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Found 41868 results

  1. pillock

    Why DayZ is no survival game

    The focus of the game will surely change as it develops? At the moment, it is not really a survival game: the focus is on tactical combat (understandable, considering where the mod came from). But the potential is there for deep and interesting survival mechanics and plenty of "things to do" besides pvp combat. (At the moment, they are not there, I agree.) What's the point in having pristine clothes or shoes over damaged ones? None, at the moment, but body heat and feet condition could - and should in my opinion - be implemented in future. Sickness, health status, physical fitness, fatigue, injury - it's all pretty bare-bones right now, and doesn't make a huge difference to how you play. But if it's expanded upon in time, it adds a huge amount of depth to the survival experience. More interesting and varied gear will come: towns could be littered with loot - some of it useful, some of it craftable, some of it junk - the more the better! Potential for trade, etc. Vehicles! After their implementation, it will be time to start punishing people with fatigue if they constantly run around for mile upon mile, hour after hour - if you want to get around quickly, you still could in a vehicle, but it's more risky. Camps: take territory, control it, form a community, defend it, raid others. This gives you more objectives. Hunting, (fishing?), foraging: once the beans run out, you look to the land for sustenance - this opens up new techniques to master, and gives more purpose to camps/bases. More zombies! Creates fear, makes scavenging harder and riskier, creates atmosphere. How long has SA been running? A few months? Of course it's limited to combat-focus right now - it's based on a military simulator! But there is massive potential to buff up the survival aspects as development progresses.
  2. I reckon there's a LOT they want to do before satisfying everyone's want for camps/bases/vehicles/etc. Personally I hope they don't come into the game until a lot later, when the servers are more stable/don't need to reset to respawn loot/zombies (can you imagine all the crying on the forums beasue "reset deleted my base" and such?), and the game's a bit more fleshed out. This isn't negative commentary on the devs though, you guys are doing an awesome job! Were it a bigger studio/company *cough*EA/Activision/Infinity Ward/Dice*cough* niggling issues like this would probably go unnoticed in lieu of an expansion pack or DLC to milk us of more money!
  3. jslade1234

