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Found 41868 results

  1. Daemonkid

    Base building.

    So I had a thought for base building. We all know rocket said adding more objects to the game world would decrease server performance. So, maybe we should take a page from Wasteland. With proper tools we should be able to remove objects from the world, say a fence. I use a hammer, and I dismantle a wooden fence. The fence is removed from the game world, and next to that fence spawn a board pile. The board pile has to be carried in your hands, and you walk slower. It can be loaded into vehicles and then taken out after where you want to build. You put the boards back on the ground, and you can use those boards as resource for building say, a single wall barricade. This way there is no extra objects in the world, because for every player built object, 1 was removed from the world. What do you guys think?
  2. Pmoo

    The Train

    Ok, I'm sure most of us are familiar with the train tracks that cover a large portion of Chernarus+, and many of us can't wait until vehicles are added to the standalone version of the game. A mode of quick transport can be very expensive and even a luxury, what if the many rare or unique parts could be put together to fix a train that is broken down somewhere on the tracks. Imagine being chased by a horde and the train pulls into town. The group that controls it are heros, they take you in, give you food, and a trip to the next town over. A few weeks later the train pulls up and you go to it seeking shelter, but bandits bust out ransacking the town and killing everyone. So later you and your gang of friends set up explosives on the track, and when the train comes by you knock it off the rails, destroying it, starting the process over again for someone else to find and repair the train.
  3. EricSV

    My first experinces

    That's a whole lot better than mine. I logged in and ran around for about an hour and half trying to find supplies, but with no loot re-spawns it was a waste of time. I wound up dying of starvation. So I started it all over again. Was running around and came across some other people for once. One guy said something along the lines of "Hey buddy... how you doing?" and before I could respond he shot me in the head. I have since put in about four more hours of running around looking for supplies and jumping between servers. Haven't seen another soul. Having watched videos of the DZMod I know where SA is headed and I can't wait. Being alpha and very limited in features though means SA is just really boring right now. One question I have is how many people does a typical Mod server have for a limit? I know vehicles will change things drastically but the map just seems way to large for only 40 people on SA. Will this limit change?
  4. AnyoneInCherno?

    [Suggestion] Land/Air Vehicles wanted in the SA!?

