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Found 41868 results

  1. dallas

    What will make you play the alpha again?

    I don't know and I'm not sure a care. When I started playing the mod, it was far from finished and when I stopped playing it, there were helicopters and vehicles everywhere you looked. I'm going to follow the development and take breaks between updates, I see it as a more dynamic experience, than simply focusing on the end goal. I remember playing the free demo for Mount & Blade and then buying it.I played it a lot and then I stopped. Years later, I realized much had changed and for the fun of it, I tried to recover my game code and much to my surprise, it was as easy as recovering a password.
  2. sanguinius51

    Question About Walls!

    There was limited penetration in Arma 2: OA. Both of walls and vehicles.
  3. Wolfguarde

    Which vehicles would you want to see in DayZ?

    Funeral hurse, ice cream truck, anything with sirens. A couple of really fast, really nice vehicles, with extremely rare (random) spawns. Some heavy vehicles that can plough through props and other garbage on the road, possibly also into (but not through) houses, causing them to collapse. Not completely on topic, but I would love for people to be able to spray-paint a 'tag' (think L4D-style tagging, where you upload your own picture as the image file) onto their vehicles, located either on the doors, bonnet, or roof. While I absolutely love helicopters in the mod, I think they should stay there - bases are far too easy to find with them, and flying vehicles mean that eventually you're going to have a 90:10 ratio skewed toward underground bases if they're implemented, with little or nothing visible above the ground.
  4. More kids crying about vehicles, we need sepreat threads for these guys ffs.
  5. joeymp

    What will make you play the alpha again?

    I will keep playing the alpha until the beta and through release but I will tell you the order which I think major features are going to be added. bikes animals/hunting vehicles camping/fortification/loot storage for server restart zombies AI fixed More Zombies/random hoards/towns taken over Random Events/Plane crashes Graphics optimized Aren't they supposed to release a roadmap for development soon?
  6. no just no .There are plenty of safe places on the map to logout. Only 30% of the map is being used from the players with the current state of the game(no vehicles)
  7. Whyherro123

    What will make you play the alpha again?

    I still play, but there are several things that would make my playtime much more enjoyable: -vehicles, at least a damn bike. I think one of the reasons players stick to the coasts is the fact that it takes FOREVER to run inland. -long term item storage. I would like to be able to bury a protective case somewhere, and be able to come back to it a week later, supplies intact. Other people could find it, of course, but it should be relatively difficult. -fixing the goddamn ambient zombie noises. I hate how paranoid I get when a rabbit uses a zombie growl when I walk by.
  8. Human Hunter

    What will make you play the alpha again?

    1. dayz mod music put back in 2. zombies fixed 3. hunting 4. vehicles 5. bases/fortification/loot storage
  9. I would rather have vehicles sooner than "very late 2014" when they could do it sooner rather than bullshitting around with other things, so no thank you. Adding drugs to DayZ would be cool though, with minor advantages attached to them [medicinal marijuana? Speed that does exactly that? PCP and steroids that make you physically stronger]?
  10. Bobo re-fucking lax mate they are going to put vehicles in , in time . Please stop being lazy and walk son , hell smoke some ganj while you walk it's the best time killer . =}
  11. No, you numbskull, this game is for me. I paid money for this game. We know they're adding vehicles eventually. We might as well have them sooner to allow players to do more stuff. Don't try the generic "you're not tough enough for DayZ" thing. I've made multiple characters run across the landscape in the standalone for at least 20 hours so far, and far more in the mod. I just want cars to increase the amount of stuff alpha players can do, because once you have a gun, there's no reward for killing zombies and having to run to explore the map is boring as fuck, so you just go straight to the coast and shoot bambis. Cars would allow much more fun traversal of the huge and under-explored map.
  12. bobotype3334

