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Found 41868 results

  1. QbitzR

    Bicycle Suggestions/Discussion [Official]

    Whelp - there was plenty talk of having a bicycle as a startup vehicle in lots of other threads. Besides that he mentioned he is aware of vehicles being added - which is most certainly not an alpha-priority. I guess im just frustrated about the progression of patches / gameplay fixes that should be taken care of first.
  2. Guys, just wanna use the opportunity to introduce our new "Infected" Dayz Epoch Server. We still are looking for some Survivors, Bandits and Heros for our DayZ Epoch Server which is online since 2 weeks (10-12-2013) What exactly can be expected from this Server and its Crew? Server Language: English / German onlyClose to 24/7 friendly support from actively playing Admins (6) Protection from Cheaters / Hackers, Bug-User, Flamers (Abuses still needs to be proven through snapshots or videos)Teamspeak3 Server For Free - We will create your own private subchannels (IP will be provided per request, contact us through the Board or directly on the gameserverA Board (http://infected-gamerz.xobor.de/) to strenghten the community idea (Trade Section, News, Feedback etc)A Facebook Account is created and will be published very soon PVP and Other Events - (Details on the Server or in Teamspeak / Board)Many useful ScriptsSome Key Information about the Server: Name: Infected Epoch Tavi 2.0|Fresh Database|AntiHackTool|TS3 Channel 4 free|HaloParaSpawn|400+Vehicles|Autorefuel/rearm/repair|Basebuilding|Selfblood|Missions|Additional Launch Parameters: -mod=@taviana or -mod=@DayZ_Epoch;@Taviana |Joiningtroubles? -> http://www.infected-gamerz.xobor.deServer-IP: 85.131.241.60:230232 SlotsLanguage: English/German only in Sidechat3dP[ON], Crosshairs [OFF], Side[ON, Tracers[OFF]Autorestart every 3 hoursNo SafeZonesActive AdminsNo LagsServer-IP: 85.131.241.60:2302Board-URL: http://infected-gamerz.xobor.deFacebook: (In Progress)Rules: Basecamping allowed only (but please respect new players and grant them some time before you do this...:-))No Hacking, Cheating, Glitching, Bugusing or CombatloggingIt is not allowed to build in or at other bases, and essential lootbuildings (MartinBarracks, Firestations,Hospital etc,..)No bad language or flaming in SidechatThere are still a lot of places to build up your camp / houses - So don´t hesitate and miss the opportunity! Just go for it ! :P See you there ! Happy Surviving on our infected Server ! To join, you have to use DayzCommander -> download Epoch 1.0.3.1 and Taviana.com (2.0) , and then write in DayzCommanderSettings -> Additional Launchparamters : -mod=@taviana
  3. Hey Leute, Schaut doch mal auf unseren neuen Dayz Epoch-Server vorbei. Er ist erst seit dem 10.12.13 online, und ist somit noch extrem frisch und wartet auf euch ! Wir haben die wichtigsten Scripte installiert, und sind nun nur noch mit dem Feintuning beschäftigt, dem ihr durch eure Kritik eure Note verleiten könnt. Server IP: 85.131.241.60:2302 TS3 IP: 212.224.121.11:3408 Der Server ist ab sofort online, und wir bieten euch folgendes an: • Aktive und faire Admins. Es sind eigentlich immer welche von uns online, wir helfen wo wir können, bei Problemen / Schwierigkeiten / Fragen – WIR sind für euch da  • Hoster Nitrado • 32 Slots • TS3 Server (Wir bieten euch auch eigene Subchannels an) • Auto-Restart (3h) • Random Paraspawn • PvE + PvP erlaubt im Rahmen der Regeln • SideMissions, wie Bandithunting usw wodurch ihr euer Waffenarsenal aufstocken könnt • Community-Forum: www.infected-gamerz.xobor.de • Fun, Trash Talk, alles was ne Community ausmachen sollte • SelfBlood, Servicepoint, uvm • KONTUINITÄT - d.h. dieser Server bleibt garantiert online, zumindest so lange noch Spieler aktiv drauf zocken • Nahezu eine 24/7 Erreichbarkeit über Ingame, Forum, Teamspeak, eMail (abwesende/inaktive Admins können eine Gefahr darstellen => offene Tür für Hacker/Cheater sein. Wir versuchen FAIR für Recht & Ordnung zu suchen) Server-Name: Infected Epoch Tavi 2.0|Fresh Database|AntiHackTool|TS3 Channel 4 free|HaloParaSpawn|400+Vehicles|Autorefuel/rearm/repair|Basebuilding|Selfblood|Missions|Additional Launch Parameters: -mod=@taviana or -mod=@DayZ_Epoch;@Taviana |Joiningtroubles? -> http://www.infected-gamerz.xobor.de Einstellungen / Settings: Difficulty: Veteran ThirdPerson: On Tracers: Off Nameplates: Off Crosshairs: Off Deathmessages: On No Safezones Regeln: - RESPEKT! Ein vernünftiger Umgang miteinander sollte nicht zu viel verlangt sein ! - Sprache: Deutsch/Englisch! - Das zu/be/anbauen von/an andere Basen ist VERBOTEN - Kein zu/bebauen von essenziellen Gebäuden (z.B. Martinbaracke, Polizeistation, Krankenhaus, Feuerwehr, Rohbauten und ähnliche) -> Fragt BEVOR ihr euch nicht sicher seid ob ihr hier und da bauen dürft ! - Sidechat: Schreiben Ja / Sprechen Nein - Kein Cheaten, Bugusing, Glitching etc.! Ein Regelverstoß bedeutet Minimum eine Verwarnung. Bei schwereren Verstößen (Beleidigungen / Cheats / Hacks) gibt´s direkt KICK+BAN. Wir wollen hier eine gut funktionierende Community aufbauen / weiterhin beibehalten. Unser Ziel ist es einen sehr gut besuchten Server (Game+TS3) zu gestalten, bei dem Jeder Spaß haben kann und sollte, unabhängig davon ob Admin, Stammspieler oder neuer Spieler ! Bei Fragen => PN Um zu joinen müsst ihr euch am besten mit dem DayzCommander Epoch 1.0.3.1 und Taviana.com (2.0) downloaden, und dann in den DayzCommanderSettings -mod=@taviana als Additional Launchparamter eingeben.
  4. [REMOVED] All OverPowered armored vehicles have been removed due to very weak type of persons abusing them.
  5. quobble

