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Found 41868 results

  1. Chernarus+ is still a work in progress as can be seen by all the road networks up north. These things will be developed and added no doubt when Optimization is complete and the Mainland is finished. Plus you're going to have to wait for vehicles before you can access any of that anyways. so might aswell wait patiently for content and mainland expansion before worrying about Utes etc.
  2. Window Licker

    For those complaining about development pace

    Good call, Let them take their time and get it done right. I'll be so happy when vehicles make it into the game, untill then I'm not going to bitch about walking everywhere. When they do make it, I'll probably get shot several times trying to get one and go back to walking. Enjoy what you have!! it's awesome!!
  3. knar33

    Like to See Squad.xml Added

    I would really like to see squad.xml, it doesn't matter if people would spray inappropriate things on their vehicles/clothing. People are able to do that in real life if they choose, so why not in a sandbox style game?
  4. hefeweizen

    Why not three hour dayz?

    As long as they aren't modable, I agree. Nothing was worse for the mod than the "24/7 Days! 1000+ Vehicles! Barracks in Every town! M4 Loadout! This Server is Pretty Much Arma 2 with Zombies!" servers.
  5. ImageCtrl

    Why not three hour dayz?

    I think this is a other problem. It´s not about PVE servers, 1000 Extra Barracks, 999 Vehicles or Starting Loadout. They can do it anyway (playing only at daytime). They can stop playing at night. They can start playing again at day time. They have no benefits. The goal can't be that players stop playing.
  6. hefeweizen

    Why not three hour dayz?

    Thats probably the best option. I just don't like that given those options 90% of the player base will choose 24h days. Some times you just can't give people that easiest option, or else that is all they're going to do. In the mod when people had the chance to play on "1000 Extra Barracks, 999 Vehicles, Starting Loadout!" servers they flocked to them on mass and the game definitely lost something as a result.
  7. I think once vehicles are added you will see more people up north. It's sort of good if you make the effort at the moment though there is so much loot to be had up there! Also with the current spawns even Balota is a fair hike. Also people are server hopping instead of being forced to travel and look elsewhere for loot.
  8. Gotta agree. So far, I've noticed one pile of dead infected at the military base near Balota and random blood stains in houses. We need more scenes that will make you sad/disgusted/wonder wtf happened there... Like a dead guy with a gun in his hand and his brains blasted on the wall behind him, maybe with a goodbye letter in his other hand. Or a guy who hanged himself in the woods, slowly swinging in the wind with flies buzzing around. Another idea - a camp in the woods with torn tents and maybe some corpses. Also there are many wrecked vehicles, but no bodies nearbie - let's change that. There could be also an option to "examine" the bodies - both arranged and players. For players, you could get something like simple "this person was shot in the head" or more specific descriptions, like "You can see no mortal wound. After closer examination, you can tell this person died of starvation." And as for the arranged scenes, the options are almost endless and provide great way to tell some story, rather than having "discarded letters" everywhere. As the poster above said, there is certain importance of being able to tell if that Z is laying there, because a player killed it, or if it was arranged. That could be solved by making the arranged bodies a little bit more decayed or something like that - and also handled as a static object (with less details - just like the pile of bodies in Balota) for performance reasons.
  9. I definitely agree on some stuff from the OP. Much everything looks a little too clean, would be nice to have some cities/villages really decimated with more vehicles wrecks and damaged buildings but also more ambient FX like fires, insects/animals and rotten corpses.
  10. TEST_SUBJECT_83

    Regarding snipers

    I'm very new, although am quite experienced for only playing a week or so, been alive for 3 days or so and geared up well...I love the realism in the mechanics, like having to put down my M4A1 to use anything else in my hands, and I absolutely love knowing that someone could be watching at ANY time form ANY direction. Thats what makes this game so amazing...the realism and immersion. It really is soooo easy to avoid snipers. Don't run on main roads or across open fields. Stay low and stick to cover. Bushes, trees, cars, buildings, signs, anything that can cover you. Like someone already stated. You should always act like someone is after you. This games has got so much potential, I cant wait to get vehicles and more weapons and zombies. If we start restricting ANYTHING, it will only take away from what makes this game so damn special!
  11. Roshi (DayZ)