    Rolling Changelog: Stable Branch: 0.32.114557

    No, I mean a better melee damage indicator via a bigger, better gore spray on a successful melee hit, because often it's hard to tell when you land a blow with one of the weaker weapons or with your fists, but limbs falling off is also a great idea [although a little weird if the arm falls off because you hit them in the head]. Wow, you're just the funniest. I'm just asking for even a sliver of developer priority given to these basic things before they move on to everything else, and trying to get support for such a thing. Of course, hilariously sarcastic jerks like you aren't helping. For a start, an image macro half the size of the page does not count as a valid response. I have read the development plans and Rocket's AMAs and seen the planned architectures, and I would just like them to give us an advance on the vehicles one so we get a few models of basic, repairable cars, even if they don't follow physics to the T- that can be worked out later, as long as we get the gameplay mechanism sooner. I don't care if cars crash upon even brushing walls because of bad physics, I don't care if they only have two or three models, and I don't care if they don't let you shoot while inside them. I can live without that for a while: I just want a simple rectangular thing, with required fuel and parts, which 2 people can get into and which I can hit 60 km/h in. Surely they can spare some time from the other scheduled things [like weapon attachments and crafting] to just horn in the most basic car possible. Please learn to word your posts better. I know different developers are working on different things- that's pretty obvious. Adding violet pants is not anything that constitutes balance, and realistic games often don't factor balance in as much anyway due to the random nature of real life, which is not a game. 'm not being selfish. You are, by hunting for beans by hating on people.
  13. atoav

    Which vehicles would you want to see in DayZ?