    SA | Vehicle Spawn Point Randomization |

    I really want them to add vehicles. Its soo annoying where you have to run all the way to NWAF from kamyshovo.
  4. The kewl realistic and free-choice nature of DayZ really gets me going. Here's what I reckon we could make room for in the far future with gameplay for different players- not establishing "classes" or anything, just giving these playstyles a little room. Regular nomadic survivor: Moves around, looks for loot where they can, stays alive by whatever means necessary. So for this player, make DayZ Survived the most important game mechanic, with a most-days-surived player counter which is like a player's individual "score". This could be displayed on the player's main menu screen and on a 10-slot scoreboard on the server.GTA-esque player: All the cool vehicles, cosmetics, and fun stuff which allows a player to pretend the world is their oyster. Northeast coastal locations could be set aside for this with barely any weapon spawns, sparse zombie spawns, but more cosmetics and vehicles available.Role player: Inevitable. With enough costumes and varied locations we could allow people to re-enact zombie apocalypse scenarios within Chernarus itself, like Zombielands [defunct Soviet amusement park and rich peoples' homes]?, Day of the Dead [make a large supermarket], World War Z, 28 Days Later, etcetera.Innawoods man: For the SHTF lovers, having the ability to hide in the north from players and just run yourself a player-versus-environment game and see how long you last. Everything can be made from scratch tediously by a player who thinks they're up to the challenge; pick up sticks on the ground and rocks and berries to make makeshift shelters and very, very basic tools and snares. Hunt for food, get water from rivers [when implemented] without getting sick somehow, and eventually fell trees to build bigger constructions. Zombies and players may wander by chance in to your particular woods occasionally, so you'd have to be careful, and there could even be rare bear encounters. A small number of your constructions stay persistent in the game world, but fall apart when you die, and they can all be destroyed.Asshole bandit: Don't let it be too easy- add an unseen sanity meter which can randomly fluctuate upon killing players and not having social interaction, so you could suddenly flip out after murdering your 18th bambi and lose control of your character entirely, needing to find therapy for yourself via rest or drugs or alcohol or other coping mechanisms. But the random nature would mean it's possible to stay a cold blooded killer. Insane players will start to look bedraggled in physical appearance and have bloodstains on their character model to mark their insanity. Add a most-players-killed scoreboard on the server, but make doing these things infinitely more difficult by randomly unhinging the player's character when they get too good at killing others.Town re-coloniser: With chainsaws and axes and hammers and crowbars, players can collect timber or scrap into their inventory from forests or factories, then use it to fortify towns by building barricades, shoring up house doors, and erecting sentry towers, and placing rainwater collection pits and fruit trees/livestock enclosures. Whack a town sign down and bam, you've made a colony, where other players can join you and place down their constructions also. If the user is away for more than 24 hours, constructions despawn.Zombie slayer: The person who is only here to kill zombies and kill beans, while at the same time being all out of beans. Add a zombies killed-on-the-server-high-score counter. Add one Ivan-theTerrible era broadsword in one of the castles for stylish zombie slaying. Make some food drop when zombies die so players looking to slay, slay, slay can spend less time searching for loot and more time searching for victims.
  5. I like the update. I've been messing with it despite some issues with graphics with the patch. B95 is cool and so is the speedloader for it. I haven't seen a cowboy hat or leather jacket yet though. Sewing Kit is awesome and finally now I understand how the Cleaning kit is intended to work. Now my demands... Crank up spawn on New items so we can see them and mess with them the first few days of experimental patch. Took me forever to find a Machete and find out it's worthless my fists are better. Stripper Clips for Mosin - Cut the SKS Clip in half recolor and make it work for the mosin and hold only 5 rounds boom there ya go. Foldable Bayonets for Mosin - RL Basis for this Yellow Boxes aren't protecting contents. Add Motorcycles when you add Vehicles. More 6 slot shirts. Can't wear vests or holster over down jackets. .... Ah Screw it I'll just make a video instead and post it in a week or two.
  6. DayZcraft - Epoch Server [1.0.2.5] Provided by the BSB Network - Gaming & banter for grown ups! TS3 Public Server Address: bsbnetwork.enjinvoice.com Welcome to our DayZcraft, a DayZ Epoch server that combines the awesome horror survival PvP and PvE elements with the fun and creative elements of MineCraft! This server has a unique marketplace geared up for difficult survival and long term base & stronghold building. We've recently re-launched our popular and consistent server with a full server wipe and made some significant changes to the config based on player feedback and the desire to create a good server for base building and creative play. Naturally players who like the PvE and long term base building elements will enjoy this server as the relatively small population of regular users of this server means they can get on and be left to their own creative devices without encountering too many problems. We do however have a few "lone wolves" and bandits, who are out there to spoil the day of any unsuspecting survival players and groups so it pays to cautious! This is a bit of an incentive to get a secure stronghold up and running and to expand from there! The server is on a long term lease and we've supported Day Z since launch, so we won't be here today and gone by next week. There are some player stats available and feedback/suggestions are more than welcome. There is just one single server administrator so there is no worry about admin abuse (using admin panel etc) but there are several "moderators" to kick/ban hackers as gaming with integrity is important to us! Although this is a gaming communities "home" server, our members are broken down into smaller groups to avoid resource domination and all BSB members are allowed to kill/loot each others, which prevents clan stacking on the server. Groups are naturally encouraged and players tend to do better when banding together to create strongholds and bases and we already have a couple of mixed groups and teams doing so. Non-BSB members are more than welcome to join int he fun and can join any of the established teams on the server, membership is not necessary. It is however advised to join our TEAMSPEAK server should you wish to run with or join a team. Full details of the server can be found at our community website (http://www.bsbnetwork.com) and suggestions and feedback are welcome via our forum. RULES: No glitching, bug abuse or hacking No destruction of bases. collateral damage during assaults is acceptable (if it happens no due to indestructible base fix) No combat or stealing from other players at trader trader cities No building or storing of vehicles/items at trader cities No destroying of vehicles stored within secured bases/camps. (Looting and theft is acceptable though!) No abuse of other gamers No using side chat for voice coms FEATURES & CONFIG: Strong emphasis on Survival/trading/building but also plenty of PvP (AI and other players)!No decay on bases (no need to keep maintaining them!)Indestructible bases (so no one will destroy all the hard work you put in to grief!) on restart after building.450+ Dynamically spawning basic vehicles (no OP vehicles such as Armoured SUV, the better vehicles like this have to be bought)No Cross hairsNo starting kit (1 Bandage only)Increased zombie numbers - you may get swarmed by a horde at any time!Side missions and random ammo/weapon/building caches spawning at various times across the map.Expanded trader stocks (you can buy most building materials and they are available in large quantities)Adjusted trader prices (the better the stuff or more easy it makes survival, the more expensive it is , e.g. Night vision doesn't come cheap and stocks are kept at low numbers!)Massive player maze added near NWAF - Some hidden resources scattered around the maze but it is a very dangerous place!Base building - prefabricated structures ideal for improving and using to build your own secure team base.Reasonably priced building materials at traders, including wood, cinder and mortar. Enhanced map and balanced new loot zones (not 50 barracks added to Cherno or anything like that!), but genuine improvements to the map, such as ai check points, additional coastal city near Kamenka for gearing up (Tikhiya City), military camps, urban improvements, enterable buildings in sparse towns across the map etc etc.Minimal additional scripts (no self blood bag/auto fuel etc)Bandit AI (quite rare most of the time but still a factor)Secrets and hidden points of interest added to the mapExcelsior bridge to Skalisty islandMinimal aircraft - Choppers do not spawn dynamically (some planes do) but can be bought if you have the fundsFull Day/Night cycle (-1GMT)No admin restricted areas or protected bases! No admin abuse!Custom ambushes and choke points - become an infamous highwayman robbing travellers of their gold!Additional weapons added, such as the all of SCAR -L's, all of the SCAR-H's, PKP, all the AK's, all the 107's, all the M8's, all of the G36's, all M4 variants, anti-material rifles (expensive!!!) all SA80s and even some thermal scoped weapons (for a very heavy price!). Additional vehicles added including all the URALs, more Land Rovers, seafox, additional choppers, more Hummers and even some light armoured vehicles such as the Jackal and BTR40.Moderates with limited admin access (so no admin abuse!) to just kick and ban hackersOn going tournaments and events to win in-game rewards or gold to buy equipment or supplies - earn the dough and reap the rewards! RULES: No glitching, bug abuse or hacking No destruction of bases. collateral damage during assaults is acceptable (if it happens no due to indestructible base fix) No combat or stealing from other players at trader trader cities No building or storing of vehicles/items at trader cities No destroying of vehicles stored within secured bases/camps. (Looting and theft is acceptable though!) No abuse of other gamers No using side chat for voice coms TS3 Public Server: 212.187.247.41:9147 To find out more or get in on the action simply join our Epoch and Teamspeak servers! Feedback and suggestions welcome via our website! WWW.BSBNETWORK.COM
  7. napalmdog

