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Found 41868 results

  1. jmw1084@gmail.com

    DayZ Standalone Server Hosting

    To be honest in reality rockets dev team has no right to set rules on servers they do not pay for if they want to set rules they NEED to pay for them and admin them, But because they can not afford to pay for that many servers and admins they let the public host them at there expense and at this point the admin/owner of the server has the financial right to host it as he sees fit. It comes down to the old rule of my house my rules. And in the end rockets team does not have the resources or financial ability to police every server. They can shut down a server for the abuse and the owner can go fire up a new server it isnt that hard, and they are back at it within 1 to 2 days. The best thing that rockets dev team can do to solve this is host the gameservers themselfs and supply 1-2 game admins that are on every server all day. then set up the number of servers to directly match the total possible player count and bring servers online as new games are purchased incase everyone is online at the same time, but downside to this route is they would have to create a fund for server maintance aka subscription time or microtransaction time. If i rented a server right now i would do as i please be it against the rules or not because its my server while i pay for it at which time if it was blacklisted i would get a new server rinse and repeat as i saw fit seeing as loot and gear is across all servers and no deployables or vehicles at this time to stop me, I have been hosting a dayz mod server for over 16 months straight and averaged 20-30 players for most of that time across 3 servers for a total of 60 people during peak times. this doesnt compete with higher end servers but i was in the top 250 servers on gametracker for all servers for a long time. all i can say is until bohemia steps up and host the servers themselfs or pays a company to host them and admin them then these servers paid for by third party and hosted by them will be abused because thats how most admins see it my money my rules. Now if you dont like it dont play on a server hosted by an individual.
  2. I was outside shoveling and was thinking about snow in DayZ. I searched for the topic (which I know has been discussed), but found that there wasn't any scenarios like the ones I am about to present. If there could be parts of Chernarus if not all of the map that would have snow on occasion, this could drastically change gameplay. For example, warmer clothing would be needed. You would also be less likely to be running around because this would affect your body temperature, hunger,etc. Which brings me to extreme weather like blizzards. So, you would either hole up somewhere like a house or building , or have an established retreat somewhere in the wilderness. I'm picturing a bunker-like camp with a fire and a tarp. Walking or running would be difficult as would visibility. Which brings me to the good stuff. If you had the appropriate clothing to withstand the elements compared to someone rolling in standard dress, you could journey in or out of town, shielded by the wind and snow to scavenge/raid camps or buildings without being heard. All white snowsuits could be an option. This would open up a whole new type of gameplay as well as paranoia when bad weather was upon the land. You would have to make a decision whether to grab that extra clothing or leave it behind because of the little space you had left. It would still be possible to frolic in the snow without warm gear, but you would be most likely to die quickly. Radios could play a part in weather forecasts or some type of warning that severe weather could be coming. When the blizzard had gone through, snowmobiles could play a significant role for travel, but like vehicles, use at your own risk because everyone would be able to hear you coming or going. For the sneaky types, footprints in the snow would be your enemy. I would love to have any type of snow related functions in the game and would like to hear some other thoughts about what and what not could be feasible.
  3. Damnyourdeadman

    To pee, or not to pee...