    Question : Is epoch possible for SA ?

    oh dear Cthulhu no... Epoch was completley different and it was just a fishy sub mod. I hope with all of my heart, Epoch shall never come back. Blocked buildings with wood walls everywhere, OP 50call vehicles and weird choppers, people with OP guns, missions and many more missions, supply drops and crazy loot spawns... NO THANKS NEVER AGAIN
  6. Coimirceoir

    Loot at military bases

    The loot is stronger there to create more pvp if you're on a populated server it's very rare to find it unguarded by another player... but if you're playing on low pop night servers... Well then that's different... The military bases are the last stands so therefore it's suppose to have high loot count. Eventually Rocket already said he is wanting to add a heavy amount of zombies but you have to take in account how much loot, vehicles, players, and NPC's there are so slowly they will be adding zombies in as well as smaller hordes that roam apparently.
  7. trellaren

    Server Pricing

    Not so much the last part. We have at least 9 of us and 2 or 3 more (at least) who will join once vehicles and bases/storage are in... Would rather be on our own server, because believe it or not, 9-12 clan mates working together - even though we generally play bandit hunters/heros - is probably not what most admins want on their server. Was mostly thinking ahead, with prices as they are and such limited server options I don't want one now. But when the game is closer to finished I would much rather be investing time in a server and building bases/whatever on a server where me or my clan mates have no risk of being banned after 100 hours or so of looting/building because one of us shot a badmin or something stupid and lose all of that time. Farming is mostly a by product of trying to seed a server, we tried to jump start a pub in bf4... it wrecked my stats (kpm, accuracy) but I ended up leveling ridiculously fast because EA/Dice gave out crap options for seeding (240 sec maximum idle time...). Although none of what I'm saying matters anyway, I'm sure you are already certain that my plan is to lock the server, farm the crap out of it, then raid other servers anyway... ;)
  8. TheCarn

    A few Suggestions

    The thing about cars destroying barricades wont happen, the current engine would not support it, think about it, if you drive a car though a metal fence, that fence is going to either bend, get torn up or come flying off. If its a wooden barricade then there would be a sort of explosion and debris would be scattered around. To do this the devs would need to spend far to much time either playing around with the current engine or integrate a new one in. It wouldn't be worth the time or effort. Yes it would be a cool factor to have in the game but its way to difficult to implement such a thing. Not to mention every one at some point would feel like going all kamikaze and just do it for fun. Making vehicles more rare than i can imagine they will be would also be a down point. I'm guessing that there will only ever be between 5-8 working or fixable vehicles available at any one point. Having more than that would be game breaking. Chernarus is a big map with a lot of land to cover, having a vehicle would be the biggest luxury in the game.
  9. hefeweizen

    Do you agree with modding in SA?

    I really wish there wouldn't be mods, or some limitations on what mods can do. 1000 Barracks, 1000 Vehicles, DMR Load out servers killed the DayZ mod for the most part and pretty much turned the corpse into an idiotic sniperfest.
  10. VincentNZ

    Development is too slow

    There is a point though. There is a hype right now, and that hype ensured so many people buying the SA in Alpha state, even with the warnings issued by the Devs, and it being completely buggy and unfinished. I have to say that it is rather smooth running for an Alpha, and a Beta usually has every mechanic working in-game. But in order to keep the players at a steady base and logging in they need to make content updates as soon as possible, as well as aquiring new people. That is the curse of Early Access, you get heaps of cash up-front, a hype, but you have to deliver to keep a player base. Truthfully it is never the hardcore-fans that keep a game alive but the core that buys it and tries it out. So in order to still have appeal at Beta stage, updates are needed. And because in a rather stable game like DayZ (credits for that), things like network issues, or bugging through walls are not a priority to the masses. Content is. Things all people can see and experience. Things like filling all the loot spots (Deerstands, Cars, I stil have never seen any loot on scrapyards or cars that so many people talk about :D ), new buildings/towns. Interesting new landscapes/landmarks. New items, weapons spring to mind. And new mechanisms of course. Some things are obviously done easier, of course and most things likely have already been developed for the Mod. Filling the loot spots should be easy, as adding new stuff that is already in the files of either SA or Mod. Adding a new town or similar should be doable as well along the road. Some sweet spot, like a lake or mountain will cause immediate attention. Mechanisms like vehicles obviously need a lot of coding done so way harder to implement. And of course publicity, added things should be yelled out to the community ASAP or announced when in development, without revealing too mich of course.
  11. cyrq