    Do we want a reward for surviving?

    I would like to just build skill sets, that's all. Apply better first aid, repair vehicles, that sort of thing. Make it more of a reason to stay alive longer!
  8. Hi, as many of you I'm tired of the dayz hive support, not doing anything at all. So, private servers are the way to go apparently. Some server hosters provide private serverhosting, but afaik there are always some problems, vehicles not spawning or customer support being not really helpful,...etc. I see myself faced with the choice between, a dedicated server or an managed private hive. What costs are to expected for a dedicated server? What does it have to have to be a valid choice as gaming server (hardware-wise)? Features I want to have either on a managed or dedicated: - database access - ability to change map, loot tables, spawns, vehicles [i've seen some managed servers have those features as tools, do these exist for dedicated server aswell?] - backups - traffic unlimited - EU based server ... what else is needed? I've found a offer for a virtual server: 2x1,5ghz 4GB RAM 100GB unlimited traffic Windows Server 8 R2 29.99€/month with unlimited adminitrative access suggestions, additions, helpful input very welcome :)
  9. Our server just started up a week ago and its open to all! We need Respectful PvPers! The rules of the server are as followed: Be respectful of your fellow players. No complaining about loss of items/gear in Side chat. Base raiding is allowed because it is a PvP server but No blowing up LOCKED vehicles. No glitching/hacking of any sort.Most importantly have fun! We are one of few Epoch Taviana servers without roaming A.I.! Our Server IP and port is: 69.39.239.146:3425
  10. Lidskjalf