    Semi-persistent camps

    I’m not actually sure if I feel this is a good option but I’ll put it out there for discussion. The guts: Essentially, setting up a camp to rest before logging out (or returning to an already set up camp) – what you have in the camp determines how well rested you are. The semi-persistent bit is what will draw the ire from some – the camp lingers for a period of time after you log out (say somewhere between 10-30mins). When you log in your camp appears at the same time (or slightly before to not break immersion). While you are logged in you either have to break camp (and carry all your shit around with you or in back of your vehicle), or leave it where it lies. If you log out away from your camp, it persists (and is lootable) and you recuperate more slowly (unless you find a better place to rest). Whiny disclaimer: This is intended as a compromise between fully persistent camps (where if you don’t play for a week the odds are good that someone would have stripped it clean and performed some of Rocket’s upcoming animations in your fire-pit) and logging out immediately with all your camp following you into the nether. I know from a realism/authenticity perspective, magically disappearing camps seem off – but what about magically disappearing characters? To take that approach to its logical conclusion your character should be persistent after you log out. The idea of semi-persistence is that it is a compromise between you not being there to defend your camp (or deal with intruders in another appropriate fashion – diplomacy?) and character persistence. It’s an imperfect attempt to make something work that would be no problem if you were in game 24/7. Camp features: For example you could accumulate a few useful odds and ends: - Tent vs inside a building vs roughing it. The first two options would allow you to recuperate more readily than roughing it. - Fire vs no fire – added warmth might improve your recuperation but the smoke plume and flames would be visible during the time the camp persists post-logout. - Scrim/camo nets – could be necessary for incorporating vehicles (later development obviously) into your camp (i.e. so that they are saved on log out). - Meat smoking/drying racks – more for use during play when hunting implemented but would add ambience. - A storage box - Jerry cans – store fuel - A near by garden - maybe this persists I like the idea of sleep when logged out (which was discussed heatedly and at length in the mod forums), but I think it should be limited to, say, 10 hours (i.e. if you are logged out for 4 hours, your character rests for 4 hours; if you are logged out for 2 weeks, your character rests for the maximum 10 hours). I also like what was implemented early in the mod – while logged out your player grows hungry and thirsty, but again this should be for a limited period (again e.g. 10 hours). This means you should eat and drink prior to sleeping (logging out) and eat again when logging back in (depending on how long you’re out up to 10 hours). I can foresee some of the major difficulties with this idea (like what if someone else on the same server has a camp placed in the same spot and you want to log in). If it were implemented, I would prefer that it would be alongside the one-character, one-server idea from a previous thread (http://forums.dayzgame.com/index.php?/topic/162584-should-you-only-have-one-character-per-server/). Anyways – thoughts and feelings? Critical input preferred – I know some of you will hate this (and maybe rightly so). I just really want to have a camp to call home…
  12. Adam.Stone

    Handcuffing and kidnapping

    I assume with the addition of handcuffs the dev team has some sort of intention to add kidnapping of players a possibility. If this is the case I would like to add a few suggestions to further this idea. KoS is a situation right now that seems to bother a lot of people and the way I see it the only way to make these players pay for their crimes is to force them into a situation they will not want to find themselves in. Once the unconscious glitch is fixed Im hoping that when someone falls unconscious this will allow you to handcuff them. Once cuffed you could either knock him out once more with a solid fist to the jaw or blunt extension of your body. The drag option we had in the mod would have to make a reappearance here and maybe a new game mechanic of forcing a player into a vehicle or vehicle trunk if that player is unconscious. This way you could really make the player pay or really torture him (whether you're seeking vengeance or you're just plain evil). This would actually make the addition of handcuffs more interesting then the steal blood or take the clothes off a player and re-enact a prison scene. Some balancing would be needed to not be able to keep a player in custody/kidnapped indefinitely. With the addition of all the tools (screwdrivers, hammers, pliers, etc..) the potential to mess with players is really there. Purposely kidnapping someone, bring them in the woods and breaking their legs. Force feeding a player water and food and leaving them on a desolate island far off into the ocean, etc. This would be a MUCH worse fate then being killed on site. Of course logging out during this might ruin the experience but a special system could be implemented. Those that do log out while handcuffed are immediately killed but are sent to a special spawn point on the map that makes getting back to civilization laborious and suicide locations to respawn at normal spawns non-existent for a while (basically being respawned on an island with a long swimming time back to the coast). I would much rather be killed on site then kidnapped and have to go through all of the pain this experience might bring. This would give us vengeance seekers and internet psychopaths something to look forward to. Obviously to be able to pull something off like this requires quite of bit of resources and tactics as capturing someone alive, keeping them alive and having a working vehicle to travel the prisoner in all requires quite a bit of effort. This also adds another facet to clan wars, being able to capture enemy allies and asking for ransom (either food, money, weapons, vehicles, etc..). Just a suggestion I have been pondering as I was messing around with the handcuff mechanics.
  13. thedogfoodyayho

