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Showing results for 'Vehicles'.
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Pending Changelog: Experimental Branch: 0.33.114782
Zappi_Brutus replied to rocket's topic in News & Announcements
Hi all; About patch and frequency: Thank you to the dev to give us more better update. And thank you to give us less patch but stronger patch. Thank you to deliver the patch in low frequency ( around 10 days for patch) and not each couple of day with a new small patch... About patch error, bug etc: Well we are in Alpha and we are all Alpha tester so it's our duty to test it, detecting bug, reporting bug. You'v been warning early about this. Of course all patch released will bring older bug back or new one. It's not a problem; it's part of developing game from Alpha to Beta to final release. And it's our part to test it and report it. About tents, combat logger, ghosting,...: Stop to complaining about adding this, fixing this etc. Dev know from where they are and where they go. You dont. Keep wait for what you wanting to see in Alpha and be a smart guys and play your duty... Test the Alpha! If you are looking a game to take fun, take a break from standalone and back to play on Arma2 Dayz mod. You will get tents and tons of script to fight against what u dislike. The server arent enought stable and performance dont be enought maybe to allow more objetc to handle the server like tents, vehicles, zombies etc... So please stop to call for this object or this fix, just test the Alpha that's all. About the community: For sure, a lot of guys that testing the Alpha look like children crying anytimes about this or this. They, certainly, didnt read the warning about the Alpha game status and feel to bought a Game... It'snt alreaady a game guys, it's a sckeleton of a game. When i see this post ( but every Pending Changelog topics are the same) i just dont want to read over the first topic. Because i will read complaining from guys with no brain ( i mean at 80% of the replies) who will ask for the same things and will speak about the same issue. And it's tired to read them back with all their solutions to fix this or that. About my own feeling: After waiting over 1 year to see the standalone released i didint wnted to bought it when i heard it will be in Alpha status. Beacuse i was feeling than if this game was taking so long to bring it on a Alpha maybe it will means the game will suck and will take an age to be playable. I admit i was wrong. I brought the game because all my friends brought it and then i will decided to follow them but i wasnt sure to be happy about this. I admit i was wrong. You made a perfect work Dev. I'm very happy about what you did so far and look forward for what you will do in a future. -
Well as far as i know BI are hosting several DayZ servers atm :) But what you are talking about, is a fundamental re-write of the entire game engine mate. Dunno if they want to go down this road. The only "centralized" thing we have is the HIVE, which all servers has to connect to, to save and load characters, future vehicles and all that stuff :)
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I talked to Dean he said there will be 1000+ vehicles on every server. Vehicles will be extremely common.
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Map Converted To Island With Various Weather Climates - Images For Example
Awruk replied to dashx73 (DayZ)'s topic in Suggestions
The empty space is for hiding vehicles and tents. -
Not dying is a great way to avoid spending 30minutes running. I quite like DayZ without the vehicles actually. And the thermal scopes. And powerful modern sniper rifles......
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Pending Changelog: Experimental Branch: 0.33.114782
Anti1460 replied to rocket's topic in News & Announcements
do we have a timeline on vehicles? -
Eventually when vehicles are added I'd like to be able to broadcast long range over FM frequencies. It'd range from endlessly talking about current events, to my stance on gun control to a looping of or .
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Map Converted To Island With Various Weather Climates - Images For Example
Liege replied to dashx73 (DayZ)'s topic in Suggestions
I like the Island idea, i have been thinking it myself. When they add vehicles, It could also help explain why we can't just Drive/fly north into the "debug plains" looking for safety or a way out? -
Do New Players Not Understand How Hard Core This Shit Is?