    Zombie survival simulator is one thing.But i don't feel like theese features belong in the game. Although in a real case of a zombie apocalypse it's basic rule No:3 1. CardioTo escape a pursuing zombie you will need to out-run it, and this means being in good shape. 2. Double TapWhen in doubt, don't get stingy with your bullets. Most zombies won't die from just one hit unless it's a shot to the head, and it will instead get up in very little time - and will then bite you. The most effective way to prevent this is to take a second shot/hit to their head which will stop them from attacking again, and surely one more shot can't do too much harm! For this to work, you will need at least two shots in your gun at all times so you can double tap without having to worry about reloading in time (you usually won't get that time). Luckily, the second shot should be easier as the first shot should take the zombie to the floor and temporarily prevent the zombie from moving 3. Beware of BathroomsYou are at your most vulnerable while sitting on the toilet, so always take extra care. Zombies seem to sneak up on people who are at their most vulnerable, although it probably just seems like this as zombies just attack with no special circumstances. However, this does not change the fact that toilets are places you want to be careful around - if you are caught with your trousers down then there's not much you can do about running away, so you better have brought a gun with you. The best way to stay safe is to check each bathroom before you enter, in every cubicle and every section as it isn't rare to find one just waiting there. Also remember that just because it's not socially acceptable to climb under cubical doors, it doesn't mean the zombies won't do it. 4. Buckle UpYou won't be driving along easy roads anymore: with numerous things to avoid you need to be ready for a crash! The reason for seatbelts is fairly obvious as it pretty much carries over from the reason we are advised to wear them normally - being thrown at the windscreen doesn't usually end well. In Zombieland, however, you're much more likely to be flying through the windscreen as you try avoding escaping vehicles, dodging through abandoned cars or slamming on your brakes (or just driving faster) as a zombie steps in front of your car. For this reason, it's usually a good idea to stick on a seatbelt so you don't make the embarrassing mistake of dying from a cause other than zombie. However, some people argue that wearing a seatbelt is an inconvenience as it slows you down valuable seconds while trying to get out of the car which is being fast approached by zombies. It's also argued that crashing is a fairly ridiculous thing to worry about when the majority of people are trying to eat you. These doubts aside, it is usually safest to wear belts. 5. Travel LightWhile trying to get away from a mass of zombies, the last thing you want is to be heaving luggage around. Zombies can surprise you at any moment by coming from behind objects or running toward you when you aren't expecting it, and you'll need to make a fast get away. As well as cardio to out-run the zombie you'll also need to be light on your feet, and that means reducing the weight of the objects you are carrying with you. So instead of a big heavy suitcase that may be able to carry all of your personal possessions and luxuries, you'd be safer with a smaller amount of luggage such as a backpack or anything that is easy to carry and won't slow you down. Under some circumstances it might be best to carry nothing but weaponry, but if you are seeking shelter and there is a lower chance of being attacked by zombies then it's always best to bring a bag with medical supplies, spare magazines and perhaps maybe a lightweight luxury. It is implied that unless baggage is absolutely vital to short term survival, it should always be considered expendible, able to be dropped at a moments notice to flee to safety. 6. Don't Be A Hero{C Possibly the most important rule of all. Don't risk your own life just to make yourself look good. When taking risks in Zombieland, the risk is pretty much always that you might get eaten alive by zombies. This isn't a risk you want to be taking so rather than trying to go for the "bad boy look", simply take a step back and keep yourself safe. Unfortunately you won't make yourself look too impressive if a zombie is currently biting into your arm. However, remember that there are certain circumstances where perhaps this rule should be ignored, so that maybe you save someone who makes staying alive worth it, or making sure that you will still have a partner to back you up later - as they might be responsible for saving your life later. Always follow this rule... except when you shouldn't. 7. Limber Up{C Before going into a zombie-infested area, you will need to prepare for the impending running by limbering up. When approaching an area which will definitely or is likely to have zombies, it is always best to limber up using a few moves so that you are in peak physical condition when moving in. This means that if a zombie or numerous zombies do appear and begin to chase you, then you are able to out-run them without worries about pulling muscles or injuring yourself while running - something that could mean life or death. Of course, if you are suddenly ambushed by zombies while unprepared then limbering up will obviously be a rather unwise move, as getting away from or killing the zombies is your main priority. 8. When In Doubt, Always Know Your Way OutYou will always need to know the way out of every room of every building you enter, in case you are caught unaware. Zombies can surprise you at any time, whether it be while you are sleeping, driving, relaxing, eating, playing, peeing, kissing, or on the toilet. For this reason, you should always know the fastest and best way out of the room/building you are in, just in case you are victim to a surprise attack. Make a mental note of any other doors you can take which have the quickest route away from your current location. It may also be best to prop the door open so you do not have to spend precious time trying to unlock/open the door. But don't just know this exit way, also know how you can get to it - there's no use knowing about an emergency exit if you have no idea how to get to it. This rule is all about knowing your surroundings and preparing yourself for the worst. 9. The Buddy System You can't always look in front of you and behind you at the same time Even though the common zombie is slow they can still surround you and trap you in a corner, so with the help of a buddy you have a better chance of clearing and keeping an area safe. There is also another great reason to follow this rule which would be in case you get an injury the assistance of another person can be perfect for this situation. If you don't want to be with people, It's easier using a handgun to your head. 10. Check The Back SeatBefore getting into the car and driving off, check the back seat for any hiding zombies. The temptation is to get into the safe haven of a car and drive off feeling like you are invisible to all zombies within your mobile steel cage. However, despite the car being relatively safe from outside zombies, you need to be prepared for any zombies that might leap up from behind you and start to attack. The last thing you need while driving is to have a zombie crawling up behind you trying to bite you, because even if the zombie doesn't bite you - it may manage to stop you from keeping the car going and then next thing you know, you'll have crashed the car or stopped it for all the other zombies to get to. There is also the possibility that the zombie reanimated in his seatbelt. If this is the case then kill it quickly without getting to close. Of course if you're in a rush to jump in the car then you may not have time to check the back, but make sure you're expecting something and as soon as you get the chance, look in the back. 11. Enjoy The Little ThingsAs well as surviving all the zombies, you'll also need to maintain a happy and sane state of mind by keeping positive. With the constant stress of staying alive with little time to put down your gun and rest, it's important that whenever you do get the time, you spend it on entertaining yourself. Of course, in Zombieland it's not easy to entertain yourself in any extravagant way such as playing on games, playing sports or watching TV. So instead it's best to enjoy the little things that come your way whether that be having fun with another survivor, enjoying a luxury you come across, lying back and forgetting about all the problems in the world or even just destroying a whole bunch of little things. Without enjoying the little things, it's all too easy for you to lose sanity and peace of mind from the constant stress and pains of staying alive.
  4. Fantastic update overall especially ones below Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes) Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe Will reduce combat logging and server hops for easy loot big time !!! Thanks for the great update! Hopefully will see increased security regards of anti-cheat system as well in future and tents/storage/animals/vehicles. Keep up the good work!
  5. BakedNinja