    Count me in for that one. To much military vehicles destroy the mood IMHO.
  14. About item management - personally I like the idea of realistic backpack/clothes inventory slots. The "tetris problem", which occurs with current item management, shouldn't be an excuse to keep this as it is now. Having good pants, shirt, vest, backpack is enough for carrying most vital items nowadays. This way, the more "inventory" items you have, the more you can carry. And you should be given a choise: would the vest that has 4 1x2 slots be better for me than a holster, where I can carry my pistol and free some space in my backpack for other things? That may not be the best example but I believe you get the point. About missions: this is also a good idea, it would provide additional goals for players. But I guess this kind of improvements should be left for when the game is nearly at the shipping stage. Same about crafting weapons and vehicles. To be honest, DayZ has huge potential to have some RPG elements introduced in it. And why? Open world, a lot of possible activities to do (like hunting animals, little "quests"). And the more distinguished your avatar is (gaining new abilities, skills, some kind of experience), the more valuable it is for a player. And the more valuable it is for you, the more careful you play, the more immersive this game becomes, when it comes to surviving. Cheers, fisheye
  15. I was lucky enough to be given the alpha by a fellow forum member, big-ol-thanks to you buddy, much appreciated. Tonight I got my first proper session in. We were four of us, all from the UK, playing on a server hosted in Holland. The technical aspect was flawless. No lag, no rubberbanding, no disconnects, nothing. Genuinely impressed. The server was empty for the most part, at one point there were 8 people on the server which is as high as the count went, which probably plays a large part in the issue-free experience. The gameplay is simply excellent. I played for about 3-4 hours, with a few small glitches with inventory, and one where someone dropped some ammo for me and it fell through the floor to the floor below. No biggie. None of use had issues, it was fairly smooth and the FPS never dipped below 30 at its worst (specs to follow). For an Alpha this is very good. I've played a few alphas in my time but this one stands head and shoulders above them in terms of reliability and stability. The graphics are good, the shipwreck looks like it is a true labour of love, whoever created that needs a pat on the back. The sounds need some serious work. The M4 sounds like a pellet gun (Tritton Pro+), the zombie combat is simply awful and hitting walls with an axe sounds like a bullet ricocheting. Obviously this is an Alpha so I can't complain, see this as feedback / input. I love that so many buildings are enterable. Really adds a whole new layer to the game, and a gazillion hiding spots if the heat gets turned up. I seem to spawn in quite thirsty. I'd recommend for anyone spawning in for the first time to find a pond and drink until you can't any more. You'll need to be in first person to drink, otherwise it won't work. You'll need to drink a lot. At first I thought the game was glitched or something, but decided to stick with it and eventually I was told that I'm stuffed. This made the game much more pleasant than my first few lives which were spent looking for drinks. If you fill up at a permanent water source, thirst will hardly be an issue. Hunger is a bit of a pain. We ran far this evening, probably the same distance as circling the map twice. I was almost permanently hungry, which became a bit of an annoyance. Nothing major, but if that could be tweaked down a tad, that'd be great. The loot table is obviously fairly small, I have so far had a revolver, a mosin and an M4. Don't know if there are many more weapons in the game, but for now I found that adequate. Obviously adding more over time will be great, but for now it's perfect. The melee system is one thing I sorely missed in the mod. You're walking around with two punchers on the end of your arms and can't use them, bit of an annoyance. To see that implemented in the standalone really put a smile on my face, nice work Dean and Co. Can't wait to batter someone to death with a fire extinguisher. Of course the game needs some love still, and I'm sure Dean has loads of plans, but I'm curious to find out what the priorities are. Personally I'd go with tents, it would at least give us something to work towards, even if it's hoarding lovely stylish shoes for the missus. Vehicles would also be great, as would hunting. Definitely a very good product. Not perfect, but then it is an alpha so it can only get better. Once we start seeing more and more features implemented, I can easily see this becoming the PC game of 2014.
  16. You should never ever merge missionfiles. If anything you need to do it manually. If you don't know how to add buildings to your server, let me talk you through it: Grab your "mission.sqf" from the folder you saved your custom user mission in (the one you placed your new buildings in) - it will be located in here:C:\Users\YourUsername\Documents\ArmA 2 Other Profiles\YourUsername\missions\YourMissionname.ChernarusCopy over the buildings, that show up as vehicles, like this:_vehicle_1 = objNull;if (true) then{ _this = createVehicle ["AN2_DZ", [4220.4224, 10900.647], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir -119.26195; _this setPos [4220.4224, 10900.647];};That above is one single vehicle / building / whatever you want to add. Make sure you do not add your Group / Unit to that. Create a new file named "custombuildings.sqf" in your "dayz_server\init"-folder (You can unpack your dayz_server.pbo just like you unpacked your mission.pbo) To the "custombuildings.sqf" add this:if (isServer) then {// HERE COME YOUR BUILDINGS: };After // HERE COME YOUR BUILDINGSAdd your vehicles from your mission.sqf (every single one you want) - and make sure you don't forget the very last }; After that, open your "server_functions.sqf" and at the very bottom add this: [] execVM "\z\addons\dayz_server\init\custombuildings.sqf"; Sue me if something's wrong - wrote that guide just now.