    Mi 2

    Love it. Always though either an Mi-2 or this: http://en.wikipedia.org/wiki/Mil_Mi-4 And a Mi-8/17. Or this: http://en.wikipedia.org/wiki/Mil_Mi-6 And, dis:http://upload.wikimedia.org/wikipedia/commons/0/0e/Mil_Mi-12_aug_2008_2.jpg Although none are in flying condition anymore, and only 2 were built.... But really, unless we can heavily camouflage Vehicles/tents, no helis.
  14. Avengerki

    So I thought this may be cool

    You don't necessarily need lead, it is just the easiest to work with and pliable. You can find lead as the tire balance on rims of vehicles(I collected enough found lying in the road along a busy street in one day to make about 10-20 bullets), in hospitals for the x-ray shielding, dentist offices too. Depending on the factory some equipment uses lead shielding, some university labs would have the same for their equipment. Fish and tackle stores, outdoor supply stores in the fishing department, some boat anchors. Places where you can find pewter, most now a days are going to a lead free pewter but some still offer it with lead in it, and pewter wouldn't be too bad of an alternative.
  15. Pendulum Effect

    Solving Both End-Game/Meta-Game and KoS Problems At Once

    I guess I've never really played on a Private server based on my own prejudice, mainly because of the reasons I have expressed about being able to have several characters at once. I have had a "main" server that I played on quite a bit during the mod because my friends and I had vehicles and tents on there but after awhile we realized that the server became less and less populated due to our success in hoarding all the vehicles and a helicopter in which we were able to use to reclaim our vehicles. I suppose if we find an excellent private Hive to play on, we could give it a shot and see how it goes. I'm intrigued by your reasoning for it, so I feel compelled to take a chance. Do you suggest any private servers? Oh, I agree. I still think there would be far greater dispersion in mentalities than there currently are in this game right now, though. A lot of people would try to cling to their semblance of humanity and law abiding behavior. Some wouldn't kill unless threatened. Some might be more acclimatized to violence. But as it stands right now, most realize it's a kill or be killed scenario. I love the tagline, "Fight the dead, fear the living." Because it's true. But the overall mindset of people in DayZ does not represent what I think a real life scenario might bring. I'm curious if there's a way to simulate that.
  16. Okay, so this game is great, and most of the suggestions are pretty spot on. BUT. There is, but one thing that has to be added. Once vehicles are added, I NEED to be able to handcuff them and stuff said victim in the trunk so I can shuttle them to any location I please. That is all. I will return to being a lurker now. Thanks in advance.
  17. Adam.Stone

    are people trying to make the SA to friendly?

    I don't mind the KoS attitude right now. I usually try to communicate with a player and love the high tense atmosphere present when both players are armed and trying to come to an arrangement on how their travels will either continue or suddenly come to a permanent end due to death. I have something much worse saved up when the SA is completed. Killing someone on site will be a blessing if what I have in my mind becomes possible. I will capture, handcuff and once vehicles and boats are available bring the prisoner to a remote island, beat the crap out of him and then leave him on the island for him to either swim back or try to commit suicide. I'm guessing you will be allowed to drown yourself but if not this could be a pain for those bandits that really get on my nerves. If not, capturing an enemy ally and forcing the team to go get him on the island. The player left on the island will still be fully geared but without ammo and food/water. You force feed him to make sure he won't die too quickly and having heard gear will be hard to come by later he won't want to just commit suicide. There will be better alternatives to deal with KoS, especially once the uncounscious glitch is fixed it will be much easier to handcuff them and make them regret their KoS attitude. This game has a lot of potential, and I can't wait for it to be somewhat to the image I have in my mind.
  18. ZedsDeadBaby

    Best Suggestion: DayZ Hungergames

    I absolutely love the idea of a "tournament" style map with no re-spawns of any kind, but I don't like the "loot in the middle" idea. Too predictable, and it would get repetitive and lead to ideal winning strategies. Loot should be randomly distributed, and vehicles as well (none functional, all needing some parts). Animals & food should be randomly spread out as well, and in limited supply.
  19. The "goal" is to do whatever you want and that is what, mainly bad players, don't understand. They are trying to force other players (namely KoS players) into a gameplay that the KoS-players didn't even buy the game for. They are literally thinking they can decide how one should play a game and that is just wrong. And lets not forget that the trailer for this very game shows players murdering other players so they knew BEFORE they bought this game PvP would be in there. Not that that is an argument for you but there will be more people reading this:) I know my playingstyle and I know that its working for me. As for the mechanics side of things it will have to wait for more content I'm afraid. I play in a Arma3 clan and there we have all kinds of people with their own skillsets. My role in that clan is that of a pilot so when choppers emerge in DayZ and the guys find one ofcourse they will point towards me to fly the thing(unless there is another pilot maybe:)). On the other hand the clan also has an armored division and those guys know more about what to do when their vehicle comes under fire which makes them more prone to become our drivers. But yeah, without those vehicles we are all footsoldiers for the time being. EDIT: If it will lower the KoS if they add new things I don't know since the mod DID have vehicles and what not from the beginning and I remember a lot of bambi-tears from those times aswell.
  20. kingochaos

