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Found 41868 results

  1. Astron

    A few random suggestions.

    These are just a few things that crossed my mind whilst I was sitting in the control tower at NWAF waiting for people to come by. WEAPONS: 1. Please either implement shotguns to go with the shotgun shells that are in the game or remove the shotgun ammo. 2. Implement MIL dots on long range scopes. 3. A few more weapons in general? eg., AK-47, M40A3 Sniper Rifle, and if shotguns are implemented, an M1014 and/or SPAS-12? TRANSPORTATION: 1. Automobiles -- this refers to anything with a motor and wheels that requires fuel. If you happened to find a broken down car, it would be great to be able to either get gas for it (by filling up a gas canister yo may find lying around) at a gas station or, if you're close enough, pushing the car to the gas station, start it up (repairing a car may be needed too) and have some nice transport. Buses may also work (but that's a long shot), motorbikes would be good, etc. 2. Bicycles. Not really much to say here, just bicycles. 3. Air vehicles? -- for the far future, why not have a heli or something sitting at a military base that would need some repair and fuel? PLAYERS 1. Personally, I believe that the hunger degrades too quickly. I'll be sitting in my nice little sniper spot and will have just filled up on beans half an hour ago, and now my guy is starving. It's a little weird and annoying for friends when one of us has to stop our long run to Cherno so that someone can eat. 2. Long-term injuries. Things like broken bones, sprained body parts, pulled muscles, etc. would be more of a worry - like real life - if the player had to experience the effects of them. For example, not being able to walk fast with a sprained ankle or a pulled hamstring, or not being able to use a rifle with a broken arm would make the game a lot more immersive, at least in my opinion. 3. With that^ said, characters injure way too easily, at least in some circumstances. For instance, my friend got nudged off of maybe the tenth step of a staircase and broke his leg. My guy actually fell out of a second story window and died instantly. Please make characters more durable, therefore being able to implement #2 better. I had a few for zombies, but they've been voiced enough anyway.
  2. flexy

    What is the Next Big Patch?

    The things I am most excited for are vehicles and player built structures. Then more weapons/items. Then stuff that improves the game behind the scenes (but I know this is actually the most important thing right now) Question: canyourunit.com says my PC can run DayZ with everything maxed with excellent FPS. Obviously that's not the case, so what's up with that? Does the site have insufficient data to actually give you a proper result, or is the client-side performance affected by the alpha state?
  3. SERVER FEATURES MAX Vehicles Selfblood Bag Clear Roads Extra Barracks More Helicopters Crashes 24/7 Daylight Custom Buildings More Infected Camps Auto Refuel Salvage Vehicles Suicide Option Spawn Selection 192.31.185.211:3306 WORLD STATS PAGE http://www.infectedgoons.com
  4. Kiwuu

    A few ideas.