    I would LOVE as many vehicles and all the customization possible, don't get me wrong. BUT, if all these big new vehicles are to be practical, then we are going to have to do something that the devs may be squeamish about. We need to start building into the debug plains. A bigger map is neccesary
  5. Updated to 1.0.4.1. I added all the newer vehicles to the traders and have diversified the traders a little bit. So picking Hero or Bandit is a important choice. We added one moderator to the admin team for the night restarts due to the increase in players. This is a sleeper mod and will only know him from RCON.
  6. DayZBP brought to you by Mintypie and Derek. Server was wiped January 24. Server is also located on a dedicated server, so we have complete control over everything. No decay and no plot pole required to build. Server IP: 64.94.238.119:2302 TS: 64.94.238.119 http://dayzborderpatrol.freeforums.net/ Server Mods:Gold only currency(still needs tweaking)New weapons have been addedAll the newer vehicles have been added to the tradersDeployable Bike with ToolboxIKEA CrateWicked AI and Missions with customized rewardsSnap BuildingSelf Blood-bagging at Hospitals and ambulancesTrader Cities God modeRepair/Refuel/Rearm for a price at gas stations and Repair CentersAnti-hackCustom Traders: Bandit/Hero have different itemsServer Events include the race track and ArenasNight time added for 12AM-4AMDusk/Dawn restarts have been added before and after restarts.Added buildings in Berezino, Balota, Cherno, Elecktro, Zelenogorsk, NWAF, and NEAFActive AdminsWe are currently working on implementing the extra currency in game like Rubies and Obsidian. Maps added from around the web: Infinicity by InfinityRace Track by BungleTikhaya City by Poncho Edit: Grammar and IP
  7. That might take it a bit far and make it even more of a hassle to implement, but I like it! "Shut him up honey, they're hearing us!" .... "Not with the g'damn rattle!" *gives off hateful look and cocks gun for approaching bandits*. It's a bit of an alternative route to 'end' game instead of boarding up houses, maintaining vehicles and building bases. What would happen to the baby if you can't find anyone to spawn into the child though? Just remain a baby? Turn into an NPC child (I wouldn't like this)? Or cannibalism? Also with pregnant woman there might be another reason to refrain from KoS because of RL implications with more emotional involvement than any artificial system would.
  8. As a fellow developer I felt it important to voice my own concerns as well as those of the player base that I've read or personally heard. I have no problem being the voice attacked as long as the conversation remains honest and straightforward. I believe that one of three things are happening internally with the development of this game. 1) Bohemia Interactive is only using this as a publicity stunt and way to generate quick revenue. It was never their intention to allow the dev team to create a finished game. The game will eventually be put on permanent hiatus. (This happens often. It happened on the last would be AAA title that I collaborated on) 2) The development team has no clear direction or goals. Essentially there's no clear focused way to their developmental habits which also spells doom for the game. 3) The development team was part of a scheme to generate a lot of money for a product that would remain in developmental hell for years before finally being put on permanent hiatus. (Not Likely) What Early Access Alpha & Alpha Are Meant To Be Typically when a game already has a large fan base (as this one does from their mod), a developer invites a small group of players from a player pool with different backgrounds to become testers for Early Alpha. These players usually have different levels of experience, different computer makeups, etc. so that the developer can have a wide range of data. When Alpha is released, typically a developer will open it up to a larger number of players. They give suggestions as to what they'd like to see implemented and bugs that they've found. This is the phase where core gameplay functionality is meant to be implemented. It is also the phase were there should be a strong focus on core and minor bugs. All of the player's vanity features (spray cans, etc) that are not part of the core gameplay functionality are typically (and supposed to be) implemented towards the end of Alpha heading into beta. The Evidence Releasing An Early Access Alpha To A Wide Public As I've said above, it's unusual for a developer to release an Early Access Alpha to the entire public rather than a small amount of gamers... especially when they already have a devoted player base and a large amount of media coverage. To release the Early Access Alpha for $30 USD (remember this is usually an extremely barebones version of the game) is also unusual. Before anybody screams about the popup that you agree to before you start playing (about how the game isn't complete), I chose to buy this as a fellow developer because I had an interest in watching the game develop around the community. Releasing the EAA for $30 isn't in itself suspicious. In fact I thought it a rather smart way to raise money while ensuring the you have an invested community for the product. But when placed besides other evidence/points of interest that I will raise it becomes slightly more suspicious. The Developers Talk Console I've read a seemingly endless amount of articles that were released before or near the game's release date about how the developers have already had major discussions with Sony & MIcrosoft about porting DayZ. And when reading the quotes by Dean, he makes it seem as if porting DayZ to these consoles is imminent. Anybody that knows anything knows how long and hard it is to port a popular finished PC game to console. This game is nowhere near finished and yet there is extremely ambitious language surrounding this subject (when Dean usually uses the least ambitious language about the game, updates, etc. possible). This concerns me just because of the timeline that these articles were released. To me (and others developers that I've talked to) it feels like it was meant to both increase media coverage but also bring DayZ to the attention of the average and or console gamer. Why pay $60 or more when you pay $30 now if the developers have had strong conversations about porting this game? Updates/Not Listening To The Community Dean states over and over again that they released the Early Access Alpha to the public so that they could listen to the community and implement features that the player base wants. There are two problems that I've already found with this. 1) The developers aren't listening to the community. How many features have been implemented or reduced when it's been generally agreed on by the public? How many community suggested gameplay elements have been introduced at all from any of the updates? 2) The updates feel like they're meant only to increase the amount of players. Who could honestly say that any of their updates have fixed or even mildly addressed any of the massive glaring holes in gameplay? So what have they introduced? They've introduced what I call player's features. Features that players will become excited about for a time. Features that will receive a lot of press and ultimately bring new players. Two examples of the problem are the Shotgun and Spray-Cans. The Shotgun was a main talking point in the media when the update was announced. If I hadn't played the game yet and I'd read those articles I'd have thought that this was a must-have game. While shotguns and guns in general are part of core gameplay, spray-cans are not at all. As with other updates they chose to implement a lot of player's features without addressing any of the issues that he community has requested. Empty Promises/No Timeline After Dean had his public social media discussion, I became convinced that something suspicious is going on internally. Again I've worked on game development teams and I'm speaking based on that. Dean has promised vehicles and a lot of other features that have players foaming at the mouth but given the development of the game and his refusal to set any sort of timeline (other than 6 months) I doubt that they will be able to reach this goal so quickly. As a dev team project manager you want to set hard dates (even if you have to back off which is what usually happens) because you want to drive home the point that as a team the focus should be on implementing and debugging certain features. Thus far there's been a refusal to do so while offering lofty goals that drive press. As a point that's a bit off topic: With this last update Dean stated something like "Every developer has been forced to go home for the weekend". Anybody who has worked in the industry knows about crunchtime... the time before any update or before the game releases when the dev team works overtime to ensure that everything rolls out as planned. It's unusually and disheartening to me that they've done this and similar things that have raised concern from the player base in the past. I've read many post about how players feel like an action taken by the dev team means that they don't care. A vacation here, refusing to go into crunch time (which is expected when you're a developer) there. The very long point that I'm making in all of this is that I no longer expect for this game to ever be completed for one of the three reasons stated. I'd like to hear your feelings on this.
  9. jimbomobo