bfisher replied to bfisher's topic in General Discussion
Generally, I'd be happy if they brought over most of the stuff from the mod (vehicles, animals, campfires, tents or equivalent, road flares, chem lights, etc), fixed everything so it worked as advertised, added more zombies, fixed the whole day/night thing, added weather, plus a bit more variety with the weapons and clothes. But generally I do like the direction Rocket is taking it. My thought is that as a survival game, it should be about having to make horrible horrible choices. Like having to eat rotten fruit vs starving. Or running 3 miles in the freezing rain with nothing but a t-shirt and catching pneumonia vs lighting a fire that attracts every bandit for miles. Or killing some sucker for his food vs calling down a hundred zombies on your ass. Also, check out my other thread about "iconic DayZ mod moments". -
Ok, so heres what i figure. This seems to be a widespread, though short-lived, pathogen that has taken its effect, and we are the survivors of this pathogen, surviving on what is left. Perhaps, it was a type of bioterrorism, or biowar even, and obviously, should that be the case, no one is the winner. Perhaps, a chemcal spill or a natural mutation of a virus damages the brain causing hyperaggression. (my favorite theory is that with a mutation of a virus with fitting symptoms, like rabies, which causes hyperaggression, this came to be) Obviously this was not an overnight thing, as the blown up humvees and apcs seem to suggest widespread panic induced rioting as local forces tryed to contain both the infected and the panicked public. Before the entire country fell however, foreign aid was being send by way of helicopters, and land vehicles, which explains the helicopter crashes and foreign vehicles that can be fixed, as well as the clothing such as the UN and New Zealand berets. However, its seems that they were under-informed and under-prepared as they came to help what could have been seen as plain civil unrest, and were quickly overrun. Presumably at this point, the virus/bacteria/parasite was still virile, and infected some foreign soldiers, who died either at the bases of mortal wounds, which explains the body bags in mod, or turned as they were being evacuated by helicopter or vehicle, killing their former allies, resulting in a helicopter crash or a fixable vehicle. As this is going down, maybe our survivor is scratching by a living in the sewers, or mountains, or prehaps is at sea on a cruise or some such, and when the boat gets overrun, they jump ship, the trauma of which gives them amnesia, and they end up washing up on the Chernarussian shoreline with nothing. But really, this part of the character is up to the player. As can be seen, I think about Dayz too much, haha!
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The way I see it is that Zombies are an obstacle to get anything in the game. Prime loot spots are protected by Hordes of zombies. Building vehicles and bases then maintaining/protecting them should be an ongoing adventure(end game content). As well maintaining and replacing your gear. Survivors need food,water, bullets, weapon cleaning kits, meds, etc. on a regular basis. This would force you to go into high risk areas to obtain them. Currently, all there is to the game is getting gear and PvP. That will change when more features are added.
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Yea, in the zombie invasion, most wouldnt have the time to drive off in their car and use up all their gas. Plenty of parts from other vehicles, gasoline in gas tanks everywhere, pristine vehicles in garages, fucked up vehicles driven into buildings... I mean, come on. One could even turn a lawn mower into a go-kart... Vehicles should be everywhere, and they should be Mad Max style, with guns and spear tow launchers and spikes and what not.
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Well, there are a few ways to take this.. As a server hopper myself, I think it's going to make this game worse at the moment. As others have said, there are no loot respawns, so servers generally reset after 4 hours, meaning that unless you join the server at low pop after a reset, ur pretty much screwed on the loot. Don't tell me to go to other cities, because that's a huge waste of time and usually not worth the effort. So, that's a big negative... THe thing is, I know it's alpha and all, but server hopping isnt really a big issue. I personally enjoy hopping servers while there are still no vehicles and loot respawns. The big issue is COMBAT LOGGING. Even Warz-Infestation survivor stories has a leg up on you when it comes to that. A simple countdown to logout prevents some douche from shooting at you and logging out within 3 seconds, or taking fire and logging out while running down an airstrip out in the open, or logging out when his friend next to him dies and then rejoining after a few seconds to get the jump on the guy looting his friends corpse. Server Hopping is nothing compared to that
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maintenence wouldnt be difficult. there would be plenty of vehicles to scavange extra parts from. finding fuel would be the difficult part.
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there should be a ton of vehicles. cars dont just dissapear because humans have been almost completely wiped out. vehicles would be everywhere clogging roads, bridges, etc. the only thing that should be rare as far as vehicles go is fuel, and fuel should be the most rare resource in the game.