    New(?) Building/Store ideas

    I have a suggestion for buildings within the game that can be explored. The dev's have done a great job creating a variety of buildings to get into, that being said I believe (realistically even) there should be more options. Examples: Weapon spawning buildings - Gun store, Behind the counter of a Bar, or Liquor store Drug/Med Supply Building - Pharmacy/liquor stores Tools/Melee weapons - Hardware store All these kind of buildings can add a level of real survival to this world. We all have these kind of stores, even in smaller towns. This could allow a vast majority of even smaller towns to have a chance of (even a very rare one) of spawning useful items. That being said, I posted this idea in the last patch notes, but I feel like it should be repeated and added to this suggestion. With the new addition of Spray paint (great add devs) I think a great idea would be able to Graffiti up Chernarus, or tag dead bodies with the spray paint. It would add a fun, immersive aspect to the game. Especially after things like vehicles and bases are implemented. You can vandalize other competing clans equipment etc. Could be a lot of fun, I'd love to see this added to the game. Those are my ideas, hopefully they haven't been stated before somewhere that I've missed it. Also.. this is a side plea, not a suggestion. GET AT LEAST ONE KIND OF WORKING CAR MODEL IN THE GAME (Don't give me any of those its alpha, and early excuses, one care model, even if its like 2-5 of them through out all of chernarus would be amazing.)
  6. Peru

    What will make you play the alpha again?