    Vehicles?

    i'd say we are going to see vehicles in about 2-3 months time. But I base that on absolutely nothing.
  10. Nocturnal (DayZ)

    This game. And the people who play it

    I don't KOS, but all I do in DayZ at the moment is look for PVP action. Please tell me what else there is to do in the game yet. Not die of hunger/thirst? Easy. Find loot? Easy. Eradicate the zombie threat? Way too easy. Make a base? No bases. Fix up a vehicle? No vehicles. This game is only challenging and fun for me when I'm in combat with other players. It will get better when there is more content in the game and they make the game harder.
  11. gibonez

    Any love for the PKM ?

    Yea the pkm would be a very specialized weapon, its quite heavy at over 20 pounds however it would be unmatched at certain situations. For one the pkm would be insanely good for ambushes especially on light vehicles. The 50 rounds of 7.62x54r on its belt would shred a car to pieces and the weapon when deployed on a bipod is quite controllable even at long distances.
  12. Want a almost new player who would like to learn from you ?? Would like to play Epoch where we can build a little base get some cool vehicles and survive for more in one day through good teamwork Only problem is that my Spelling in English i a little bad and my English speaking is a bit rusty. (but only because I have not used it in For long, it'll be back in time) am i to noob for you:P??
  13. Our Rules: · No hacking or glitching · No combat logging · Respect all · Have fun! Our Details: · (Free Base Box Starter Kit) Survive by TI : 69.39.239.143:3102(50 slots)(Active Admins)(Low Ping) · Mumble: surviveti.typefrag.com Port: 8375 · Website: TBA Our Scripts: · Max Vehicles · Trader Safe Zones · Refuel/Repair/Rearm at Gas Stations · 3 Hour Day/ 1 Hour Full Moon Night · DayZ AI - Ambient Bandit AI · Custom Missions & Loot · Custom Scripting · Improved Base Building · Self Bloodbag · No Plot Pole Required · Custom Bases & Compounds · Admin Built Bases · Custom Debug · Heli Lift Script · Scrapyards · Added Mines · Added Cities · Server-Side Texture Upgrades · Much More! Brand new server looking for anyone ready to take on the apocalypse! Come play, and put you're survival skills to the test!
  14. SAS Server |EPOCH| Epoch Server ! Self BB Tow... AI's out of missions (REALLY GOOD) Auto Refuel&Repair Service ! Custom Loot&Buildings 500+ Vehicles ACTIVE ADMINS JOIN US@ IP = 185.2.137.132:3085
  15. Combine (DayZ)

    What is, or will be, the point of this game?