    SA | Vehicle Spawn Point Randomization |

    I am just listing the basic vehicles as an example of vehicle randomization. I am not concerned about aircraft, heli's IMO shouldn't be in DayZ. Once they get to this point they need servers without aircraft.
  11. Cap'n (DayZ)

    SA | Vehicle Spawn Point Randomization |

    What about military vehicles? Not anything armed, but what about a Humvee or a UAZ?
  12. kingrex

    SA | Vehicle Spawn Point Randomization |

    I really would like vehicles to spawn like this. Also forgot aircraft, ultralights could be found in barns or in clear fields and helicopters in airports (rare) or random locations.
  13. This is sort of a long-run suggestion, but would it not be better to increase the log-out timer once we have vehicles in? 30 seconds is hardly enough for people who hide in large buildings or in places with only ladder access, but once they have vehicles (Especially helicopters) it seems like rooftop snipers will be able to camp very easily and just log before anyone has the time to do anything about it.
  14. DarkwaveDomina

    Do we want a reward for surviving?

    I'm sorry to tell you Rocket has already indicated his enthusiasm for such systems in videos prior to the release of Standalone, if I remember right he was talking about players getting better at things like administering medical aid and repairing items/vehicles at the time when those things are developed more.
  15. After that last rant i guess I'll finish up with a better idea. Leave it for the modders, no offense. The devs have much more urgent things to add and features to inplement. Their modding community, however, LOVES this shit. Just look at Overwatch and Epoch. Or those "10000000 Vehicles Fully Militarized Server!". This has a good chance of being added by mods, I jut can't see it being added into Vanilla DayZ, sorry.
  16. Wayze

    Why DayZ is no survival game

    The issue is that the game is so boring after you found gear and vehicles, that players go out there and hunt other players for fun. They don't do it for gear. They don't do it to get better. They do it simply to have fun. This is the issue. There is simple nothing else to do once you have reached your "gear" and "vehicle" goals, but shooting each other. As DayZ is supposed to be a survival game (you know, about SURVIVING, not simulating call of duty), it just doesn't fit at all in the game. The next issue is: If you want to play the game as a survivor, it is just f*cking boring. Let's be honest, if you were a survivor you would never run around the airfield or populated areas. You would just try to survive. This is how real life works. In real life you have your life that is very valuable. But in DayZ? What do you have? Gear is just gear, it is something you USE to survive, not something you should survive FOR. If you are a survivor there is nothing to do. You can survive for 500 hours and you will have NOTHING out of it. Your character will be still as valuable as a freshspawn. This is the problem. People who want to play the game how it was intended to (as a SURVIVAL game) will not enjoy it, because there is no POINT in survivng. There is just gear that you collect. Gear that you can store. And most importantly, the most valuable gear you can find is supposed to KILL other players. So issue 1 again, once you have found the best gear, there is nothing else to do than shooting each other (what would you collect the gear for, if not using it?). A loot system that is the only way to make progress in a game is FORCING players to kill other for fun. You don't use weapons to defend yourself, oh maybe you do, but most people do it to have fun. Think about it. The only thing that you can reach is getting a better weapon. Once you have the weapon, you are forced to use it, because you can lose it at any point. If you don't use it and have some fun with it, all the progress was useless. This is what most players in DayZ think. This is the reason why the mod and the alpha are deathmatches (you know what I mean). This is the reason why nobody is surviving, but doing exciting sh*t. I think some people in this forum need to learn to read with attention. Just read it again. Maybe you will understand. Oh, my mistake I think. (sorry ^^) I use "I give a f*ck about something" to express that I actually care about it.
  17. deepfried

    how many servers do you play on?