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Hello, welcome to this forum of my DayZ Server! We do indeed need staff, we also need players! It's really not fun without players, luckily the few we currently have are quite entertained by AI Missions, but without other MP interaction, then you get it... IP - 147.255.183.146:2302 [ADDONS] AI Missions; Non-Abusive active administrators Auto-refuel Snapping Prices decreased as well as increased Added buildings, not too many to make the map easy! Added a mine to the Quarry, Custom Anti-Hack, Absolutely 000000 lag Hidden capturable bases, Hidden extra military bases, Findable ammo boxes w/ random amount of ammo in them, Indestructable concrete, Extra terrain vehicles, Administrator assistance via A10 (ONLY ON AI MISSIONS!) Airfields now all have concrete runways, Beautiful map additions like roads and AWESOME houses, Donations taken for custom bases, Soon to be a city in Kamenka! Debug monitor, Since we've taken just about all that out of the way, I'll also say there are some 'hidden' addons to the server you'll have to discover yourselves! I hope you guys come play soon, please indeed enjoy the server if you do! IP - 147.255.183.146:2302 Hosted by InfraRed ENJOY!
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I mainly play on regular servers. And ive tried several times but i was reset. Unless a bear mauled me i should not have died. Not too bent about it knowing its alpha. But i mean come on. Add some vehicles. Im sick of having to run for 20 minutes to enjoy 2 minutes of the game
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The Hidden Horde - Housing Tips - Immersion Loot/map Interest - Chernarussians?
dickflip posted a topic in Suggestions
This post is going to be a long one, for these ideas and thoughts literally popped into my head all at once about 5 minutes ago. Check that, upon finishing the post, it was about 4 hours ago. Just quickly scroll down the post to make sure you don't just want a tl;dr. Anyway, this post is going to cover 4 things; - The Hidden Horde >> A compromise that will satisfy the players who don't like large amounts of zombies, and those that do. - Tips for Housing implementation >> What I feel should and shouldn't be to create the best compromise for players on the fence. - More immersive loot system >> To spread out loot more and stop what I like to call "The Triangle Apexes effect". - Chernarus Lives On >> An island encampment off the coast that houses the remaining surviving citizens, government and military of Chernarus (for metagame PvE). THE HIDDEN HORDE Sounds kinda spooky doesn't it? Well it is, so you better be scared. I'm atm on the fence about zombies. While the game isn't fully optimised yet and still in Alpha, it's hard to tell what the final product for the pathing/AI of zambies will be like. Right now, they can be troublesome due to them still walking through walls and floors, but they become absolutely useless when you're out in the open or in the middle of the street. However, the idea I have for when these issues are fixed is thus. I've always seen that there aren't many zombies walking around right now, and my gamer side tells me, "Mate, when the fuck are these pricks going to make this game interesting?" But then my Role-playing side kicks in and says, "What if all the zombies are actually just in hiding? Lurking in the shadows, hunched in massive groups inside those inaccessible buildings?" That's when the movie I am Legend popped into my mind (fuck me that was an alright/okay movie), and I think about those zombies and how sensitive they were to sound but how big of lurkers they were. It occurred to me that some of the zombies may have a horde mentality, while some don't, and the ones in plain sight are just being used by their counterparts. It lead me to think of the original DayZ where if you attracted zombie attention and held it, you would literally have an unlimited spawning zombie horde that would stop once you managed to drop the aggro. So, when you attract the aggro of a zombie it starts a percentage chance counter for the Hidden Horde. This works the same way to original DayZ zombie aggro spawns, except it's on a timer. When you gain the aggro of a single zombie, the HH spawn chance goes up to 4%. This then increases by multiples of 4, depending on how many other zombies you manage to aggro.The occurrence calculation should run within 3 seconds of an aggro'd zombie being killed.If an aggro'd zombie is killed through silent means, that percentage multiple is cut by 75%.Killing a zombie with a non-silent weapon while they are not aggro'd to you, but while within a range that would have otherwise aggro'd them if they were not killed, the multiple is cut by 50%.If an aggro'd zombie is left to chase the player for more than 15 seconds, it will add an extra percentage multiple, then another multiple every 15 second interval after until killed. After every minute of not having aggro, the percentage lowers a multiple. An example situation will play out below.