    Hello there! In this topic, i'll list a few ideas that i got. I made a topic some time ago listing some ideas, thought i'd leave another topic in the suggestions thread. Like i said in that topic, i know the game is in pre-alpha, everything is subject to change. 1. I'm sure a few people would agree with me, and that would be painting your gun. Getting some spray cans and being able to customize your gun would be awesome. Maybe make that AK-74 of your look like a black AK-107? Being able to customize it EXACTLY how you want it to look? Attaching whatever you want to it so it eventually looks like this, in my opinion, would be awesome. http://i.imgur.com/3nLGm.jpg 2. Eventually, when vehicles are added, i'd love to have the option to shoot out of the windows. I'm sure everyone here had one of those moments where you and your friends were in a car and you spot another car and the only thing you can do is bash each other. I mean, you could even do drive-bys if this was implemented! 3. In the other topic i posted, i suggested a few variety in masks and equipment in general. Something i'd LOVE to see in the game would be the Maska-1 helmet. http://img265.imageshack.us/img265/8051/121340007775451.jpg http://img842.imageshack.us/img842/3109/maska1helmet1shvisor800.jpg Well, that is just a brief list of what i would like to see in-game. Thanks for reading, if you did.
  5. I try to describe the idea of ​​repairing vehicles. Most of us know what it takes to manufacture spears (this is a logical sequence of actions , even without reading the manual ) . But transport - is a complex mechanical device . If put on wheels can still be easy, then fix the engine without knowledge is not possible . The idea is that you can find the manuals for repairing cars. Assume the vehicle is divided into 20 pieces to be collected in the sequence. Well, this sequence will be described in just such a manual . The more complex the device, the more parts it have. And yes, of course you can try to repair the engine randomly and it will hold, but will not work.
  6. My 2 cents: Even in its initial state, the game is INCREDIBLY engrossing and addictive. It has a similar atmosphere to the Stalker games, but with infinitely more depth in so many respects. I LOVE Stalker but I don't think I can go back to a canned experience it after DayZ. Right now, the bugs kill the fun for me. After the 5th time I fell from a ladder after pressing F, I learned to not spend a million hours "preparing" and looting up before heading for encounters with people (not necessarily to kill; I tend to help out). This means spawning in a beach and heading west towards Balota, looking for Mosin/handguns along the way and not spending too much time exploring. After a while it gets mechanical and tedious, and the fun wears off. I know it's only an alpha; no need to address this. I absolutely love the possibilities and can't wait to see the game realize its potential, but I have the feeling it will take MAJOR work/time. Again, only personal opinion here, but it seems like it would take a big team and major work on things like: - zombie AI (clipping, etc) - movement mechanics/physics bug fixing (not sure if the ladder thing also happens in ArmA; never played it) and tuning (character feels heavy and cumbersome) - vehicles - weapon feel/mechanics in general, but specially melee - predictable hit spots so you can target the head, etc - lag countermeasures (like in Left 4 Dead; not having to anticipate/lead target position) - in game UI - and so on. In other words, I'm kind of anxious because it feels like these things will take forever. Hope to be pleasantly surprised! Summing up, I'm stoked at the possibilities and anxiously await new developments :) Keeping an eye out on the bug tracker and changelogs.
  7. It would be nice if they fixed the random dieing as you log into a damn server or the random zombie noises for no reason, how about the retardedly inaccurate M4? or some animals, vehicles, zombies that don't run through walls, doors, fences or see you from 300m off and start sprinting at you.
  8. They is already vehicle controls in the game, this is EARLY ACCESS ALPHA, they haven't added Vehicles yet.
  9. If you did a little bit of research yourself then you know there will be vehicles in-game..
  10. dallas

    Duration of alpha

    There's a difference between ArmA 3's alpha and ArmA 3's open alpha. Also, when you bought the game, you probably read the sales page, which explained the roadmap for the development of the Standalone: DEVELOPMENT ROADMAP DayZ is currently in early alpha and we see a lot of work ahead of us in order to make it the true authentic multiplayer experience we want it to be. Current version is including only small subset of game mechanics and serves mostly as test bed with core technology that should serve as basis for future additions and improvements. Currently planned key future features are: Playable vehicles Wide variety of native animal life Player created constructions in the environment Extensive interactions with the environment and crafting options Streamlined user actions and interface Upgraded graphics and physics engine (including ragdoll, etc.) Control and animations expanded and improved for fluidity Support of user mods We estimate that reaching Beta version with all key features present will take more than one year from current stage. All features and plans listed here are subject to change, we may add or remove features as seen fit during development process.
  11. MagnuZ

    What is the Next Big Patch?

    I am also excited to see some new stuff inside the game. But i really think the priority of increasing performance on servers to ad more stuff is higher than to put thing inside now and getting laggs und an more unstable version of the game. So the fundament have to reach a "1.0 Version" before building the "house". It fails this time in raising up more zombies so i dont expect more loot/animals/vehicles/etc not before solving the performance (engine/ servers) issues. Maybe we can expect some bugfixes in the near future that isnt feed on performance like. - Combat logging (rocket said 2 days ago that it will be done when he comes back to europe - mid January) - general server performance increase - server stabilisation - lootfixes (0% bug, lootpositions etc) - weaponbug (scopeissue) - teleportingbug - animations (more smooth) - soundbugs (animals doing zombiesounds) - better anticheat/hacks - Zombie Ai (moving through walls) Hope i could help sryfor bad english MagnuZ
  12. TheWeedMan

    Nobody's talking about inventory?