    DayZed

    DayZed 0.2.9 Release DOWNLOAD: Full: http://zelenogorsk.dayzed.eu/@DayZed_0.2.9.zipPatch 0.2.8 to 0.2.9: http://zelenogorsk.dayzed.eu/DayZed_Patch_0.2.8_to_0.2.9.zipplayWith SIX: http://play.withsix.com/arma-2/mods/dayzedDayZ Commander is pending...Changlelog: [NEW] New logout system - allways a 30 sec timer. You can logout everywhare now (removed urban check)[NEW] Improved InCombat system. Uses less resources and doesn't spawn bots when not needed.[NEW] Random spawn on whole map at start (fresh spawn).[NEW] Radio text messages. You can now send messages that only players with a Radio will see.[NEW] Added blood splatter effect from Eagle Wing mission.[NEW] Added Castle ruins to Black Mountain.[NEW] Added new location near Tikhaya Bay.[NEW] Added MedKits on walls at Zelenogorsk hospital.[NEW] Added loot positions to Land_vez.[NEW] New, more realistic repair and salvage animations.[NEW] Chooping down a tree is now an animation. You need a Hatchet in hands. The Wood Pile now lands on the ground.[NEW] New vehicle: modified two Gyrocopters from Auto Gyro by CSJ.[NEW] New vehicle: BTR.[NEW] New vehicle: Kamaz.[NEW] New vehicle: SUV (Camo).[NEW] New weapon. FAMAS F1 assault rifle.[NEW] New weapon: M40A3 and M40A5 sniper rifle.[NEW] New weapon: SVD Black.[NEW] New item: Ghillie Rifle Rag Kit, based on retextured model of the clothing p3d.[NEW] You can now modify M40A3 to M40A3 Ghilli and SVD Black to SVD Ghilli using the Ghillie Rifle Rag Kit.[NEW] Added some new light effects at night.[NEW] Reduced sun glare[NEW] New color corrections.[NEW] CfgFaces updated. Some new faces can be selected in the player setup menu[NEW] New backpack: Medic Pack (20 slots)[FIX] Added DayZed logo to the inventory screen.[FIX] Fixed remaining error with "no entry" etc.[FIX] Removed useless strings and leftovers from Vanilla.[FIX] Removed Squad XML from the player list (performance)).[FIX] Blood is now instantly regained after eating. Removed the stacking mechanics from Vanilla[FIX] Repair Bike now properly saves the damage to the DB.[FIX] Lowered zed agro distance by a bit..[FIX] Fixed wrong descriptions on the KSK and Delta Force skins.[FIX] Fixed repair and salvage mechanics.[FIX] Fixed fully damage vehicles respawn after restart. Damage should now be properly stored in the DB.[FIX] Fixed the issue with players position not saving when the Z hit should initially cause infection.[FIX] Fixed the issue with player GUI not updating when the Z hit should initially cause infection.[FIX] Slightly faster thirst and hunger drop.[FIX] Slightly lowered Stamina values.[FIX] Proper ammo models for Double-Barreled Shotgun (MR43).[FIX] Added 100Rnd_762x54_PK ammo for Mi-17 to loot tables.[FIX] Fixed loot spawning on Crash Site's.[FIX] Fixed "Search" action formedkit in the Electro hospital.[FIX] Fixed cutText's in combining mags action.[FIX] Slightly balanced loot tables.[FIX] Fixed Remove Rifle Suppressoraction for UMP SD.[FIX] Proper position and land contact for Camouflage Net model when on ground.[FIX] Modified the armor and other attributes (like GPS) for SUV/SUV (Camo)[FIX] Fixed ItemDomeTent not spawning in loot tables.[FIX] Proper item/vehicle/magazines descriptions.[FIX] Modified almost all vehicles. New speeds, capacity, turning abilities and more.[FIX] Fixed vectors, for objects that can be searched: closets, fridge's etc.[DEL] Removed Tikhaya City
  12. jOKe (DayZ)

    A few things regarding ammo

    So, as the title suggests there are a few things I want to talk about regarding ammunition in DayZ Standalone as it is. I know some of these points have been mentioned before and I am also aware that this game is currently in Alpha and that things will change and/or be fixed. So here are my discussion points: 1 - Let's start with a bug/ exploit first. Currently 5.56mm ammo can be stacked up to 30 in a single inventory space. Using magazines that take more than 30 rounds then "emptying" them can create a stack of ammunition larger than 30. (Either 40 for the extended mag or 60 for the coupled mag). A simple fix would obviously be to create multiple stacks when large mags are emptied, optionally the max of 30 for 5.56 could instead be increased, though I think it's fine how it is currently. 2 - This leads me onto my second bug. When emptying a magazine while it's not on your person (i.e. on the ground in the vicinity tab) the ammo is simply lost. Obviously either this option shouldn't be available while the mag isn't in your character's inventory, or the ammo should simply spawn in a neat pile of it's own on the floor beside the empty mag. (Edit. I think I have only tried this with a full inventory so maybe if I had spaces in my bag the ammo would jump straight into it.) 3 - On a similar note, though not necessarily related to ammo, I don't like the current way of splitting stacks. Why half? What if I only want 1 item separated? What if I want three equal stacks and not two? I would personally like to see an interface that allows all of these, such as a scroll-down menu going from 1 to the number in the stack. I'd like to hear other ideas in how to solve this (or at least what I think is a ...) problem. 4 - Moving back onto ammo. I don't like how at the moment magazine's always spawn with full clips. Not only is it not very realistic, it also means there's WAY too much ammo in the game. (Again, I know this will change, but I'd like to discuss the direction of this change.) My solution would be spawning a third of the magazine's empty, a third of them with a random amount of ammo (preferably closer to 0) and the other third as they are, completely full. 5 - Finally I'd like to discuss other types of 5.56mm ammunition. For example, BLANK rounds that would look/ sound like the real thing but would do no damage (at least not past 2-3 meters). These would be next to useless, however they'd make do in a situation where scaring an enemy away/ attracting zombies is all that's required. These bullets would be a little less common than the ordinary rounds and may add a bit of excitement to gun fights. "Are they firing real bullets at me or just blanks?". Blank rounds are fairly common in the real world, why wouldn't they exist here too. Two other candidates for extra ammunition for the M4 could be TRACER rounds and armour piercing (maybe when vehicles come into SA anyway). I love the idea of at least having rare tracer bullets. They'd look AWESOME at night and could be used for signalling, targeting and just general sexiness. These rounds would obviously be rare and I'm not sure whether the game's physics engine would allow for such tracking of bullets. (though considering it does allow dropping of bullets etc I'm sure it's not far off being a possibility). That's it from me. I hope I wasn't too boring. By the way I love the current build and the way DayZ is heading. I know there are problems with my ideas but would love to discuss them and your alternative solutions & suggestions. Thankies :3, jOKe
  13. Pyrozite

    The Soviet Connection.