    I haven't stopped playing yet. I think having two character slots really freshened things up, but I'm really waiting for tents and vehicles.
  7. Ronskie (DayZ)

    My Suggestions

    Weapons: M1911: This is a very good pistol so why not? Suggested Attachments: Silencer M16A3: Well I know there is already a similar gun to this in-game (M4A1) because it fits to post-apocalyptic games. Suggested Attachments: Red Dot Sight, Silencer, Foregrip and Bayonet. AK-47/74: This should be the one that should be implemented first before M4A1 as almost all post-apocalyptic games has it. (such as Metro, S.T.A.L.K.E.R) Suggested Attachments: Red Dot Sight, Silencer, Foregrip and Bayonet. Crossbow: This is a very good weapon but I suggest that this can only be looted in barns, factory and houses. Suggested attachments: 3x Scope, Thompson Sub-machine gun: It rocks! Suggested attachments: Drum Magazine, Foregrip and Compensator. FEATURES: -Vaulting while running. -Climbing up on ledges. -Should have the ladder animation fixed. (since it's in alpha, it might be in the next update. Who knows?) -Can make a small/big camp. -Can make a campfire. -Fix the zombie glitch where they can go through walls and doors. -Vehicles, Boats, Helicopters, etc. (Cars should be old 80-early 20th century simple cars and not those luxury Ferrari shit or Lamborghini.) -Ghillie suit. That's all for now.
  8. hombrecz

    What will make you play the alpha again?

    I think that two fixes would enhance gameplay a lot: 1.loot to respawn as is planned, so not only upon server restart 2. fixed zombies,so they do not glitch through walls,they are tougher and they respawn as well These two things bugs me most and I'm worried, that devs got problems to make server know when to respawn what, without the process straining server too much. But I guess it's like with network bubble, they also had big problems but in the end prevailed. Other then that Im happy with alpha and ofcourse looking forward to more weapons & stuff added in the game, especially vehicles.
  9. victusmortuus

    What will make you play the alpha again?

    I play the experimental servers until they become public. I then play the stable for a few days and wait for the next update. There's only so much backward and forward running I can do without Chopper crashes/tents/vehicles.
  10. Since all vehicles are taken right away to sell, I will give all new players a humvee or land rover :d I will also be having another event today! Who can claim the weapon crate at devils castle? Today at 4pm est time!! happy hunting!
  11. ep_metheus

    What will make you play the alpha again?

    I haven't stopped playing and I won't, but what I'm looking forward the most is - vehicles (hopefully a tricycle will be added - I can see my self wearing a mask and riding up to a player and saying in a creepy voice: "Do you want to play a game?") - living off the land (hunting & cooking food) - beards (the ability to grow a beard when you survive long enough)
  12. Elie

    What do we really want as far as zombies?

    Besides being able to shoot/melee them down it would imo also be nice to have alternative ways of taking them out, All this being hypothetical, since I've no clue if these ideas are workable at all for the devs # timed meatbombs.... Suppose you hunted down some wildlife, crafted an explosive device connected to a wind up alarmclock : set clock on wanted time....sneak near a group, toss the meatbomb in between your position and the group, sneak back to save distance, shoot, or perhaps just shout to alarm/active the herd to start moving towards you, and hope the timed meatbomb sets off as they pass it. Maybe they could smell the bloody meat and be lured towards it automaticly also. # Pitfalls.... Just remember where youve put them, so you wont fall into them yourself, also this would be nice to sabotage vehicles with imo. # Fishnet traps...tripwires and alike stuff... Just to delay them, cause logically they will eventually tear them apart and continue their ways... # blowpipe darts or (cross)bow arrows to blind their ugly faces once hitted in the eyes ((180 ! ;)...)), causing them to stumble around, screaming viciously., letting them bumb against any unseen obstacles # decapitate option. Just imagine the decoration options of Z heads put on poles, dangling on ropes near possible crafted camps/shelters. Perhaps only have this option around christmass time, for spicing up the pinetrees in the forests. And what about kidzombies? or is that edgy?...assuming the population did have kids also before they turned Z... I'm aware this might be a moral decision of the devs to NOT have minor zombies around, but somehow it sounds like a realistic option. Not saying its a must, just random thoughts that entered my deranged braincells I gues...
  13. Rudette

    Which vehicles would you want to see in DayZ?