>> you run into a town, aggro 1 zombie >> HH increase to 4%. >> You kill that zombie (with gun) >> HH still at 4% >> Aggro two more zombies, kill them with gun >> HH increases to 8%, then to 12% >> Don't aggro a zombie for a minute >> HH decreases to 8% >> Aggro 2 zombies, Kill one zombie with axe, leave another to chase you for over 15 seconds >> HH increase to 9%, then to 13% >> Aggro 3 zombies >> HH to 17%, then 21%, then 25% >> Shoot all 3 zombies >> Calculation cycles and Hidden Horde is alerted. Get the fuck outta town or hunker down and fight it out. A group of ghoul-like wails will resonate around the city to alert the player that the Horde is on its way. The Horde will spawn zombies for 1 whole minute. Approximately 75 zombies should be spawned throughout the period the HH is active, more or less is up for player base decision. You can try to out run the Horde, but Aggro for them does not decrease in that 1 minute spawn time. You will have to run out of the city limits and keep out of their reach for that whole minute before their taste for your flesh begins to diminish. The amount of zombies alive at a given time during the hidden horde should be up to Developer discretion. However, one thing to note should be the amount of zombies in towns needing to be increased slightly. Otherwise people will just be able to axe all the zombies and never have to deal with alerting the horde. Aggro from zombies should work like threat does in an MMO. Noise generated from weapons is relative to the DPS output of an MMO player in generating threat. The more noise generated by a player, the more aggro that is placed on him. The threat on him then dissipates within a radius of about 30 metres or so. Say for example you have 3 players, one with an LMG about 20 metres away from the another with an AR, and a sniper up on the hill about 400-500 metres away. While the LMG and Sniper both produce a similar sound signature that's louder than the AR, since the Sniper is further away, of course, he doesn't generate any aggro. If both the LMG and AR are firing at the same time, the aggro percentages will be balanced in favor of the man with the larger calibre weapon. However, if the Sniper replaces the man with the LMG and is only firing a shot every 5 or so seconds, while the AR guy is firing almost continuously, the AR will therefore generate more aggro. This will also put a new spin on firefight engagements in cities and towns, as the player who makes noise first, draws HH aggro first. HOUSING TIPS (and related) While I and others are unsure of how the devs will actually tackle player housing, I feel there needs to be a few things noted to get it right and to make it enjoyable. It's been said that rocket wants to do underground housing. This is okay as long as the housing isn't instanced. I don't want to have my head blown off during a loading screen from some guy finding my house's entrance and camping it. For if housing isn't underground, there's this; Playing DayZ Origins was probably the greatest time I ever had playing DayZ. PvP and the Raiding of Sector B in that mod were the greatest aspects of the game, and one of the other key elements was the setup of housing and the subsequent implementation of the fortress. While many people do prefer Epoch due to its trading and modular house system, my clan mates and I could never seem to get into it. Every day after having been asleep overnight, foreigners would come into our server and break into our houses, simply by ramming them with vehicles or shooting at them a bunch of times. It takes a lot of work to make many of the modular house pieces, and to wake up overnight and see half of the walls missing from having some dickheads be sneaky fuckers just breaks immersion to another degree. I was happy with the maintenance side of house parts, and would be happy to have them be destroyed due to lack of care as that would've been a lapse of care on my part. But allowing them to be destroyed by other people is a highly frustrating mechanic. I've also heard stories about people fixing/buying/stealing helicopters just to kamikaze into people's bases, and completely destroying them. This is a no no. It may seem like a waste of a good chopper, but you'd be surprised at what DayZ players do sometimes. Origins housing, while slightly bugged, was safe, solid and still hard to build by oneself. It looked cool, stored your gear and gave you a place to rest and restore health. You could horde enough gear to fix up a chopper, gear yourself up with military loot, then fly yourself over to Sector B for some higher end goodies. That's if you survived the onslaught of deadly precise AI. I want this in game again, but I'll propose this idea later in this post. People didn't like the fact that houses couldn't be broken into or destroyed, but people assaulted you enough while you were around your house that it made you not want them to be destructible. Plus, it would just make the randoms who log on after hours actually have an advantage. I like the idea of modular housing and that should definitely be a thing. I've thought of an idea that can allow both indestructible buildings and modular housing. Players can craft two types of building modules; Home - anything to make your home / that can be attached to your home. A foundation marker must first be placed before any home modules can be placed. This marker will not allow a house to extend beyond a 20mx20mx20m (or other designated 3 dimensional area) boundary. Foundation/floor modules must be lain before any walls / furniture / objects can be erected on the floor. Any house modules within this marked boundary are indestructible. Any player houses cannot be built within 50 metres of the edge of