  17. Try this one! 46.28.50.228:3272 100+ Vehicles AI Missions (Side Missions) Map marking on Customized map (military camps with additional barracks; barracks at NEAF) Crafting (tipwire, stash etc.) Cleared roads Noob friendly Community Active admins Friendly PvE action, but not only :P
  18. -Vehicles of Chernarus: Car lots across Chernarus stand deserted, loaded with metal, scrap, vehicles waiting for potential. Buses of Elektro, Trucks from the hills, Motorbikes from the coast, and small cars for everything between the lines. The people of Chernarus are faced with the challenge of endless hiking, to dehydrate before coming close to a well, pump, or canteen. Only a lucky few have found the materials to continue on their journey with a set of wheels, and little gasoline they have found. Engines, Tires, Steering Wheels, Corroborators, Fuel Tanks, and more to find to recover a sitting vehicle - That has been raped of materials. Where would you find Gasoline? It's dangerous to try to extract from a fuel station, without the correct skills. What about siphon through a hose, of old vehicles on the road? The possibilities are there, but the vehicles, parts, and liquids aren't. Let me list an example of vehicles one would come across in the World of Survival. Armored Buses (Group transport, town to town - heavy on gas, but convenient for protection, and more.)Off Road bikes (Quick on dirt and asphalt, vulnerability is high sitting on a bike, but point A to point B is quick, and light on gas. Lone Wolf Machine.)Dune Buggies (3 seated vehicle, possibility of machine gun attachment. Mediate on gas, but steady on dirt, great for woodland crossing and steep climbs.)Sedans (Armored or bare, great for transport of 4. Mediate on gas, nice trunk space. Great on asphalt, little traction on dirt at medium+ speeds.)Trucks (Armored or bare, little or big, good for transport of 2-4, heavy on gas, but convenient for heavy items - Engines, Full bags, Offroad Bikes, etc.)Choppers - Hogs - Street bikes (Armored or bare, great for transport of 2, light on gas, great on asphalt, no traction on dirt at medium+ speeds.)Helicopters (Large or small, armored or bare, great for transport of 1-6, mediate on gas, fast from point A to point B, possibility of machine gun attachment. Convenient for heavy items.)In order I have listed images below for a clear perception of what I am proposing: These are just an idea I though I would share with you, DayZ. This is your game, and this is survival. Please discuss your thoughts, please be constructive with your response, and twist the idea into yours, bend it to fit DayZ. I do not want to propose a solid image, just an imagining of what we could encounter in our harsh travels.
  19. I would favor that, problem is i doubt anyone lives long enough to suffer long term affects. Way back when SA was first announced I had proposed that players who ride in vehicles all the time, then lay in the brush and snipe all day long get fatter and slower than those that carry all they own on their backs and hoof it everywhere. Course then you could say the more athletic types might develop back and knee issues from wear and tear.
  20. Gear Levels/Rarity & Scarcity: Rareity and Sacarcity (and levels) are already handled by loot spawn %. Current system is still undergoing a lot of development, but is generally heading in the right direction. Server hopping is already addressed in the current Experimental build. 30 s logout timer and a 260 s login delay if you weren't in your previous server for 30 mins. IMHO this alone should address most concerns around this. Stock Management: The current method, while not totally realistic, still mean that you're playing Backpack Tetris a lot to fit everything in. Artificial limits on slot sizes would just add to the complexity of this with not a lot of actual benefit. Missions: Not going to be possible except in a meta-game style within a community. Impractical on a public server. Waiting for private servers to see what possibilities it will open up. Children: Rocket runs away whenever the depiction of children in DayZ is mentioned as Zs, and I'd assume the same for any other dipiction. It creates all sorts of nightmares around classification/age restrictions and outright bans in some countries. And even hinting at ...relations... in a video game.... Advanced Medical: Probably not going to happen in the vanilla release, but I'm secretly hopeing for an ACE-esque medical system once we are given the opportunity to mod for DayZ. Pack Animals/Vehicles/Traps/Weapons: All good ideas. Some are already slated for inclusion further down the development path. We'll have to wait and see how far this gets us. Gamma/Brightness: The power of the PC as a platform is its diversity of components. This also means that a one-size-fits-all approach to anything usually falls on its face. I agree that night time is a little dark (but to be fair, night time is pretty much that dark!), and there could be a lightening of night overall, but removing Gamma/Brightness probably isn't the way to go. Welcome to the forums.
  21. Iridium Gaming | Epoch 1.0.3.1 Chernarus | Heavy Armor Vehicles | Self BB | Tow/Lift | Auto Refuel | Bandit/Hero Ai's | Player Benefits | Friendly Staff | SurvivalServers.com We are looking for new players and a big list of staff (support, admin, mod, head mod, Supervisor, Co-Owner, ect) to celebrate our opening we are giving lockable M2 Machine gun strikers out to the first few players, the strikers will be equipped with needed starting supplies (1 briefcase full, Chainsaw, chainsaw gas, two combo locks, and one AR or LMG with ammo of your choosing. and to all who join today get a Vehicle and five 10.oz gold. We hope to see you on our server! ~BustedHelmet Ip: 198.154.118.41:4802
  22. Wayze