    Im with AsHawkins! Civilian vehicles with scrap metal and chainlink fence welded to the windows and such for pretection. Beat up looking transportation, weathered and damaged. Very post apoc, and adds the bleakness of the situation.
  14. I ABSOLUTELY LOVE THIS SERVER! Not only are there friendly players but the admins are some of the coolest of ever met! Its a PvP/PvE server, where you can choose between to factions, RED(pvper) and GREEN(non pvper) and its freaking awesome man! You can learn more at their website here: http://undeadnation.net/ They have tons of custom vehicles and buildings implemented into the server and the best thing about it is that its an Epoch server....
  15. TheNorCalSniper

    Losing interest by design.

    I believe there are hackers but I've yet to encounter one. I don't think they're as common as you may think. Maybe I'm wrong but I must have been lucky. Now I see you're problem... You said you were walking. You should try running! ;) In all seriousness, like you've already stated, this is an alpha. There will be vehicles in due time. Just be patient and learn short cuts or choose different routes to different areas. Also, this is a survival game. You don't think there would be people sniping or killing each other in a real post-apocalyptic world? When it comes down to it... It's my family's survival over yours. Sorry, dude, but I'm killing you if it means getting supplies off your corpse to feed my son and wife. Edit: Whoa... I had butchered my own post... You should be able to read it now.
  16. First off. Here's the website http://armageddongameservers.com/ and IP 192.186.154.42:4000 Teamspeak: armagedd.typefrag.com:5425 A list of features is as follows(but not limited to): * Epoch Napf- YOU DO NOT NEED ANY SPECIAL PARAMETERS TO JOIN, YOU JUST JOIN NORMALLY * Active Admins - Admins are on most of the time and are very helpful in dealing with typical dayz problems, and host interesting admin events * Private Hive * Lots of Vehicles - 500 * Custom Missions - Wicked AI mission system (WIP for new map NAPF) * Indestructible Bases - Excluding Doors, all walls/floors are indestructible * God-Mode / Anti-Theft Trader Zones - No stealing from back-packs or locked vehicles * Added Custom loot areas - More lootable areas added all across the map. Such as barracks, barns, industrial, and residential * Custom weapons added - There is also custom weapons added to the traders and missions, and more can be added at popular demand and within reason. * Remove Clothing- You can remove clothing from dead players and AI. * Towing - Ability to tow with Cargo trucks * Anti-hax - Anti-hack protection. * Heli-lifting with Chinooks and Merlins You can bring yourself or your group, we just want some additional players here. If you have any questions not answered in this post, just send a p.m. or join the Teamspeak at armagedd.typefrag.com and join the support lobby.
  17. yessaul robinovich

    Knowledge: The Ultimate Weapon.