    Surviving is the core aspect, HOWEVER, there are many features that belong to that. And most are not or only partially in the game as of now, because *drum roll* Alpha. Eventually, you'll see all kinds of features, and probably more than in the mod. Including base building, vehicles, etc. There'll be more long-term goals but also more group or people interaction. In short: Wait for Beta or full release, I guess. Then we're talking.
  16. Geneva

    What is, or will be, the point of this game?

    There will be more stuff to do later- find/repair/maintain vehicles, build a base, hunt and harvest food etc. The game now is in a very basic state. I've actually stopped playing SA as theres not much to do as I really liked bases and vehicles in the mod. Once these come and more stuff the devs have planned the SA will be amazing.
  17. When I want to play as bob the builder I fire up minecraft. I build some astonishing things in survival mode. I just don't see myself wanting to build in dayz, no matter what system they come up with it will not be as intuitive and fun as building in minecraft and if by chance it is it will result in structures that shouldn't exist, breaking immersion. A big problem for me is that I do not want to see the crappy monstrosities that most players will build, either because they don't care about making structures level/square or because the construction interface will be limited. And while my structures tend to be square, symmetrical, in line with the laws of physics and functional I seriously doubt many people want to see what i have to build. Having said that, Looking around Cheranus I do see a lot of material that could be used in base construction, stacks of concrete slabs found near construction sights, stacks of logs found in industrial areas and along logging roads, sandbags found near military installations, pallets full of bricks and even the cargo crates found around the land could be interesting if we could move them with vehicles. If freestanding building is implemented some incredible work could be done with whats there. I am much more in favor of fortification, sure fortified buildings will become endgame content for PVPers, and certain sites will quickly become the most popular, but that does kinda fit an apocalypse. Someone has the man power and resources to fortify a nice defensible structure? Lets kill them and steal their supplies! Underground instanced structures are fine by me, I do have questions and doubts about how they could be implemented so as to not become exploitable or deathtraps.
  18. Silo 17 Overwatch is now LIVE! We're a brand-new dedicated server currently searching for an adult, competitive community. Silo 17 is a classic Overwatch server with ZERO modifications! This is not DayZ for the faint of heart. This is DayZ as it was meant to be played. --------------------------------------------------------------------- Features: - A NEW, UNTOUCHED MAP - BattleEye Protection 6-Hour Restarts (with warnings) Day & Night Cycle (-06:00GMT) 500+ Vehicle Limit 24/7 Uptime Self-Bloodbag Chicago-based DayZ.st Host Server Forum: Silo17.enjin.com [under construction] --------------------------------------------------------------------- Server IP: 69.39.239.141:3102 Server rules can be found on our forum. --------------------------------------------------------------------- *** Zero Admin-Interference Policy *** Our staff will be playing by the same rules as our players. We will not be spawning any items - vehicles, weapons, tools, etc. - for any purpose whatsoever. If a player dies and is not able to reach their corpse to retrieve precious gear, that gear will remain lost. If a player is robbed, that gear will not be refunded. If a player accidentally drives their URAL down a cliff and plunges through the roof of an orphanage, those orphans are DEAD. Staff members found to be playing outside these expectations will have their privileges stripped. Our intention is to ensure a pure experience that our players build for themselves. Vehicles will only be spawned if the server becomes depleted. Courtesy of DayZ.st, any spawned materials will be announced globally on the server. If you see this occurring, please post a screenshot on our forum and I will speak with our staff.
  19. who the hell else thinks there should be like 1000 more car crashes on the roads? there's only some towns that have cars laying around, and they are usually just sat there, and for some reason have glass broken like it hit something hard. in the cities, wouldn't be awesome seeing a wave of crashed cars, or some sort of traffic in a specific part like the hospital or something. Don't have to read this part, its up to you. walking town the streets, you pull out your axe, ready for an unsleeping to poke it's undead head from under one of the cars, or come out a window, and suddenly, you hear BLAM BLAM BLAM from behind you, bouncing off the cars around you, with an unpleasant steel screech sound, you lob yourself behind one of the cars, and swiftly, like a snake, slither your way though the assortment of left behind vehicles, the man pokes out, you quickly swing the door out from a can to protect your skin, just in time, he didn't put a nice shiny lead-copper mixture in your skin. You roll under another car, the man doesn't see it happen, he tries to flank, you wait, you see him through a window from a car about three cars from him, he flanks the invisible you that he thinks is there, you move in, behind him, you lift your axe, and split his cranium nearly in half. a good shot, I might have to say, the other, well he wasn't smart enough to leave well enough alone.
  20. irl-calibre