    I don't really have a "home" server as such, with no private hives and no vehicles/bases there isn't much point. But i tend to pick a server from a poll of about 10 in my history list, in reality that probably means i'm playing on one of about 5 servers most of the time. In any one play session I will stick to the same server unless I need to join a friend or my server goes down.
  18. still no vehicles/tents pointless playing YAY
  19. personally i really hope they put in some sort of player construction...as in building structures and or fortifying existing structures...i think it would be fun....teaming up with a group to gather resources to build a base and then defending it to the death...that and vehicles will make this game much more fun....seems like i read something about underground construction somewhere...that would be pretty cool as well...also would be cool if you can make a underground structure and then build a above ground base on top of it....maybe make a second entrance/exit for the underground bunker for an emergency escape route....things like that would kick all sorts of ass....
  20. Vehicles should fix that. I never had that problem in the mod, cause of them.
  21. Jack Dant

    Constant PVP ruins the fun of this game

    There is a difference between PVP and senseless PVP. The PVP now in the game is mostly senseless because there is so little progression, once you gear up you can either a) start killing newspawns b) hunt people who kill newspawns c) do some sort of roleplay (and that's not for everyone). There is no bigger goal to work towards, that actually causes players to compete for each and generates PVP with a purpose. The mod had those bigger goals: in vanilla you could hoard equipment in tents for when you inevitably died, or you could repair/capture/defend vehicles. Later versions added base building, which I assume did the same, but I never played those versions. That sort of PVP is likely the actual endgame as envisioned by rocket. He stated almost two years ago that the biggest risk in DayZ should always be other survivors, not the zombies. So that kind of thing will come to the SA, hopefully it will encourage more permanent grouping, and teams will fight each other over resources. As that more engaging PVP emerges, the new spawns will be relatively safer than they are now.
  22. irl-calibre

    Why DayZ is no survival game

    I have to laugh at people who think the answer to PvP'ing is base building and vehicles, how on earth do you think you're going to hold on to a vehicle if you cannot even hold onto a torch and battery & your pants?
  23. bad_mojo (DayZ)

    Character Specializations

    I think everyone being able to do everything exactly the same isn't helping to create a living world. I feel like we should all be different in terms of our skills. The things we were prior to the apocalypse should shape who we are during it. I think this variation can be accomplished with a specialization system, but instead of acquiring these skills through repetition of actions, we should design our characters before spawning. We would get a number of skill points to divide among the different skill sets. These would be set for the entire life of your character, never changing, never improving. The important part of a system like this would be good balance between the skill sets. For example, if we got 10 skill points to use, it would require 6 points in one skill to (top out &) become a specialist. So you would only be able to specialize in one skill. It would also allow someone to be a jack of all trades and not specialize in any one skill, but have a bit of skill in each. Skill sets -Weapons -Medical -Bushcraft -Mechanical -Culinary -Athletic -Pilot/operator -Explosives Specializing in a skill set should give you advanced abilities not available to non-specialists. For example, only a medical specialist would be able to perform blood transfusions. But, once the blood has been taken and crafted into an IV bag, he could then give it to anyone to use. Similarly, a bushcraft specialist could take some sticks and rope and craft a bow drill to start fires. A non-specialist wouldn't be able to craft this item, but would still be able to use one. This way, specialists can offer services(or be kidnapped and used) to non-specialists in exchange for something. Gaining a few points in a skill would simply increase your abilities in that area. For example, some points in weapons might increase your accuracy. Points in medical might speed up your speed while doing medical procedures. Pilot skill might let you fly a helicopter, while somebody with no points in that skill can't even power it up. Athletic skill would perhaps increase your stamina and melee strength. Other ways this system could effect your character is by changing your initial spawning load out. Being a pilot specialist might give you the option of spawning in a flight suit and helmet for example. A mechanical specialist might get overalls & gloves, maybe even a wrench. Weapon specialist gets some military clothing. You get the idea. Some ability ideas for each skill.... -Weapons Ability to repair weapons back to pristine condition.(Compared to worn for regulars) -Medical Ability to perform advanced medical procedures.(Surgery, transfusions) -Bushcraft Ability to craft various survival(and comfort) items in the wilderness. -Mechanical Ability to fully repair vehicles or use advanced machines(power up factory and use the lathe for example) -Culinary Ability to craft advanced meals using regular food items. -Athletic Ability to sprint faster, for longer, and swing melee weapons harder. -Pilot/operator Ability to fly air vehicles and see damage indicators. -Explosives Ability to craft explosives. These are just some ideas I had for abilities and skill sets. I'm completely open to criticism, I'm more interested in the system than the actual abilities or skills.
  24. Wayze