    I agree with chaingun, specialist weapons should be available in game, such as the Dragunov and the РПГ-7. However, to counterbalance their 'supovapowa', ammuniton should be extremely rare, in fact more valuable than the weapon itself, because any clan can clear the map in about 2-3 days. As for a revolver, why not the Nagant M1895? Makes a lot more sense than a Python, and adds the little 'grandfather's gun' touch. But to be honest I hate the weapons like the Python being there, it's typically American and has no reason to be in Chernarus, and as I said before, if you want the 'all-american .357 caliber supremacy' experience, there are plenty of other games out there to accommodate you. Regarding TYS' answer, I agree there should be a greater emphasis on civilian hunting and personal defense armament, however military grade should not be too uncommon. Should they only spawn in military barracks and such, people will get bored of their civilian gear quickly and create bigger meat-grinders at military spawns. So one must remember that the military was deployed all over Chernarus outside of their barracks when the infection began. A good way to implement this is to use the vehicles. They should make a different model of the Ural truck other than the one that has been there for an age, and make it searchable, and have the likelihood of finding an AKM or an AK-74. This military Ural should however be uncommon. Another one would be to put weapons in the lovely 'полиция' cars. Have a high chance of a makarov or a fort-12 somewhere in the car, but also have a low chance of spawning an AKs-74u or another specialised weapon in the boot. That would make checking a cop car worthwhile. Also throw the Uaz-452 on that shit. Also, a little of topic(and yes, I realise it's in Alpha), but there needs to be greater evidence of an epidemic. Mass graves, barbed wire, checkpoints, medical tents, piles of rotting bodies, dead soldiers, burning cars etc. Not the odd wrecked car every now an then, or an APC left over from the war, but the place should be absolute carnage. At the moment it's just... empty...
  14. So, I encounter these problems since 1.7.2. What I encounter is this: I spawn and look out for items. This leads to either a) I can use the items and play on the server but they wont be saved if I logg off no matter how long I play. B) I get kicked from the server without any reason ( Ingame it says "signature check timeout"). Leading to gear not saved, too. The servers that kick me only do that when I loot items. Running around and no interaction with items seems to avoid it. I seem to have heavy desync where I loot items succesfully but they only seem to be on my end (desync). It shows when I put them in my backpack or in a tent/vehicle. Nobody other than me would see these items and even I cant take them back to my Inventory. Also in some cases I cant enter vehicles for very long. (desync) It also happens that I am far up in the north. Play around do stuff relogg several times because of the problems explained before. And then suddenly after I got dropped of the server and relogg again Iam at the postion where I originally was(at respawn/first coords on the server) after some hours of playtime. How I tried to fix this: Reinstall everything. verifying game integrity in steam like this: arma2 verify - start + arma2OA verify -start + battleeye manual install I opened the ports in my router I completely removed antivir software Turned firewall off and made exceptions for dayz Info of my end: 6mbit Connection Good Ping in Server Menues and other games, no loss etc. Windows XP Pro SP3 uptodate I have no problems in any other game or software. I know its alpha and it is no complain just a feedback. thanks for any help
  15. Ruthless Toothless gaming IP: 192.31.185.205:3034 TeamSpeak: 64.34.212.191:10015 MAP: TAVIANA Welcome to ruthless Toothless gaming. We strive to provide the best gaming experience we can.What you can expect from our server: A challenging experience. We try to make our servers rewarding as well as challenging by removing the hand holding. Very basic starting load out to get you past the first wave of AI. Custom Missions with custom Epoch loot spawns (Building materials and Gold). Default Epoch Electrical system with lights and fueling. Auto-fuel is a lazy way to play in our eyes. We enjoy the default system in the game and intend to make good use of it. Anti-Hack, with our custom anti-hack system we look to keep as many hackers out as possible, with constant updates it makes it hard for the average hacker to ruin everyone's fun. Take Clothes, remove clothes from the players you kill. Self Blood bag No Decay Bases. Modified AI to challenge even the most seasoned vet (We run both DZAI and Sarge). Day and night cycles with full moon. No 24/7 daytime , we enjoy the need for NVG even with a full moon. Dynamic Weather (Expect to see snow during December). Debug Monitor.We offer tons of vehicles with diversity. Over 600+ (including a few rare vehicles like the Jackal etc.). To play on our Taviana map first download the Taviana mod from the internet or DAYZ Commander. Next, click "Settings" on the upper right corner of DAYZ COMMANDER. Insert -mod=@Taviana; in the "Additional Launch Parameters" field and click done. That's it, easy as pie. As always we listen to our community. if you know of a mod that would improve the server just ask one of the Admins. We have a scripter on hand and can implement just about anything. Hope to see you on the other side.
  16. ambiguousFoo

    NOT just another skills post.

    First, for those of you who haven't seen it, check out this vid (the inspiration for this post) For those who don't click above, some Russian guy shows us how to open a can of beans with his bare hands. Thankfully, now that I know his method, I will not die due to lack of can opener in the upcoming zombie apocalypse. So why then, would I have to meet this demise in Dayz? What if my character could learn cool tricks? Now just to be clear, I am NOT suggesting classes or traits/abilities (character stat modifications). I AM suggesting that characters can LEARN and SHARE knowledge that can increase their utility/survival chances. This does a couple of things... - it empowers players with intrinsic value which can increase the complexity of character interactions. When encountering a new player, consider the choice between shooting them for loot or opening dialogue to see if they can provide a skill. - it adds tactical complexity to the game. Consider in this implementation then that a proper knowledge of medicine may be required to efficiently bandage or apply IVs. - it can add value to books or similar items that may assist with or partially provide knowledge, creating a additional value vector that increases tactical depth (consider existing vectors as weapons and food/medical) With the above in mind consider then that: - with proper implementation, this doesn't need to collide with the extant paradigm of "Player Skill vs. Avatar Skill". Rather, such learned abilities would instead impact item interaction menus, or modify the efficacy of existing item actions. - learned skills might be incremental (applying bandages enough times, handling enough firearms, ATTEMPTING to repair vehicles enough times through trial and error) EDIT: feedback in this thread indicates this would likely be a bad idea (players gaming the system to 'level up' skills would be stupid) - EDIT: There should be no skill trees, this approach would be more recipe/guide singleton based. - EDIT: items that provide skill knowledge would need to be consumed if advantage #1 above (adding to player's intrinsic value) were to be leveraged. (otherwise skills just become something else you can loot off of a player (if they have a guide/book/recipe)) - new players should begin with NO learned skills (for the same reasons new players start with no gear - organized players would then be able to easily game the system with respawns). - the existing first person dialogue indicator could be used to indicate unfamiliarity with an acquired or held item. For example, while holding a defibrillator in hands my completely noob of a character may emote "I have no idea what this contraption is for" and my only action menu item might be "Press button" ( which could easily kill or possibly help the person I am trying to defibrillate). P.S. I swar I DID DO A SEARCH on the terms skills/traits/abilities and came up with surprisingly few results for what I expected to be a relatively 'spammed' topic. For those incoming trolls coming in to shoot down the ideas posed above please consider that as far as I have researched, the above implementation/approach has not been discussed, and that a high volume of discussion around a particular topic (as indicated by # of posts) indicates a high demand for a given feature and, as proper dayz fanboys, we should all do our best to help the devs by brainstorming and fleshing out these kinds of ideas. Thanks! TDLR: Add the ability for players to LEARN and SHARE item related skills (like opening a can of beans without a can opener)
  17. recoil333