    How did I die?

    ok i'm taking a guess here, but if it's like arma, the game literally drops everything onto the map, because of this items can move like tents and vehicles - more of which later I guess. this I think can lead to death in buildings and steep inclinations (you were dropped into the game world and fell through the floor to your death) - in other words learn from your experience, get used to the unexpected death and never log out other than a ground floor / level piece of ground and you should be golden..
  21. Greetings, Can you give us some more information about your friends server. For example: 1. Is this a Public Hive server or Private? 2. What vehicles specifically are blowing up when you drive them? 3. Are you sure they're not blowing up because they are severely damaged and showing red for the Engine? 4. Which vehicles are you trying to destroy and how? Regards, Splinter
  22. AllDayZSimon

    Pistols in hands should not be ruined when shot

    Why not just add weapon hitboxes? You get shot in the head, you take more damage than getting shot in the leg.. It's not "Reworking an entire system" as much as it is adding to an existing one. How do you expect them to add vehicles to the game if they can't choose what items can and can't be damaged? "Shooting out tires would need an entire overhaul, or else it would just damage the car itself!".
  23. SwarfwgaHead

    THEORY- scopes and binoculars please read.

    It can't see the insurgency-style scope sytem being implemented, as much as I'd like to see it. it looks beautiful and adds to immersion greatly, but given the scale of the map and enviroment, having your surroundings rendered at a different distance to what youre viewing through your scope would kill performance (at least thats how I understand it, people with more knowledge could correct me). Given that they're continuing down the realism route, I think the only real option to implement that would be to add some kind of blur filter to peripheral vision when aiming down a scope. A lot of people wouldn't like it, but I think it would be a nice touch, maybe restricted to hardcore servers. Its not perfectly realistic, but anytime Ive looked down a magnifying optic it does make your awareness of peripherals decrease significantly. You can't really focus on two places at once. But yeah, all that aside, fixing the scopes to incorporate real-life magnification would be wonderful, Amazing things were done with Mosins fitted with PU scopes duting WWII, and it feels a little disappointing that the magnification hinders its usefulness here. But I can see a lot of the properties of weapons and attachments being changed as time goes on. Gameplay will change a lot with the intoduction of vehicles and when zombies get fixed etc!
  24. dsi24

    Do we want a reward for surviving?

    Your reward should be the materials you've gathered, the structure(s) you've built, and the vehicles you've repaired.
  25. Rudette

    KoS or Share Beans?!?!?!

    *Wrinkels nose* Ewww... You call ...that... music? Anyway... Yeah, on my friendly playthroughs I've found that playing friendly is a bit of an artform. For starters you don't walk right up to anyone. You don't make contact unless you're in a position where you either have the advantage or have an escape route. You certainly don't walk up to groups of armed men. I started dressing less military as part of one of many recent social experiments of mine. Surprisingly, even when armed, I'm shot at less when wearing civies. (Hoodie, Shades, Bandana, Cargo Pants, Improvised Backpack) than I am when kitted out. ... If I find a pristine Payday mask though? .. I drop all my morality and turn to serial murder. Also. A recommendation: Hardcore servers. For one reason or another, friendly populations tend to be higher there. Frankly I think a humanity system is just silly. Add in more survival mechanics and an environment that wants to kill us. Give people a common enemy, make high yield loot areas hot spots of ravenous hordes of zombies. Make people work together for a chance at those high end items. Make us fight disease, hypothermia, hunger, thirst, cold, wet, ect. Perhaps implent systems down the road (such as construction/camping/mechnical work on vehicles) take less time with more than one person working at it. When the game is closer to completion and there is more to do and more risk management to take into consideration social dynamics will change....But there will always be bandits, untrustworthy individuals, murders, sicophants, and KoSing. Not knowing who you can trust is part of the fun!
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