    Why DayZ is no survival game

    It's simple game design, this is how a human mind works generally: I play a game to have fun (fun includes accomplishments, reward, expiriences etc.). How do you have fun in games: Progress (this is where most of the games have their main selling point, i.e. MMORPGS, F2P Games, Mobile Apps...) Expirience (having something to laugh/cry/be angry about, i.e. trolling others or ruining someones day by killing them, maybe have fun with some friends or having an intense firefight) How do you have fun in DayZ? Progress: -collecting gear, building houses Expirience: -interaction with players Conclusion: If gear is collected/base is build, only way to have fun is interacting with players. Most favorable player interaction -> deathmatch Why? -> deathmatch brings the most psychological reward, killing other players who compete in the same world is bringing joy (this is something you cannot denie, it may not be the case for everyone, but for most of the players it is) Solutions? Adding aspects of progress. -> only way to do it is adding weapons, vehicles etc. What does that mean? Players demand cooler weapons, more exciting things -> results in absolute unauthentic worlddesign (military weapons everywhere, planes, helicopters, etc. just to satisfy the human urge for more and more excitement) Additional problems: -> the more a player has made a certain progress (for example found the best weapon), he will usually be less attracted to the progress What does that mean for DayZ? A player who had the best weapons, vehicles etc a thousand times will not care about them anymore Why? He knows that in the end he collects the weapons to have expirience (progress for expirience), shortcut: -> collect minimal gear (minimal progress) to reach maximal joy (maximal expirience), meaning simple deathmatch/trolling people Solution? Try to make gear rare. -> progress (collecting good loot) is based on pure luck What effect has luck to a player? -> in regards of having to have luck to find something that you will lose eventually a player will always choose expirience over luck Result: -> deathmatch (reasons where brought before) -> players stop playing the game You want evidence for all of this? Look at the game. It has nothing to do with the mod, is has absolutly nothing to do with the game being an alpha. It has to do with the CORE concept of the game. Mate, this is science based on statistics, psychology and game design. If you want the game to not be a deathmatch, you simple will need another kind of progression sooner or later.
  25. Greetings, from the WKC team! We have been working for some time now on something new, exciting, and very different from your normal Dayz server. Faction RP. Now, I know you've heard bad things about Roleplay on Dayz, but this is different ; all the fun of a faction, wars, politics, intrigue, espionage...all of these aspects and more are what our Faction RP brings to Chernarus. Listed below are some of the features: Faction Bases, with a box of building materials, if you start a faction with 3 or more people. Advanced Currency System. Not only briefcases, but Obsidian (Worth 5 Briefcases) can be traded for higher classes of vehicles. Active Administrators...Yes, we mean active. Not psuedo active, not active 10 minutes a day...active. Faction Warfare. Declare open warfare! If an opposing faction shows agression to you, declare your intentions and battle will be joined! Advanced Vehicles. Jets, Tanks, Planes, and Attack Helicopters can all be yours, IF you have the currency. Also, heres the thing...You will take great pains to find a server that runs smoother than ours. There is a massive difference in the amount of Desync, or FPS dips, in any area. I challenge you to find one that runs smoother. We currently have a 25 slot Teamspeak server as well, but we are looking to upgrade when the playerbase demands it. This isn't a new server thats going to lose funding in a few weeks, guys. We've been here a while, and we'll be here a good while longer. Hop on over to the website, Teamspeak, or hop in game...we'll show you a great time. Website: http://whiteknightscodayz.enjin.com/ TS3:WKC.teamspeak3.com Dayz Server (Epoch 1.0.4):192.31.185.215:3289 Join us Today!
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