the boundary without placing a Community plot (to be discussed). While home modules are indestructible and do not take damage, they will degrade, and will need to be maintained in order to stop them from failing, and in the case of walls / roofs, exposing the inside of the house and allowing enemy players to gain entry without having to catch you unawares with your door unlocked.Compound - Easier to build, easier to erect and easier to maintain than Home modules. These parts can only be built within a certain distance (to be decided) from the boundary of one's foundation marker. These usually consist of corrugated iron fences, sandbag walls, concrete slab walls, large wooden log / plank walls and scaffolding that can have raised platforms attached. This allows a player to have a little extra protection when they either build, or finish building their Home. It's an extra bit of gathering on top of constructing Home modules, however they can be destroyed by other players and zombies. Their resistance to attacks depends on the material they are constructed of, and as they degrade from damage, they have a higher chance of being penetrated by enemy gunfire, until they completely break and collapse. Housing markers should not be able to be placed in towns. A minimum of 150 metres from a town. Players being able to block off entire buildings / loot spawns to other players, while realistic, is incredibly unfair. Another aspect of player housing I wanted to add is Community plots. These are flags / banners that have a large boundary area known as a Commune that extends depending on how many players are registered to that plot. When and if BE decides to add xml's to DayZ, if at all, a commune's xml icon will be displayed on the banner. It's a system to allow groups to recognise each other, build large seamless complexes with each other, and have their gated community grow as it gains members. The banner must be crafted, and then placed. Once placed, the placer of the banner (whom I'd like to call Warlord because it's very kind of Guerrilla rebel terminology) scroll wheels on the banner and selects add player to commune from the drop down. He then goes to the player wanting to be added to the community, scroll wheels on them and selects Add to commune. This then allows that player to begin building inside the plot boundary, and allows them to access community chests. A community chest is a storage container that a Warlord categorises as such (i.e. sort of like a guild bank). A community chest is the only chest unable to be cracked. Warlords also have the ability to assign other players with minor Warlord powers, like being able to add people to the commune. Any player that stumbles upon a Commune, if they are able to approach the Community banner, can see a list of the players registered to that commune. While it seems this caters more to a group based environment, it can also be used by Heros to create medical outposts, bambi shelters and bandit prisons, and can be used as a secondary storage area. Many people also felt that Origins catered way too much to PvP/group-oriented gameplay, as it promoted clans and clan warfare. As with my previously stated idea, I do not see this as a problem, for during our time playing Origins we hardly ever went after lone players unless they went out of their way to attack us first. Most of the time we were too busy gathering gear or being ganked by / ganking the other groups. There are those that still may see clans as the bane of lone players so I propose a server listing filter. Server owners, depending on what form of gameplay they want in their server can list their server as either Group-based, or regular. Clans or groups, if they don't have their own server, usually have to go through the whole process of trying out servers and their atmospheres before actually finding one with other consistent grouped players. Having a simple server filter will ease this, and allow lone players who don't particularly like being hunted by large groups find an appropriate server. I don't expect everyone to obey this though, it's just there for people who want a preference for their play style / atmosphere. LOOT SWITCH UP This seems like a very minor point to many but it kind of does get one wondering. Why is all the loot in places you expect it to be? Yes, not all of the loot from houses has actually been taken. But most of it has. Someone brought this up in a recent suggestion post that was about making Chernarus more authentic for a bit of immersion. I feel that randomly chucking an assault rifle on some dead bodies around a burnt out military vehicle is fine. Seriously, think about it for a second. Did every Chernarussian just magically turn into zombies simultaneously at the beginning of the outbreak? Is that the reason why all the loot is still so precisely placed in the world? Wouldn't the Chernarussian military have been sent in to try and contain the outbreak? Where are all their dead bodies? Why aren't all the armaments and gear off fallen soldiers in circulation? We should be seeing a lot more military blockades, military vehicle wreckages and mass deaths. Sure you can argue its still Alpha, it's just something to consider to give it that extra authenticism. An another thing, can we expect to see actual Chernarussian weaponry. We all know locales in Chernarus are based off of real locations in