    What do we really want as far as zombies?

    No, not simple. I have nothing against KoS, it is an element of the survival genre. But I don't want people to KoS for fun (there will always be people who do that, sure) as it is now. I don't want them to go on player hunts because they are fully geared up, have a house and 20 vehicles. The game never was a real survival game. It was never about survival. Ask yourself, what would be the point of surviving? If it was the main goal, you would leave all your gear behind just to save your character. Won't happen, ever. There is simply no value to surviving. No matter how long you play the game, the only difference between the next character and the current one is the gear. That means that gear is what the game is all about. Gear, vehicles and things you own. This is your life, your value. And if you have all the things you want to have, the next most valuable thing is the expirience. Now, I don't have anything against expiriences, this is what games are about and especially what DayZ is about, but I have something against people who go and search for expiriences. Who go and run around to troll people. Who go run around to have a good fight. Who try everything to have a super-cool moment. And this is where the soul of DayZ is treated like sh*t. In my opinion DayZ was always about the random encounters. The moments where you see a player and sh*t your pants. The moments that are not "scripted", the moments that are unexpected. To have these moments, you need a survival game. Otherwise people will search for random encounters, they will search for the unexpected. But I think all of these moments should occur while surviving. The goal should be surviving and the "Holy sh*t"-Moments should be a part of that. Right now, the game is just about the "Holy sh*t"-Moments, and that means that the "Holy sh*t"-Moments get more and more boring the more you see them. This is why people need helicopters and tanks and all that kind of stuff. The normal "Holy sh*t"-Moments are not enough, they need more. They need things that are even more spectacular. Who cares about a firefight? You had 1000 firefights, and the gear you carry is worth nothing, as you can obtain it from your tents or whateverthef*ck. You want a heli vs heli fight, you want to do crazy things. And for me, it is just scripted and unauthentic. There is no reason for a heli vs heli fight. I remember so often my friends saying stuff like "Dude! You see that heli? Let's have a 1v1 against him!". But why is that? Well, simply because people want to expirience something exciting, something better than before. All of this is because DayZ has no goal. And yes, DayZ doesn't need a goal in terms of missions or restrictions. But I think that DayZ needs the goal of surviving. The aspect that you want your character to survive, no matter what gear you would lose by surrendering. Making the game harder as it is would surely increase the aspect of survival (making the zombies stronger or whatever), but it will still be about gear, never about surviving. What I think is essential for the game (and Dean Hall does think that too), are aspects of character value. It is absolutly crutial for the game. Now, it won't solve all the problems, but most of them. What I mean by character value is something that makes your character more valuable than the gear he carries. And what might that be? This is what has to be worked on and it is hard to satisfy the people. I was always thinking about something like getting better in cooking, medical treatment and so on (and actually this will be the case in DayZ SA), but I am not so sure if it will be enough. I think it needs to be a part of the gameplay. If you want to repair a helicopter, you need to equire the skill to do that. And I am not talking about a skilltree, but simply about doing it until you learn it. The more often you repair things, the more often you craft things, the better you get. And that would mean a character that survived 100 hours is so valuable, that any gear he finds will be just an instrument to survive. The goal of the player will be keeping the character alive, no matter what. Maybe you would even kill a friend just to not die by starvation, as it would happen in real life. Maybe you will go and search for somebody that can cure the wound of a friend. There would be so much more aspects of authentism and survival, it would increase the gameplay in a way no other feature is capable of. But this is just my opinion, maybe a "skillsystem" is not the right way. But I simply have no other idea for it and I know that without character value, the game will never be about survival.
  23. This server is a pretty fun server, first joined it a week or so ago and I haven't played any other server since. we're trying to gain a good player base at the moment, so anyone wanting to find a decent server is recommended to join this one. Details PVP:Yes 3P:Yes Tracers:No Nameplates:Yes Crosshairs:Yes Death Messages:Yes Some reasons to join this server are... Literally endless amount of vehicles, waiting to get you to where you need to be. Custom spawning loadout, so you can get right into the fray.Custom bases with extra barracks, grocery stores, and fire stations.Self blood baggingConstant dayActive and non-abusive administrators If you're interested in joining: Server IP:69.162.119.250:2342