    gunplay is a skill belonging not to the character, but to the player. a capable marksman benefits in the game by way of his skill at marksmanship, not his 'character's skill' - good example of an abstracted marksmanship skill would be in something like fallout or wasteland, where your accuracy is either entirely dependent upon some metric of a character or significantly influenced by it. This is a pretty common device that games use to abstract knowledge or complex gameplay mechanics. for example, why implement a fully-fledged medical system that would be a lot of work and require someone actually familiar with practicing medicine in the real world when you can tie results of using medical items/interactions to a %-based 'skill' metric or something like that. You can use that sort of a system to abstract/bypass a lot of things - medicine, crafting, gathering resources, navigation and situational awareness. but, as it stands right now, marksmanship and gunplay are controlled by the player's skill, not an abstracted value of their character's ability. And if what you propose was to be implemented into dayz, marksmanship would be pretty much the measure of a player's skill, further making dayz an FPS with light RPG elements. DAYZ is not billed as such - it promotes itself as a survival simulator, and generally emphasizes the skills a player brings to bear rather than a 'character' - you're not role-playing another entity so much as behaving instinctively in a setting designed to immerse you, the player. And what would make great deal more sense, what truly separates dayZ from a lot of the things out there and things it has influenced since would be more complex gameplay mechanics/systems that allow more and more of player's real-life abilities to be tapped into. Give you one pretty basic example: DAYZ takes place in russia. The street signs are in russian. This is a language I'm fluent in and can easily tell where I am without having had to consult a map outside of the game. This is also a player skill, not something my character has read in some kind of a book. Its a clear advantage that i receive the same way someone trained in the army to use the mil-dot system effectively can range a target or someone who knows how to read the stars can find their way north. More of these things need to be integrated, starting from a robust medical system that takes under advisement recommendations of players we have in the medical field.There definitely need to be ways to identify yourself in-game as a particular type of specialist in order to immediately and visually communicate that to other people, but in terms of actually having the skills to be a doctor, Roshi has created some pretty good mockups of basic medical systems and how they could work in the game. The same goes for crafting and resources. Basic knowledge of various kinds of plants and berries could help someone learn how to pick the ones that aren't going to poison them, and which ones have better nutrition. The same goes for construction, barricading buildings and repairing vehicles.. these things all need complex gameplay mechanics solutions that will take a long time to properly design and implement but THAT is what dayz is about. not abstracted skill % or 'characters'. plenty of other games do that. but this game aims to do something else entirely..
  18. Many times during my two years of Dayz i've been wondering what exatly is the thing that gets me hooked so badly since i've NEVER liked shooting games in general. I've never in my life played one round of CS etc. The one and only shooter i waded through was the first STALKER when a good ballistics/damage mod came about. I ate that shit up but that's about it. What is it that ultimately makes this the BEST action game i've ever played? Number one: This Cumbersome character/mouse/everything handling in the game. (Go ahead, laugh away but it's true.) Couple days back i bumped into my former army instructor at a bar. We had a beer and a little chat. To my suprise he turned out to be a long time Arma player and playing DayZ aswell. It was scotch from that point on. Shit, he even told me some mechanized units are nowadays using VBS2 as a training tool with the same environments we drilled irl. The army nowadays... =D We discussed many aspects of the game until i said something along the lines that "The controls are still as shitty as ever thou" in which he replied with bewildered and utterly annoyed expression. You see, i'm sure there isn't a one action game dev who hasn't played Half-Life, battlefield of crysis. It is not by accident or incompetence that we have such a sluggish char behaviour. It's fully intended and the reason is to make combat dependent of, not one's skill in playing fast paced video games, but the players actual competence in desicion making, tactical choices and keeping his head straight in tense situations. Let me explain: The pace in which things happen ingame (Arma->DayZ->SA) are more or less averages