Czechoslovakia, so what about the Czech military issued weaponry? Are we going to see the Sa-58 variants or the Cz 550 again? I know devs have mentioned some things about not wanting to make the game too militarised but at least put in some actual Czech issue weaponry. With the whole keeping Chernarus interesting point, there's also this problem I'd like to dicuss; THE TRIANGLE APEXES EFFECT While this is a picture of ARMA 2 chernarus, it still provides the same example. Each circle represents the areas of highest player activity. Why? For those who are a bit slow, let me explain. The south bubble represents the two loveable cities of Chernogorsk and Elektrozavodsk. Major spawn points, with a military loot spawn in each of them. Elektro has two firestations, Cherno has one but just down the road is the Balota airstrip, which is also a miltary spawn. To the Northeast is Berezino. While normal loot heavy, its military spawn has been taken away, yet just Northwest about 2 km over the hill is Kraznostav aipstrip, which has military loot. Then, the famous Northwest Airstrip where everyone goes to die, now has 2 sets of military spawns. What's in between those three hotpoints? Nothing. Zip. Zero. Shit all. There's hardly any interest to anywhere else on the map, and it's the reason why I don't like Chernarus. There's only one reason to go anywhere in DayZ and it's military loot, but since it's been monopolised to three corners of the map, it's the only place anybody goes. You have all this beautiful unused space smack bam in the middle of the map and you've lured everyone into using the coast or the Western border. I commend you for putting in the Pavlovo, Zelenogorsk and Kabanino military spawns for a bit of variety but all it's done is make people go from Cherno, down the west coast and up through Zelenogorsk to get to the NW airfield.The only time people ever venture into towns is on a B-line to a military spawn or the coastline All the players complaining about KoS are being killed in these high traffic areas. You can help reduce bambi on bambi slaughter by reducing that traffic and dispersing it through the centre of the map. I'm sick and tired of having almost nowhere to go except one of these three places. I want options man! Freedom of Choice and all that shit!! Make more military bases - I'd say put one in black forest NE of Guglovo, it could be hidden inside the forest and under tree cover and it could be like a secret military base that civvies aren't supposed to know about or some shit. Put another one at Grozovoy Pass, like it's there as a security checkpoint for Border crossers. Make more skyscraper cities! Put one along the Northern border where you've stuck that massive highway that spans the whole entire length of the map. Nobody has any need to go farther north than the airfields because there's nothing there! (Also that massive highway that's actually a 2 lane road, plz turn it into a proper 4 lane highway with a large median strip and everything, it'll be awesome to drag race on once vehicles get here). Another POI to venture into, that I would deem pretty cool is an Observatory on one of the mountains at the Northern Border. Like it's sitting there, clinging to the edge of the mountainside, and as you leave the treeline the spans that highway road, you look to the North and think, "Woah, awwwwwwesooooome!" Also, when vehicles and housing become a thing, I would suggest some more quarries. The one in Solnichny, probably going to become a deathmatch zone. CHERNARUSSIANS WILL LIVE ON!! I stated before that one of my favourite aspects of DayZ origins was the military AI and Raiding Sector B (The stronghold that housed all the rich peeps who could afford a private military army). Many people are against adding similar NPC's. I'm all for adding them. It provides an extra bit of metagame, it's great immersion and provides an extra bit of intense suspense and thrill. Here's how and why, with RP background!; So far there's no given backstory as to why the outbreak happened, or what happened to all the Chernarussian citizens once the apocalypse began. Now, there's a crashed cargo ship off the coast at Rify, north of Berezino lumber mill right? My Theory: The governing body of Chernarus decides that their military efforts against the zombie plague are futile, and decide to abandon the country. However, even though it is the same situation in neighbouring coutries, government officials are skeptic, and believe that their-not-so-friendly-nor-diplomatic neighbours would rather take advantage of the country, than assist each other. The government is divided, and with members crossing the floor on the issue of not abandoning the homeland, the country seems sure to fall into chaos, anarchy, then be wiped off the face of the Earth. However, it came to light of an old oil refinery off the mid-east coast of Chernarus. It was a large complex, high-walled and secured in a compund situated on a natural island. It was used to process and refine the oil shipped in from the oil rigs offshore, before being transported to Chernogorsk or Berezino docks. Acquiring 3 large cargo ships, the military stages an exfiltration of all possible civilians. A single trip with each ship was all that was needed to ferry the citizens from the lumber mill docks to the island. The military also successfully uses them to ferry supplies, materials