    Sniper Rifles

    im fucking tired of reading you nerds on the internet with your brainless comments cus youre brain dead from porn and cheeto's and you've never experienced a real girl and felt her skin. dont add sniper rifles? do you think thats gonna stop me from murdering you at the shore? do you think thats gonna stop my bandit mentality? whats next remvoe guns from the game? ill kill you with a fucking hatchet you pussies. its just like gun control in real life, its the person that decides to kill not the weapon. anyway 50. cal anti-material rifles do have a use dipshits, its useful on VEHICLES, what they were designed for and vehicles are being added to the game. add 50. cals and make them and the ammo rare. now stfu you pussys and go workout and tryn get a life
  18. This post isn't to make a features suggestion. It is rather to suggest that the game design team shift their development philosophy during the Alpha phase. I want to first say that I understand the need to balance exciting "player" features (guns, cooking, vehicles) with core gameplay mechanics (zombies, anti-cheating, etc). By increasing the player's features you keep the players excited and happy while gaining other long-term players. That being said I think that it's time to shift the primary focus from player's features to core gameplay mechanics. Because this game has a history (DayZ Mod) I believe that players know that more exciting features such as vehicles are around the corner. This should eliminate the pressure of making it a primary focus. I would instead use Alpha and the next several updates to rework: Zombies * The walking through walls glitch needs to be fixed * Combat needs to reworked as a zombie that appears to be far away from a character can still get a hit on a character Player Glitching * Players often glitch through "solid" objects such as building walls or railings off of tall structures * Ghost running has become an issue Anti-Cheating * This seems to have been taken care of but it needs to be as near to perfection as possible * Combat Logging falls into this category. Adding a logout timer or other fix Character Wiping * Even reputable servers can wipe a character putting a player at a disadvantage Item Maximization * Items that are already in the game should have maximum returns on their usability (i.e. sunglasses should diminish the glare of the sun) There are many more examples of core gameplay mechanics that should be improved upon, stabilized, and perfected before moving towards more complex features. I'm sure that most players (and certainly the development team) are aware of these issues. Feel free to add-on your suggestions. And of course I fully expect to hear both sides of the debate. Ultimately the point is that players should be able to do these basic things without fear of repercussion.
  19. Zombie Jesus

    DayZ Mod content vs. DayZ SA content

    Lol, slow clap for the flame. Rocket worked for Bohemia when the mod was created and it generated a huge amount of sales for Arma 2, so it is inaccurate to say it was not generating any income for the company. I also have to laugh at children (or adults with the mind of a child) who somehow think making money for work is a sin. Unless you plan on never receiving compensation for your work you have no room to talk. Come up with a good idea that almost a million people will buy within a month and maybe you can have dat DayZ lambo money. Most likely you will spend your life whining that other people have the ability to make money through hard work while you feel entitled to also share in that wealth without having to do the actual work. To the OP, yea there will be official content added but as far as the direction of that content it still remains somewhat up in the air. They have spoken about base building, tons of items/weapons, and of course completely redone vehicles, but the other content that comes in will most likely have to do with crafting and a deeper medical system. If modding is allowed you will see diversity in the SA just like you did with all the various mods of the mod. So my best bet would be the SA will eventually enjoy a good amount of content, but only time will tell how much diversity is allowed through modding.
  20. kingochaos