of standard soldiers performing these fuctions, which allows our brain to process and react to these things at a pace close to real life. People with these skills irl are able to effectively bring them ingame, assess the situations at a pace they've been trained to and deploy action accordingly. No other GAME does that. That's the reason why a group of trained military personnel play arma game much more effectively than a group of Elite CS players. Have you ever seen armed police officers apprehending a dangerous subject? There's really no dashing around or any hollywood shit going on. They move calmly, talk nicely but still keep the situation firmly in control. (Like meeting an armed bambi ingame, really) like That's exactly why a Korean kid on Red Bull isn't the scariest possible adversary in this particular game and i like it. Take away your leet gamer glasses and look at it this way: This shit is so tense, scary, unpredictable, unforgiving and most of all so FUN because even in combat, you get to deal with other people's skills in areas well beyond point and click. Slow down, take a breath and THINK what you are doing! The game gives you opportunity so USE it and emerge victorius. Protip: If you are on the move, you turn MUCH faster ingame, even if just taking a single walking step it's a fraction compared to 180 degrees standing still. Number Two: Realistic weapon parameters/ballistics/dmg. (Does not apply atm but i'm sure they fix it up at some point) I have shot pretty much everything in our infantry arsenal from the flare gun to the heavy anti-tank launcher, suffered through their respective trainings along with all common soviet materiel, even conducted some trainings myself. The point is that when i play a game with guns, i expect them to somehow reflect their real life counterparts so i can make my choices based on my (more or less) limited knowledge. When i play a game where that tacticool submachine gun with red tribals on it somehow outpowers the .308 i have, the only viable solution is uninstalling. I surely hope they don't deviate far from realistic gunplay with the SA. Number Three: You. Yes, you. I've played DayZ mod since the beginning and it's the first ever online game i've played. Later i got into Arma/Wasteland etc. but for me it's always been about DayZ. The social aspect is amazing. I don't even think playing this game "against you" but "with you". Kendo is highly aggressive full contact combat/sport but i never think of practicing 'against' the people in the dojo, but 'with' them, even when we are fighting without giving in an inch. There would be no Kendo without those other people practicing, as there wouldn't be Dayz without those other people. I respect you. You are the reason i play this game. I may kill you, or deceive you, or drive your Bus in the ocean but i still respect you and i want it to show. Don't be assholes people. There is no other game like this, and whatever reason keeps YOU playing it, remember that this game would not exist without that other dude in your sights. By all means pull the trigger, do whatever you want, but try to keep the douchebaggery to a minimum is all i'm saying. Number four: It's ALPHUR! In the early days of the mod people had little knowledge and things were constantly changing as the game evolved. People were friendly and scared and amazed and murdering and fighting and surviving and it was awesome. At some point we got used to everything, things settled down and everybody had done everything so along came the servers with 500+ vehicles, loadouts etc. to combat the boredom. Right now we are living the same "early days" with the SA. Loads of new people pouring in all with different mindsets, playstyles and expectations. It feels fresh even thou i've done this all hundreds of times before in the mod. I bet two years from now many of you remember this alpha/beta period being the most amazing time there ever was. =) So there, most of these things are the things i see people raging about all over the forums when in fact there's a lot of good things coming out of them as well. Don't be so anal about everything people! The game will get finished and you will be bored to tears eventually so why not enjoy it while it's fresh! Edit: Grammar. Too long to read? - Nevermind, this post wasn't for you.
  19. Wow, seriously do you think the problems people have with the spawn system are all about spawn killing? Quit being so dense and actually read some posts before you start being an ass to other posters. Starting the same four places every spawn like this game is some poor quality single player RPG is stupid, it is boring as hell to make the same runs every single time you start a new life. Almost as completely brain dead as the YOLOSWAG420 bros who do nothing but post "Lol, git gud n u don't have 2 spawn1!1." With idiotic responses like these, I can see how every server on the DayZ mod ended up "1000+ Vehicles, DMR loadout, Self Bloodbag, CoD Style Bro!".
  20. Heiduk