    Protective cases etc are the way to go. A protective case takes up 2x2 spaces but contains 2x3 slots as does the medical kit. Ammo boxes too save space, just carry 1 60/60 clip and load the rounds in manually. If the gunbag idea gets added for a second gun then what more is needed. Inventory space is fine if you use the above techniques, if you need more space to carry gear then what will be the point in bringing tents and vehicles into the game?
  13.  Korsbaek

    NPCs survivors

    Let's hope Rocket won't ever switch to the other side. The side with 1000 vehicles, self blood bags and NPC's.
  14. sausagekingofchicago

    [SA] Water Pumps and Wells

    I'd love to see water pumps/wells come in various conditions that could be repaired by organized players. Randomly working pumps would also add an additional level of difficulty. Acquiring the various components to repair the pump would be the first step in any type of potential base building that may come. Similar to how vehicles were repaired in the mod, water pumps could require a number of parts or maintenance to get/keep them in functioning order. A repaired pump could also be damaged or destroyed. There could also be different types of makeshift pumps with various outputs. An electric pump and a car battery could be one of many potential crafting options.
  15. Diggydug (DayZ)

    Ultra realism Vs Balanced game design

    If we want to argue realism, it's not all that hard to break an ankle if your foot gets caught on those barn steps as you fall. Or when vehicles are added and you accidentally hit a tree. Compound fracture, bleeding out, can't walk, barely crawl, in shock and no doubt going to have an infection if you don't seek medical treatment. If you do get all the proper treatment, it'll be over a month before you can walk. Two minimum before it's safe to run. That's without the extra weight of gear to survive these conditions. Suddenly realism is a chore, just like in the real world. You can't properly simulate the pain of that kind of injury even. In the game people will just keep crawling with that compound fracture, in the real world once the pain hits you're probably going to yell for help instead of trying to crawl to some hospital. Which hits yet another issue. People do not behave realistically and you will never change that. Someone can yell for help, and even if yelling worked realistically someone would walk up, laugh at them, handcuff them, steal their shit, and force feed them disinfectant while teasing them. No matter what you do, it's a game and there's a point where realism=/=immersion. It's a chore.
  16. DayzForumer

    Bicycle Suggestions/Discussion [Official]

    Not playing the wrong game, I know there will be vehicles.
  17. Zagdul

    Rolling Update Rev. 0.30.114008

    It's counter productive because at this stage, reproducing errors multiple times over and over is more important than trying to hinder that process to force people who are doing simple graphics settings checks a timer before they can exit the game to do so. An even easier answer is that there are much larger fish to fry in terms of actual game content and engineering that needs to be put into place before this. Like, would you rather vehicles to be re-introduced, or have less clipping with the walls, or zombies to stop walking through them, or stuff disappearing from inventories, the things that make the game physically unplayable, not philosophically?
  18. gannon46

    Be nice

    playing as a friendly/neutral is always hard. its so easy to just kill a man oh i pulled the trigger and shot him cause he was going to shoot me, whatever i had like at least 4 or 5 encounters with new spawns /survivors today. yeah they were sketchy but i did'nt have to kill any of them. even saved a spaniard earlier from a KOSer just to have the scum bag combat log. any way my point is play how you want if you get frustrated and want to quit now then you might not have the patience for the long haul yet. cause when they add vehicles, tents/storage how mad you gonna get when that stuff gets destroyed stolen after months or weeks of scavanging for no reason except greed or griefing. goodluck and hope you stick with it cause the battle for humanity has just begun and the bullets have just begun to fly.
  19. Diggydug (DayZ)