    Sniper Rifles

    APC's would be deployed, just because, infantry is pretty much mechanized in this day and age, and a great visual deterrent to would be trouble makers, if your still talking about what kinda forces hypothetically would be deployed for a Z apocalypse. (well, thats what is deployed for peace keeping in this day and age.. even in less advanced societies) MBT's, depends on who exactly was deployed... Afganistan, they are deployed, for pretty much solely meat sack targets... same with the Russians in Chechnya... there is no such thing as killing someone too much ;) I dont think tanks would be a good idea... maybe stealing armor plate of wreaks.. to mad max out vehicles (totally assuming thats what was meant, it may mean nothing more than cannibalizing other vehicles. )
  21. DO NOT USE THE ARGUMENT KoS IS FINE. IT IS FINE. THESE ARE OPTIONS TO INITIATE OTHER FORMS OF PLAY, OTHER THAN KoS. I ENJOY IT BEING IN THE GAME. HOWEVER, IT SHOULD NOT BE THE ONLY WAY TO PLAY THE GAME. People who DO NOT read the OP are either too lazy or too stupid to participate in the conversation. Posts that say, "omg kill on sight is fine, you're a pussy, cry-baby, whiner" or the like are not constructive to the conversation because the topic is not on the removal of kill on sight. In addition, you probably have not done your research as thoroughly on the game and thus you are missing the key point: Rocket himself has said that the inventory degradation is designed to deter kill on sight banditry and he is actively looking for outlets to further deter banditry as it stands in the game currently. If you ignore this fact, then you yourself are an ignoramus and a fool, not I. Oh, here you go, I did your research for you. Fast forward to 12:30 to hear Rocket himself say that he wants to change the way Kill of Sight works by giving players something to think about. INTERESTING: ------------------------------------------------ TL;DR This forum topic is best viewed in it's entirety and should not be judged by the hasty and horribly dumbed down TL;DR summary. In short, my proposal is that Kill on Sight is roughly the only way to play the game and while I'm not lobbying for it's removal (because it is a HUGE part of the game), I want more options to encourage team work for those who want different avenues of play other than a "mil-sim version of Battlefield." Currently, KoS is the ONLY way to play (more-or-less). This would work in conjunction by solving the horrible end game content (or lack thereof). Adding the equivalent of helicopter crash sites (albeit with different twists on them) in the form of random abandoned military bases and different wrecks and the inclusion of a reason to deviate from the standard "gather supplies in the south then head north until dead" gameplay. This would include a military harbor island in the South with the rarest form of military loot and the highest quality base-building materials, complete with a monumental challenge: tons and tons of slightly more difficult zombies (hundreds of zombies, respawning to create illusion of several thousand), a ton of area/buildings to explore and loot, and the ultimate goal being the aircraft carrier docked at the far end of the island. You could attack it in different ways, utilizing as many or as few people as you wanted, and mastering it means you'd be able to create efficient ways of utilizing your creations as you build them (i.e. helicopters and armored cars) to tackle the challenge in different ways or become more efficient. Could create interesting PvP, Cooperative and PvE play. Read entire post for more details as this TL;DR doesn't do it justice. In short, don't judge the ideas based on this alone! ------------------------------------------------- Full Post: This is a snippet from a post that I made on a wonderfully put together Suggestions forum by MR DELICIOUS here: http://forums.dayzgame.com/index.php?/topic/162663-how-to-make-the-map-more-engaging/, but decided that the content I'm posting here could also be served as a both a suggestion and a discussion. This is meant to discuss the possibility of these ideas solving the aforementioned issues. Any other map suggestions should go to the link posted above. {Edited 13:49 1/7/2014 for those who aren't going to read the posts garnered in this forum before replying. Arguments are already inserted for cohesiveness.] A little background: I am a DayZ purist, meaning I'm against the inclusion of anything gimmicky and totally not in line with what Rocket has in mind for the future of this game. I believe that the suggestions I am about to make are not perfect, but would still provide a good skeleton or framework for some interesting ideas in the future development of the game. I do not support acquired in-game skills that give you an edge based on time played or leveling, I don't support NPC's that patrol safe zones and the like, nor interfaces for which to interact with non living entities. DayZ is about players doing what players do, to create stories. The avatar that you create should never know more than what you know in real life. You shoot better because the person behind the keyboard has got actual practice with the firearm, etc. Anyone who wants the framework of this game to go towards something gimmicky, arcade-like or MMO-esk, should stop playing this game. That being said, here we go: The world of DayZ is incredibly static and not a whole lot goes on after you've been geared and travel North. Yes, it's in Alpha, but this was kind of a running problem in the mod, too. These ideas are meant to spark/kickstart the community into doing more than be bland bandits. This will open up new opportunities for bigger betrayals, but also bigger cooperation. Especially with the third idea, which I'm most proud of. Stick around for that one, if nothing else. -Aircraft: I'd like to see the inclusion of mysterious aircraft, on random spawn timers, unaffected by server restarts. These aircraft can fly overhead and drop supplies, crash, or possibly land. The AI controlling these vehicles will instantly despawn if they land (or perhaps just die in the cockpit due to injuries sustained). Crashes and landed aircraft will be home to zombies roaming. This could get people to follow aircraft in the hopes of stealing supplies or even the vehicle itself. This could also make for interesting PvP or friendly player encounters. The origin of these aircraft is unknown, but players can RP that the military is sending supplies, reconing the area for potential incursion or research. -Randomly spawned bases: Now this can be a bit of a problem as bases are more static and immovable. For vehicles, they would either be destroyed by the flames or stolen for people to use, thus creating a convenient way for these objects to disappear from the map after a set amount of time. Bases, however, can be tricky to remove from the map, or even add. It can be immersion breaking if done incorrectly. My current idea is that these bases would spawn in a similar manner to Wasteland (in areas that are unoccupied by survivors and are out of line of sight), the materials can be used for building bases of your own, or be entirely taken over if one wishes. This would be a great way to attract other players for the possibility of loot, building supplies, vehicles and zombie killing. There would be NO NPCs, only zombies.These would be heavily fortified bases. It's defenses could be turned on other survivors. To add a twist as well as functionality: the bases are on self-destruction timers. A survivor has a set amount of time to find a base after it spawns or the self destruct protocol kicks in. It is possible to delay it via a computer terminal or by adding more fuel to the generator, but do you take the risk going in if it could explode at any moment? It makes sense that the military would have such a feature, in case the base was overrun or unguarded after a certain amount of time. The explosion would destroy the base and clear it from the map, cutting back on server resource allocation. Could also be home to zombies that are more durable; body armor and helmets make them more difficult to take down. Think of the riot gear zombie from Walking Dead. -Island Raids: Now before you bash me and say that this is not World of Warcraft and such, hear me out. This has the MOST potential out of anything. Currently there is little reason to head to the islands other than to make bases or camps that are more difficult for other survivors to take over. I for one would like to see them utilized for something really epic and in layman's terms, end game content. In one of the versions of the DayZ mod there was an aircraft carrier outside of Chernogorsk. What if one of islands was home to a giant military base/harbor, much like Pearl Harbor. This base could have an aircraft carrier docked, but eerily abandoned. Why? This was the place they ferried thousands of survivors in the final hours of the outbreak in the hopes to sail somewhere unaffected by the plague. However, things went horribly wrong and obviously some of the infected made it over. A massacre ensued, leaving the entire Island infested by zombies. The real twist here is that currently the objective of the game is to travel North after gathering supplies in the South. After that, the game stagnates and becomes about killing other players so they don't kill you for your gear. This game mechanic would force people to gather supplies for the trek North, build a base, fix a car and then ultimately head back South, brave the gauntlet of new players (Bambies) looking for highly geared players to kill and then go to this military Island. You could acquire a speed boat for this trek, you could eventually get a ferry complete with spots for vehicles, or you could spend time swimming. This island is home to a myriad of zombie types (based on the zombie life cycle), just like Dean Hall has envisioned for his game. In addition to regular zombies of the life cycle, Alpha zombies, a faster and deadlier version of what's on the main land. To enforce the notion that thousands of people were trying to evacuate this area, there will be a pool of as many zombies as they can comfortably spawn in this location. But they will respawn if killed. This will present a highly significant challenge as wave after wave of zombies will throw themselves at you, but really only if you make too much noise. Going it alone is doable, but you must be highly skilled and bring a lot of ammo, but you will probably die 99% of the time. This also presents an opportunity: cooperation! Being so difficult, you would most likely need to find a group of people to take over in order to survive. You could