  24. There was a brief period back in the days of the mod where Dean put up a few leader boards. They were partially functional, periodically unavailable, and eventually overcome by hackers and taken down. While ill-fated in execution, I think the concept was a good one. Give players a record of survivors against which to compare their own survival abilities and accomplishments. I think it's a step toward making the game feel like a larger community rather than isolated and temporary pockets of 40 anonymous people. Unlike the mod leader boards which tracked all survivors, I think that Standalone boards should be limited to dead survivors. I don't think any of these stats should be visible or published while someone is still alive and in game. It begins to feel too much like a "score" at that point, and I don't think that feels right for DayZ. If, however, when you die you are presented with the option to "Save & Publish" your survivor's stats, I feel like the leader boards become more of a history of survivors passed. A collection of "Survivor Stories" that you can imagine being passed around by word-of-mouth, journal entries, graffiti tags or notes scrawled on paper. A sense builds of legends being passed on from one generation of survivors to the next - of great heroes, infamous killers or renowned explorers who have made their mark on Chernarus. This feels more authentic to me and more appropriate for DayZ. In order to keep leader boards from being overly influential on what people choose to do in the game, a huge variety should be included covering many aspects of the game and ensuring that, practically irrespective of your play style, there's at least one leader board upon which your character might be ranked at the end of your life. Some examples of leader boards might be (some assume future functionality): Trailblazer [Total Distance Traveled on Foot] Wheelman [Total Distance Traveled by Car/Truck/Motorcycle] Seaworthy [Total Distance Traveled by Boat] Paperboy [Total Distance Traveled by Bicycle] Test Driver [Total Unique Vehicles Entered] Field Medic [Total Bandages Applied to Wounds Not Your Own] Doctor [Total Blood Healed Not Your Own] Zombie Killer [Total Zombies Killed] Zombie Rifleman [Total Zombies Killed by Rifle] Zombie Shotgunner [Total Zombies Killed by Shotgun] Zombie Shooter [Total Zombies Killed by Pistol] Zombie Archer [Total Zombies Killed by Arrow/Bolt] Zombie Marksman [Total Zombies Killed by Headshot] Zombie Brawler [Total Zombies Killed by Melee] Glutton [Total Calories Consumed] Survivor [Hours Alive in Game] Wartorn [Total Damage Sustained] Kidnapper [Total Handcuffs Applied to Unique Survivors] Sadist [Total Force Feedings on Unique Survivors] Killer [Total Players Killed] Rifleman [Total Players Killed by Rifle] Shotgunner [Total Players Killed by Shotgun] Shooter [Total Players Killed by Pistol] Archer [Total Players Killed by Arrow/Bolt] Marksman [Total Players Killed by Headshot] Brawler [Total Players Killed by Melee] Celebrity [Total Unique Survivors Encountered] Sniper [Longest Range Confirmed Kill] Zombie Sniper [Longest Range Confirmed Zombie Kill] Demolition Man [Most Vehicles Destroyed] Hunter [Total Animals Killed] Chef [Total Calories Cooked/Prepared] Burglar [Total Residential Houses Visited] Bean King [Total Beans Eaten] Looter [Total Weight of All Items Picked Up] Comrade [Total Time Spent w/in 10m of Another Survivor In Game] Nightowl [Total Time Spent In Game After Sunset] Repairman [Total Vehicle Parts Attached] Hero Survivor [Longest Time in Game, No Player Kills] Hero Zombie Killer [Most Zombie Kills, No Player Kills] Hero Explorer [Longest Distance Traveled, No Player Kills] Hero Medic [Most Wounds Bandaged, No Player Kills] Hero Doctor [Most Blood Transfused, No Player Kills] Some care would need to be taken to avoid explotation in some of these - i.e., repeatedly shooting your friend over and over again in order to bandage his wounds or replace his blood. In most cases, this is solved simply by including "unique" in the evaluation, or by ignoring repeated usages on the same person in a short period of time. I think with some thought, the team could probably make a list twice this long by release, especially given all the new features they're sure to bring online. There's a reddit thread with a similar suggestion which includes an excellent screenshot. Credit to user jellypawn for this post which motivated me to write this up. :thumbsup:
  25. The_Gunisher

    What do we really want as far as zombies?

    While I don't disagree with what your saying I think what I meant was because Zombies are at the mo so incomplete it's hard to know what the team are intending. Once they're in the game more fully we can fine tune what we ask for, but until then I think saying what they should or should not be is difficult because we don't know yet how it will play out in the game. The mod was always what the mod was and never felt like a deathmatch to me. Sure there was a lot of KOS, but I don't think the game should be changed fundamentally just to suit certain people who like to play cooperatively. There should be more to do and there will be with more of everything, vehicles and loads more so before asking for terminator zombies (I hated it when they went that way in the mod) lets see what having the rest of the game content does to peoples play styles. Having more to do will simply mean that more people will spend time doing other things other then hunting players. And if you don't like getting shot, simply leave the coast and avoid the obvious hot spots, I do this and my character has been alive for weeks now. Simple no?
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