute players for those who are concerned with all the kids shouting in direct. And what I think should be done (and I'm quite happy with current dev progress on that) is ENCOURAGING things. Devs don't discourage KoS, instead they encourage not to KoS, which is different and a pretty smart thing to do. Complicated medical systems, persistent storage aka tents, vehicles (and repairing\maintaining them) and fighting off zeds (and looting the area afterwards) that will definitely become much more numerous and dangerous - those are the things that encourage cooperation between either pre-formed groups or complete strangers, while not taking away from anyone's experience. And it should stay that way IMO. What do you think? Am I missing something? Would love to see opinions and different perspective.
  16. everyone would cope with the situation differently. making everyone suffer from the same symptoms regardless of individuality is the wrong approach. you want to reduce the deathmatch? a lot more zombies.have zombies be really poor at hearing quiet characters at more than 10-20m, but have them go ape shit for gunfire up to 500mone serious bite = infection and deathmuch more crafting, bas ebuilding, vehicles and repair mechanics.add tradeskills that reset on death.then you will see people thinking twice about kos. the death match game only exists because people have nothing to do once geared up.
  17. Persistant storage can't be hive based, it would make no sense - every time a player logged in to a server his tent(s) and stashes would appear too, and vanish when he logged out? Doesn't make sense. And that would be the same for vehicles? A point about persistant storage is - other players can find that stuff when you're not around. Or are you saying that every time you plant a tent, that tent would be persistant, in the same place, on every server in the game? With a million players? Has to be server based obviously.
  18. Kintaro (DayZ)

    Which vehicles would you want to see in DayZ?

    I would be happy if they just added bikes to begin with, which you have to repair. It would be realistic and would help to travel around the map while waiting they add motorized vehicles
  19. Hi. I disagree about lockable storage, even with cheatards, any form of player base/storage should to be lootable and destructible. I spent a lot of time hunting tents, vehicles and helos in the mod. It's a valid playstyle when, like me, you get bored of deathmatches. Regards.
  20. TEST_SUBJECT_83

    New Update Rolling out on experimental 0.36.115535

    It's definitely vehicles!
  21. YES, it is. You are asking for the implementation of a mechanic that PUNISHES me for my gameplay choices in a manner that attempts to CONTROLL how I play the game. Outside of the risk of death or injury when engaging in combat, there should be no punishment. Its a game. Not reality. Its meant to be realistic, not real. I also doubt you ask for this purely for the sake of realism, but rather because you are tired of being kosed. In the game's future, more mechanics, like base building, and vehicles, and a reworked medical system, will offer more tools, variety, and opportunity for character interaction, thereby encouraging character interaction, and reducing, to some degree, the amount of PVP. But PVP will always be there. Further, a sanity mechanic can not be implemented realistically. EVERY single person reacts to, and deals with trauma in vastly different ways and severity. I experienced very mild PTSD when I came back from Iraq (often heard IEDs exploding in the distance while at camp Fallujah, or hear gunshots. Never got attacked, was never in any actual danger myself). Upon return, loud noises drew my attention VERY fast. Suddenly I would become highly alert and ready, but would quickly realize that nothing was wrong, and return to normal. Some people see the horrors and rigors of brutal, bloody combat first hand, and later fail to bat an eyelash over it. Others experience LESS than I did, and have uncontrollable nightmares and depression, coupled with violent outbursts and reactions to the simplest things. You cannot implement a sanity system complicated enough to be done right. The game is in alpha. More tools for character interaction and cooperation will be coming. Until then, many of us are bored, and seek the thrill of pvp for a while.
  22. Top quality |GITS| Servers well worth playing everything you could imagine in any proper player versus player (PVP) server. No its not your normal DAYZ experience it is more DAYZ meets Call Of Duty less looting and more shooting. Loads of castles, extra barracks, hospitals, fire stations, shops and over 1000 vehicles on every server. Pure carnage... Server Number 1:- We also run Server Number 2: Server 3: All of these servers share a single hive adding to the fun. Visit our website at www.GitsClan.co.uk
  23. 97ADU Doug

    Shouldn't the #1 priority be mods ?

    The day that the modding community get the opportunity to ruin this game will be a sad day for me. Tonnes of vehicles, self blood bag, spawn with weapons etc. plz no.
  24. InTafiir

    A better way to travel

    First, I'd like to say, I've ALWAYS HATED cars and choppers. Never liked that players would use choppers to fly around and kos everyone and scout out others camps. Ruins the experience. As for cars, I never understood how there would be an infinite fuel supply. Even with it running low when the server runs, abusive admins would restart the servers to refuel them. We all know they would. For bikes, they're fine I guess, no complaints. However, I would like to purpose something. In my recent gameplay for DayZ I've taken a liking to the cowboy hats.. So here's what I'm thinking. Horses: Riding - Find or craft saddles for riding. (Using leather/hide made from cows or horses and rope.) Taming - Laso/lead or feeding it apples? (Laso/lead would take 3 ropes to craft, apples picked from trees, regenerated after restarts.) Speed - (Just an example) If players run about 10mph, a horse could run 30 ~ 50mph. It'd still be a faster way of traveling and add a bit of interactable wildlife. Feeding - Of course, adding more to the gaming, you'd have to feed and let the horse drink to keep it alive. Loot - If you kill it, you could get horse meet for food, hair for rope, and leather/hide for clothes, maybe even use the hide to fix cowboy hats and make saddles. Keeping - You could tie the rope to a tree to prevent it from running away. ------------- Everyone loves vehicles for the extra storage too, I haven't forgotten that. ------------- Donkeys: Riding - Same as horses, basically. Multiple - Make it so you can link the horse and donkey together, so while the donkey carries loot and follows the horse, the horse is controlled. Taming - Same as the horses. Speed- Same as the horses. Feeding - Same as the horses. Loot - I guess same? Keeping - Same as the horses. The saddle would be different, here's what I'm thinking: You get rope and hide from cows/horses, Craft a saddle, upgrade it to a max of 5 times. stage 1 - Plain Riding Saddle. stage 2 - 20 spot bag. stage 3 - 25 spot bag. stage 4 - 30 spot bag. stage 5 - 50 spot bag. Obviously, the more space you'd want the more you'd have to upgrade it. ----------------------- Having THAT many horses could cause lag, right? So I was thinking you could tie it to GUID's, like how the inventories work. This way, they'd travel between servers, and when the player logs off, the animal goes with it. This was just my suggestion. I'd really love to see it around. Especially to keep with the whole survival aspect. Let me know what you think! (And yes. A couple of these ideas are from minecraft.)
  25. Eight Ball

    Having babies

    Hi there, What if people were given the opportunity to make babies ? "Crafting" a baby would be far from easy but 2 character from the opposite sex could decide to gather together in a tent a make a baby. Leaving the tent the male character would have a big smile or his face and the female character would be pregnant She will need more food and water and will be less agile. After some time an option will appear allowing the mother to give birth. Once again back in the tent (can't see anything) and here it is ! A beautiful baby item ! At this point he needs to be carried and he doesn't do anything beside eating, drinking and crying if you don't take good care of him. But if you do an option to create a new playable character will eventually appear. You'll have to choice to keep the baby or create a new "child slot" on the server and let one of your friend spawn into it or someone you don't know ! I know such a feature could bring a lot of controversy but just think about it for one minute. Because no matter what the developers add into the game, be it hunting, fishing, base building and the need to work together to get vehicles working it will always promote para-milatry groups vs para-military groups gameplay. If you were to protect your pregnant girlfriend you'd probably act a lot different than if you were with a bunch of friends looking for some loot.
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