attack at day. Or you could attack at night with night vision! You could take a group of four, equipped with suppressed weapons and stealth your way across the island, looting as you go. You could take a group of 10, going a hybrid of stealth and loud. You could place snipers on the roofs of several buildings, giving cover to the rest of the group. Or you could go with 20-30 people, create a massive assault on the base where you clear the base moving as if you were a wildfire. Friendly fire could ensue. People could be picked off by zombies and you could watch your numbers slowly dwindle until you find yourself alone or scattered, being swarmed. You could finally finish sweeping the entire base (this would be an hours long task, with mid to high end military loot) with your group, finally ending at the air craft carrier at the far end (Ultra high quality military loot and the jackpot of all loot spawns), only to turn on each other. Or you could agree to meet up for another run at a later date, keeping a cooperative spirit that would last. Do you kill on sight now? You could be killing the same guy you raided with earlier. Now he's devoid of gear and won't show up to the next raid. You're shit out of luck, because he was the one with the keys to the Ferry you used to get your armored Humvee to that island. You need to find another group now, Champ. Do you kill Bambies, or do you go to the South to help them survive, nurture them and groom them to become a part of your team to raid this island? This would help enforce communities and even servers where people will tend to logon to most often in the hopes of finding people they played with once. I must also point out that, by design, server hopping would be entirely impossible on this island due to the massive amount of zombies respawning. If you were to spawn anywhere on this island, you would be overrun and mauled within seconds. Zombies would even spawn in buildings. It would probably be best, too, if stashes were implemented before this, as people would want to hoard as much weapons and supplies as they can, just in case they die. Also, if going to do this island raid, you will most likely want to stash everything but medical supplies and magazines for your weapons. Explosives may be necessary. Include an option to pull the pin on the grenade and blow yourself up, just in case you get trapped. Like C.J. from Dawn of the Dead (2004) with his propane tank in the van. Martyrdom at its finest. ------------------------------------------------------- EDITS, REVISIONS & FURTHER CLARIFICATIONS: My idea with the islands is a tricky thing.. It's not meant to be Dead Island on steroids or Left for Dead. It's not supposed to have different "types" of zombies (where there's a bloated zombie that bursts everywhere or a zombie that screams and stuns you), just slightly faster, slightly more agile, slightly more damaging, etc. Something that's based on Dean's idea of the zombie life cycle and his idea for the Alpha zombies. The idea that zombies respawn comes from the fact that this Island is supposed to be rather large (Elektro or Cherno in size, with a docked carrier at the far end). It's not technically feasible, at least to my knowledge, to have a thousand zombie spawn in that one location. Even if the network bubble or server could sustain that many zombies, it's unlikely that a mid-ranged computer could process that many zombies at once. To maintain the illusion that the entire island is infested, zombies would respawn but not necessarily throw themselves at you. They would respond to stimuli gathered around their particular spawn point (preferably out of vision of survivors) and that would affect if they would attack or not. So theoretically, if you were quiet enough with taking down all the zombies that you aggroed, no more would attack you. However, the number of zombies you killed would respawn somewhere on that island in idle mode. But if you go in guns blazing, they will likely keep swarming from their set spawn location due to the amount of noise you make, probably from several hundred meters away. It could be possible for you to "clear" the zombies, as there could be a set number of times each zombie could respawn before they are "dead for good." This way the illusion is kept and it's still "realistic" in that you killed every zombie on that island. Trust me, when I suggest this idea, I mean it in the least possible way for it to be arcade-like. I remember trying to extract one of my friends who was new to the game from Berezino and we were just shooting every zombie because we were cornered. We ended up on a scaffolding before we were finally overrun. But it was fun like that. That's the kind of experience I want for this island, except more intense. Stealth is almost paramount in it. The game, as it is right now, does not simulate a true experience for losing your humanity. I don't want the game to decide whether I'm a bad person, or if I'm going insane or if I feel bad for killing someone. In the past, Dean has used a meager score to judge if you were a bad person or not. The use of skins were utilized to give a player the sense of dwindling personality, and also give other players a visual representation of what a persons intent was. Sure, what I'm suggesting is not a perfect fix, but the game is a psychopath simulator. It's either kill or be killed with no realistic repercussions to yourself. Sure, you can mount an attack on the "Sniper in Cherno" who's griefing the new spawns, but there's no common ground for which to meet someone outside the forums. That's immersion breaking for me. The common ground mechanic that I'm proposing is simply providing new ways to cooperate that require multiple people to tackle. You can choose to ignore them if you wish and just resort to banditry, but you will lose out on some great mechanics that are fresh and fun. The issue with that particular mentality (and Dean needs suggestions on how to balance it), is that currently there is nothing stopping people from killing on sight. The whole idea of item degradation from bullet damage is to make people think before shooting and instead taking alternate routes to attain a person's gear. Either get a clean shot on their head, take them hostage, bind them or team up was supposed to be the outcome of the encounter, as Dean had intended. While it has certainly helped, there's still no real repercussions to killing on sight. People have wanted stupid ideas like your character becoming more insane and shake. That takes the player out of the game and makes things artificial. What Dean wants is something that makes people really think on whether or not they should kill a person or not. He wants the risk vs reward of being friendly or a bandit to be more evenly balanced. KoS is, and always should be, a part of the game. There should just be more thought behind the taking of life. What better way than to give highly geared people a productive outlet to channel their boredom and gear? Banditry is still an option, but it's not the only option this way. KoS, as of right now, is seen as the only option rather than one option of several. You have much more to gain by killing (life, gear and safety of your friends) than letting them live. Yes, you may get a temporary ally, but 99.9% of the time when you turn your back, you'll be dead. Having a higher end goal that requires multiple people to complete could possibly give the player more to ponder before pulling the trigger. I know that when I'm with my two friends, we'll pull the trigger almost every time on anyone we see, simply because it took us 45-60 minutes to meet up and we don't want to wait another 45 to link up with someone if they are shot while trying to be nice. However, if we had a common goal late game, we might think twice and recruit this person to come along to that island, if only for a meat shield. Sometimes we're given a lot of options, but those options are rendered useless because the climate doesn't effectively utilize them. Just trying to think of a way to balance the pros and cons of all strategies and mentalities. Again, the kill on sight mentality is not meant to be removed from the game. No, it's not broken. It's imbalanced. This is not an opinion that I'm expressing, but rather one that Dean Hall himself has addressed as being an issue that he would like to see resolved. So read the posts before saying that I'm trying to bring CareBears into DayZ. In real life, you'd feel bad if you killed someone out of cold blood having had no provocation. After awhile you might not feel so bad, killing people for fun or for no reason. How do you simulate going insane without taking control from the player? Answer: Giving them a lofty goal, unattainable without the aid of others, and killing a person that could help you get there. There's nothing wrong with the little things in place now, but higher risk = higher reward. The ideas in this post are future goals for the game after the implementation of everything Dean wants as a baseline. We can ALWAYS craft our own experiences, but randomly spawned aircraft or bases are exactly like helicopter crash sites. The infested military island is just like the proposed zombie horde, that could be wandering through the NWAF. It just happens to be on an island, where there's no where for the zombies to go. These mechanics have always been or have always been wanted in the game by Dean! They're just given some focus, some variety and some relative life to an otherwise cookie cutter, uninteresting world. Sure, there are signs of zombie outbreaks and desolation, but the military presence there seems as if it never made an effort to do anything to halt the advance of the infected or save the citizens. That's all. ------------------------------------------------ CONCLUSION: So, there's my list. I'll come back to it if I come up with more ideas, but as it stands, these are the most interesting (in my opinion) ideas to keep the game fresh and interesting, especially after you've done all you can in the game as it is right now. Feel free to amend, add to or even use my ideas as a template for further endeavors. I'll follow this post. I hope it gets attention from both the community and the dev team.
  22. It is unplayable, all you can do is take a look at the new fancy hurdle. I swear to god, thats literally it. No vehicles, loot is ONLY on server restart, no bases, most content not working or missing, crafting not in, entire systems not in and no hope for them ever to make it in. Seriously, if you buy this game right now, you have wasted money, its one of the worst games ever. It has 2 or 3 years before its even HALF of the mod, wow. #realtalk
  23. Bizzyb