    DEANS serverpolicy - PURE stupidity

    The benefit is that you're helping Bohemia save money so they can dump more into development. You're also allowing the community another server to play on. I've been trying to figure out what Bohemia's long-term business plan is for this game. Relying on the charity of other people renting servers for them doesn't seem like a very good strategy. Bohemia is marketing DayZ as a persistent MMO, why aren't they taking steps to fund the ongoing infrastructure expenses that such a game requires, e.g. by charging a monthly fee? I'm all for a locked-down hardcore vanilla DayZ, whatever that ends up being, but how will relying on a very small percentage of the playerbase's charity to subsidize the cost of the game for the rest of us freeloaders lead to anything other than what happened in the mod? There will be increasing demands for more control by server admins until eventually they are given that control and then how long will it be until 95% of servers are 500+ vehicles, 24 hour daylight, spawn with an M4... Are there any other examples of successful persistent MMOs that rely on volunteer admins to run servers while giving those admins very little control of how the game is played on their server?
  21. Elie

    Adding Vehicles Sooner

    Cheers... I've been rambling on about other ideas about vehicles also at a thread called "Vehicles....(planning)" in the general discussion section. Dont know why , but for some reason I got the tendency to go bananas sometimes in replies... Perhaps i should combine the 2 posts about vehicles, and even add more ideas to them for the suggestion section ?! "Run to the hill, run for your life " (quoting a imo lame song from a vice versa band, but it fits Dayz perfectly imho....
  22. I feel one or two large rivers or man-made canals would be an enormously interesting addition to the landscape of Chernarus. The potential benefits are many and varied. I would like to suggest some in this thread. 1) Bridges If a one or two large canals or rivers cut up Chernarus, bridges would need to be added at junctions with roads. I think this would be a very interesting addition to the game, because bridges create natural chokepoints. To save time and keep their equipment dry, players would want to find a bridge to cross on foot rather than swimming the length of a waterway. Further, vehicles would have no choice but to use bridges. Both of these facts would make bridges incredibly interesting focal points of player interaction. Great care would need to be taken before chancing a bridge crossing - especially by vehicle. Squads would benefit enormously by sending ahead scouting parties to scan the area and ensure it's clear before making a run for the bridge with a vehicle. Bold bandits could even try to set up checkpoints and extract tolls from players attempting to cross. What could possibly be more iconic bandit behavior than shaking down travelers at a river crossing? 2) Transport Medium A river would provide one of the fastest possible routes inland from the coast, given the proper equipment: 3) Survival Resource Granted, this would require a fair amount of new feature implementation, but I think it makes too much sense not to do it eventually. Fishing should be possible in the ocean, and rivers would provide more "survival real estate" for this activity. Items required could include rod, line, hooks & bait (which could be dug up from the ground, or improvised from existing food soruces). 4) Visual Variety A slightly less tangible but still very real benefit to the existence of a river or two is simply the fact that they would break up what can sometimes be a visually tediuous and repetitive landscape in Chernarus. Rivers look awesome, and also provide for navigation way points. Lost travelers could use rivers to get a sense for their location and direction of travel.
  23. Epoch Taviana server! !!This server will be updated to 1.0.4 around the 11th of february!! Visit [AWM] Axe Wielding Maniacs at: 188.165.164.123:2602 Brand new server and clean database! To celebrate our new server we have a special free gift box with some building supplies for you. Join our server and start building your base! Please check http://www.awm.enjin.com/forum/m/20192889/viewthread/10797944-free-promotion-box/page/1 Customised Server with the following add-ons: - Self Bloodbag - Missions ( Supply crates, Gold, Weapon crates and way more!) - MedEvac Chopper -=NEW=- - SnapBuilding -=NEW=- - Autorefuel - Autorepair - Autorearm - 24h day! - Safezoned tradercities..... Only the cities! So watch your back when you sell that precious MV22! - 500+ vehicles (easy money for a while with that new database!) - No Plotpole required! So you can start building where you want! - And more add-ons to come! We are looking for a steady group of players on our server. Database will not be wiped! Bases remain! But take care of them! Nothing is indestructible! For more info visit www.awm.enjin.com!
  24. Epoch Sauerland 1.0.4. server! Visit [AWM] Axe Wielding Maniacs at: 109.236.89.182:2402 Brand new server and clean database!We are looking for a steady group of players on our server.Database will not be wiped! Bases remain! But take care of them! Nothing is indestructible! Customised Server with the following add-ons:- Self Bloodbag- Snap Building -=New!=- - Autorefuel- Autorepair- Autorearm- 700+ vehicles (Big map! so still hard to find!)- No Plotpole required! So you can start building where you want!- And more add-ons to come! For more info visit www.awm.enjin.com! Also check out our Taviana server! http://forums.dayzgame.com/index.php?/topic/168342-awm-epoch-taviana-gold-and-supply-missions-medevac-snapbuilding-special-free-giftbox-till-feb-15th/#entry1709630
  25. jasher11

    Sprint speed and map size

    well not 45min to run 3km - that is a bit extreme but you shouldnt be able to sprint for 3km straight, that is one of the least realistic features about the game, i can run fast for 1 km, anymore than that i am jogging, but by making it so you go slower that will raise the need for vehicles/bicycles and bases, which will be added, because with a vehicle you could travel 1Km per min with relative ease and with a bike you couldnt go as fast but bicycles do gain a fair bit of speed. and with a base/tent you wouldnt carry so much weight so you could run faster and for longer
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