and the remainder of their armaments across. Once finally finished evacuating the country, one ship is drained of its fuel and left to drift out to sea, while the other two are used for salvage and housing. Miraculously, the sea currents and a heavy storm bring the abandoned freighter back to land, breaking it upon the rocky shore of Rify. That's the reasoning for the shipwreck. Now for the raids and AI flyovers. Just over 6 months later, a navy patrol radios that a small fishing boat full of Chernarussian citizens has been taken into custody. The navy is given orders to escort them to the refinery. Investigations proved them all to be true Chernarussians, some of them even holding onto passports and other forms of identification. Over the next few months, the navy encounters pirate attacks while on patrol, that start off as irregular and slowly become more constant and aggressive. Turns out, the Chernarussians that had provided identification during the prior investigations were all bandits, using a home made radio system to broadcast to their colleagues when navy patrols left the refinery, to try and steal military gear and equipment. The rats were found and executed. However, government officials believed it was their bordering European neighbours using pirate and guerilla tactics as cover to attempt to disrupt their security measures or cause enough damage that would reduce their defensive capabilities. As such, the military was ordered to perform flyovers of Chernarus and gun down any non-infected human being, in order to deter and disrupt the enemy's military advances. So this gives reason for bandits and heroes alike to fly over, raid the settlement for gear (bandits reasoning) and to deter the military gun runs (hero reasoning). What about navy patrols? They are almost always out on patrols so they won't be able to shooty your chopper down for flying over there. What about AA defenses? There are minimal, but they are avoidable by flying low as they are situated inside the high compound wall. I got pretty tired writing all this down so my writing probably starts off neat and thoughtful, but by the end it's like blergh. Anyway, just comment. It's only ideas and thoughts. I got pretty heated while writing the stuff under the Chernarus picture because I seriously think this map needs a HUUUUUGE overhaul. -
Thats not gonna be available till later in the year, for now i think they were talking about fortifications and vehicles, or at least thats the focus at the moment and making stable hives.
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Yes indeedy, that was exactly what I were thinking you old crow, carrying engines around in your back-pack in the mod... Hmm. That kind of operation would be a really good method of forcing player interaction: having to gather a team together to transport a heavy item, planning and defending the route from the industrial to the broken vehicle, setting someone to fend off other players from the vehicle while the transport is taking place...All those kind of things add a huge dynamic. In my experiences wtih the Mod, as IRL (?), it's the journey and striving that is the really interesting part of things... Once you have the vehicle running... Well, then you're again at a loss looking for a mission. The more of a challenge these scenario's present the more you have to use your brain and think creatively. Hmm. I did quite a bit of work myself a couple of months back on the design of an 'unreliability' system for vehicles. ...I can't post it right now as it needs finishing off and making intelligible. But, one of the key changes I was suggesting was making vehicles pushable and reactive to gravity/incline with or without a player present (and the obvious addition of a parking break). That would allow all sorts of crazy things and possibilities. One thing that I just thought would be hilarious was imagining a car stalling or failing to start... The clan inside having to jump out and push the thing before it would start... How funny and nerve-wracking would that be! [TDC] clan desperately bump starting their clapped out Trabant down the run-way at NWAF. :D Aye, I'm a bit busy with other things right now but when I get a chance I'll see if I can't quickly finish off my brief for unreliable engines :rolleyes:(that's why I ain't continued into more depth with the suggestions here, thought I best finish off that idea before getting wrapped up in sailing etc. Easy now. Defo, do it. :) To give you some support on this, you ain't alone with your dreams of some functionality with the rail system. A while ago I was playing on the Mod and following something a newbie asked (I think) I got a bit cheeky and put something on global chat saying I'd got a train working. ...I thought everyone would realise I was just taking the piss but loads of people believed me and were really excited about it. I think it's a thought that occurs to everyone when they see a train - "F***, I wish I could get that running!" That would be pushing the limitations of the apocalypse and character's believable capabilities but something of this sort... Again, a whole new element. Maybe these things would be one option for transporting a heavy engine etc. across the map to repair a car etc...?
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The Zombie Ai Is Actually Really Good So Far. But No One Seems To Notice.