    DayZ Mod content vs. DayZ SA content

    I hate to be Debbie Downer on you guys, but they weren't making money off a mod, like they would a game. Stand alone is a money grab, period. It will take this game 2+ years JUST TO ADD IN WHAT IT ALREADY HAD, then start moving forward. Maybe. Or since they have made millions, they will open the modding up- let others do the work for them... And let all the easymode hackers take over the game. Game dies, they still driving nice ass cars. These were modders, just ordinary dudes with little to no skill in programming. Now they have money and couldnt give two shits about Dayz. Its their 9 to 5 and for them its not about the players, its about the potential buyers. Just look at the build youre playing in Stand Alone. Seriously. That was like 8 years old when the mod was being tested. Its the same exact thing, roflmaoooooo. So you guys went out for breakfast, paid for it, then cooked it yourselves in frustration. No loot, no vehicles, no bases, rubberbanding combat, lag, server issues, glitches... Yet there are still weirdos playing this game 24/7. WOW.
  24. InflatedLyric

    Map Spawns

    I find plenty of pieces, but I have never found the whole map. I know they can be combined, but I just never had the right pieces to have the whole of the map. I don't really feel like it is a worthwile endeavor to specifically search for the map. Sure check the cars if you see them, but run across the map to find the 4 car spawn you were told about? Not sure it is worth that kind of effort. Having said that: There are a few cars (3 iirc) by the warehouse and train station area (parking lot is behind the school) just NW of Lopatino. Also there are 4 vehicles parked at the train station outside Gvozdno. I do not think anything spawns in the brown van, never found anything myself. I find plenty of pieces in sheds. Specifically in NWAF if you move from the firehouse to the northern barracks, there is a shed that you can use to cut through the fence into the warehouse area and another one on the other end to let you back out. I seem to find pieces in the south shed almost everytime I go through it. There is a similar shed, by the 2 northern hangars and I have found a map piece in there too.
  25. hogscraper

    Is it really worth buying Arma2 for the mod as well?

    There are two expansion packs that give better graphics on character models. British Armed Forces gives you higher res textures on the ghillie suit and some military vehicles and gear and Private Military Company gives you much better character models and some clothes. http://forums.dayzgame.com/index.php?/topic/131258-dayz-pmc-dlc-high-res-textures-pics/ This guy put up some different textures screens and when I installed them I think I stood looking at his new pants for five minutes. New games are better, but at the time I was definitely happy with my purchase. Almost a necessity at this date.
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