    Sniper Rifles

    Rocket said it in an interivew... ummm year before last, early last year... well he said mad max out the vehicles... i may be reading to much into that :huh: i shall have to admit. Youre so wrong it hurts.... anti material rifles are specifically designed for surgical strikes on soft skinned(cars, vans etc) and lightly armored vehicles... It only takes one round, to kill a car(and it wont kill everyone in it). Very cost effective way of controlling large areas... it would be the ideal weapon for enforcing a quarantine out in the back country, and save on man power... and limit collateral damage... thats why its used in Afghanistan etc... the 120mm rheinmetall would be more effective... but certainly cause a fair amount more collateral damage. M2 would be ideal at road blocks, but it certainly has the potential for some major over kill in built up areas... effective range in the indirect roll of around 6km i think... absolutely devastating as a direct fire support weapon... but id call it the other way around, a BMG (browning machine gun.. m2) would be more over kill than an AS50 or M107 in that situation. Gpmg's will stop a car just fine o course, as will lmgs, the thing is these require section+ (or squad if you're merican) strength positions... where as an AM rifle only requires a det or sniper team to effectivly control the same, or greater area. Ideal for OP's way out in the middle o no where , with people trying to circumnavigate road blocks cross country etc. Now, does the game need AM sniper rifles... no, it doesn't add anything, but the reasoning being givin trying to justify your stance is just plain wrong.
  21. gibonez

    Sniper Rifles

    The only 50 cals that should ever be in dayz is the m2. This is when base building is put in place. Have a few of these in your base to defend against attacks and stop vehicles from ramming your gates.
  22. Diggydug (DayZ)

    Sniper Rifles

    How about we wait and see just how vehicles work before deciding that anti-material rifles are needed to stop them. Also can you give a source for what you just said?
  23. gottyplays

    Solving Both End-Game/Meta-Game and KoS Problems At Once

    Pendulum, i support your ideas, but i think it's already too late, it's likely that dean has already figured ways to enhance the game, or if the pattern with arma 3 alpha repeats with dayz, by the next year we would have more guns, more vehicles and some bugfixing, period. take in consideration that we are already in aplha stage, the basic gameplay mechanics are usually already decided sorry for my bad articulation, not native english and just came home from work xD
  24. Rantanplan

    How about a change in Day/nigth cycle ?

    People have to understand that day/night cycle, sun, moon, stars positions are all correctly simulated in the game! We have an autumn map that is located at 45°N 30°E (if it has not changed from the original Chernarus). Autumn implies that we are near autumn Equinox or later, so nights are about equal or longer than days. You can also navigate by sun or stars, or you build your own little Stonehenge for sun observation and date definition (until server restart) ^_^ However, if you start messing with day/night cycle, you will complicate or make it near impossible to do such things. So my vote goes to 24h cycles. With that said, I also want to have free reign on when my char is active, whether he is a night owl or an early bird. It could be made that (hardcore!) way, that every change in time zone consumes an appropriate level of your nutrition level. That way you could always jump time zones as you like, as long as you are still well-fed; before you really join you could get a warning that it would make you starving if you enter a certain server. (worst case would be a 23h jump) It could also be an interesting option to beach the player at a random time (=server) and only once he has achieved a certain level of nutrition, he may change to his preferred time zone/server (hey, his friends could come and pick him up and bring some food and drinks along)... Of course, the time would have to be clearly visible in the server browser. Interesting options for role-playing, probably less so for PvP focussed players, or private servers/hives :P An issue to solve would be how you carry over vehicles/stashes etc.
  25. Jesus give the game some time. Alot of your suggestions are being looked at however theres alot more to worry about at the moment then what your talking about. AI and NPC should never be in this game ever. But this kind of discussion in my opinion is for a LONG time down the road. \ Of course there is nothing to do but kos... the games been out in pre alpha for like 3 weeks. Theres currently 2 rifles and 2 pistols in the game, lol. Once all the items, vehicles, and stash sites are implemented, and zombies are added in fully and tweaked to work properly, while all the FPS is maintained after adding all that, then maybe its worth even exploring a "zombie island". How about we get the existing game up to its potential first.
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