Bubbajones replied to alleycat's topic in General Discussion
lol! hey! lookie over here.... we have a zombie expert! Good sir, could you please share more wisdom on what 'actual' zombies are like? without claiming to know what fictious zombies may or may not be like, i think zombies, with next to non existent brain function and a rabies-like disease would run in a straight line to any movement in their vision, however slight. its instinct. noise equals food. Zombies don't need much AI, all Dayz needs is a lot more of them. and i mean a lot. you want going into town to be a suicide mission.you want people to really really want to go into electro with hordes of them wandering around in there.you want shooting a gun within 1km of a town to be like ringing the dinner bell. Dozens of zombies should come running to the sound of guns (and later vehicles) it will reduce gunfights.it will create the need to think before looting a town.it will make players less of a threat than the infected. -
As others have said, if ya think the introduction of vehicles will mean you dont have to run for 30 mins,dont count on it lol. Remember they wont spawn working, they will spawn broken. Then you will have to run for parts, you might not find them and have to run somewhere else. Then when you do eventually find them, you probs wont be able to carry them all. So that's more running for how ever many trips it takes. All that's provided large groups haven't stashed most of the vehicles away from there spawns, and that no one finds the car your fixing and finishes the job while you are away looting parts. I think running has, and always will be, a big part of dayz :)
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The Zombie Ai Is Actually Really Good So Far. But No One Seems To Notice.
alleycat replied to alleycat's topic in General Discussion
ok guys you are making shit up. I tested the following thingsand what you guys claim is not true 1. Zombies can not detect you through massive solid objects. And that includes anything solid, houses, large wooden fences, large vehicles. 2. Zombies cant see in the dark. Remember early in the retail when all servers were dark? You actually had to walk right next to one for them to notice you. That is a definitive, they dont have good night vision or hearing. 3. If you claim they saw you through buildings it is probably because you made too much noise. 4. You should be aware that all arma games have a very detailed ai code that handles how well they see something (for the mission editor geeks: "knowsabout"). It is not just see or cant see. The ai can have different steppings of what they see. https://community.bistudio.com/wiki/knowsAbout (scroll down to end of the page, the paste below messed up the formatting) -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
Lady Kyrah replied to jovlon's topic in General Discussion
I'll try to be brief. 1. Unlikely, and who did you work for OP (you said collaboration)? 2. They are adding features, as alpha is supposed to be all about. 3. Bohemia isn't exactly a scheming type, but they do support their game for quite a while post release. What Early Access Alpha & Alpha Are Meant To Be Functionality aside, spray cans require a specific kind of support on the engine that might be needed for a group of other features. Releasing An Early Access Alpha To A Wide Public This model has been used by minecraft (only success i can relate to) and a lot of indie games are going this route rather than trying to find a publisher. The main advantage being that you set your own deadlines and you don't have to report to anyone. Also you have no obligation of profit on final release since your budget was essentially already paid for rather than loaned to you. The Developers Talk Console Not much to say, you're not Chris Roberts by any chance? Updates/Not Listening To The Community 1. Because they don't have to, preordering a game doesn't give you a say in it's content and direction, if you decide to fund a game, you where convinced by the pitch, have a little faith or do not fund projects you do not trust. 2. They have probably a year or more ahead of them to make this game, they can certainly delay bugfixing a little. Spray cans might just be the quickest way to get a new engine feature tested by players, who knows. And PR is important. Empty Promises/No Timeline Well some of your points are fishy enough, so you're gonna have to give us the benefit of the doubt on whether you know what you are talking about or not. I don't know what's up with vehicles, considering it's an acquired feature of the RV engine since operation flashpoint, so the only reason i could see is that either the assets are not ready (odd considering any of the old rustpiles of arma 2 would do) or they simply don't want to release this right now for god know what reason (maybe they are doing some vehicle modification thing, how would i know) Crunchtime Bohemia interactive is a czech company, jobs only include max 40 hours of work per week, they can do up to 150 hours of overtime per year overtime has to be paid fully with a 25% bonus or be compensated with time off. Basically it sounds like they did a bunch of overtime and since a lot of time off was due they decided to close the studio for several days to use everyone's time off. -
This Is To Help Companies That Rent Out Servers To Players.
Awruk replied to Robert Millette's topic in Suggestions
Let the best servers win. If the server with 1000+ vehicles gets most of the playerbase, so be it. You can still play jogging simulator on official servers while others have actual fun playing the game. :)