    Ultra realism Vs Balanced game design

    I'm all for more realism but to an extent. I don't want to have to stop and take a piss every now and then and watch my nutrition. Have to recover for weeks after a gunshot wound until I'm back to how I was. Becoming cripple for life because a zombie broke my leg and I didn't have proper medical treatment. Finding the right shoe size so I don't screw my feet up with all this running. Cutting myself on a tin can when I'm eating tuna and getting infected with an unknown disease and only knowing the symptoms once it's too late. Having back pain because of all the gear I tote around. Walking everywhere because running for miles on end in otherwise practical gear is taxing. Chafing so I have to walk awkwardly or stop and treat it and rest for hours. Finding the correct tire size for a sedan. Making sure your shoes are tied and taking them off occasionally. Yeah realism sounds like a blast then huh? We can't achieve the realism some of the forumers seem to want. We can't open up every cabinet, climb through windows or use an empty tin can to drink out of. We can't capture rain water. We can't shimmy up trees or climb faster up ladders. We can, however, use warm blood bags to regain lost blood, as long as it's the right blood type. We can crawl for miles with a broken leg. We can sprint for miles fully geared with only a drink here and there. We can survive a gunshot and then return fire while bleeding out. We can survive on an awful diet of tuna and soda with no true health issues. People only argue realism when it's convenient, but seem to forget the unrealistic things that make DayZ playable. We can't achieve true realism, it's still a game, but we should aim for certain aspects to be as realistic as possible, namely weaponry and vehicles. If you ask me, anyway. But when it comes to diet, physical limitations, and requiring certain tools to do X, I don't see why that should be as realistic as can be. Yes, we get it, you can open a can of beans without a can opener. So make the can opener useless? Or not. There's a line, and I think Rocket is well aware of this. It's finding that line and getting near it instead of making this Virtual RealityZ.
  20. kingochaos

    Sniper Rifles

    thats an interesting interpretation... as i understood it, it was more because, you know he was paid to make the standalone on the grounds the mod was so successful by BI. Its not going to be like the mod, in that you can modify, arm and armor vehicles... end o the day, if you can make improvised explosive devices, as it looks like we are going to be able to, there is more than one way to skin a cat.
  21. Diggydug (DayZ)

    Sniper Rifles

    If you're asking how will we be able to stop vehicles without anti-material rifles, well that's easy. You shoot them. If it's like the mod and most vehicles are civilian, then it doesn't take much. I've always had success just shooting a tire out, except on Urals. If you need an anti-material rifle to stop a Betty van you have other things to worry about.
  22. Combine (DayZ)

    Squad Identification

    I like the ideas. Especially armbands or similar. As for sown in patches, I would also like to point towards this (kinda vital) thread / idea: http://forums.dayzgame.com/index.php?/topic/162124-like-to-see-squadxml-added/ This basically lets players add their own patches to vehicles and clothing alike without any dev effort (other than enabling this thing). You can't customize (patches) more than that, so that's a big plus. Anyone could make and use a group logo or something else, like a medical patch to imply there's a medic at work. That might be one of the steps in customization and identification. Obviously there'll be more clothing but one could combine. Squad.xml (custom patch) + armband + certain look + facepaint = perfect look / identification.
  23. I don't get it, I've had NW airfield to myself, ran to NE, no one there, saw a big ship on the coast and no one was there, ran all the way down south to Cherno and no one was there. Where is every one? Elecktro/Cherno used to be massive hot spots and now they aren't, Zino was dead as usual, I just cannot seem to find any one. It is really hard to tell where other players are in the SA though as there seems to be no footsteps like the mod, that or the environment sounds are just so loud. In the mod you could always hear people, but they're like ghosts in SA. So am I running past everyone and not noticing? I don't think no vehicles helps either, it is so tedious running everywhere, I guess people are bored of travelling and then become bored of the game and quit out? I notice a lot of people who are in and out constantly, one min the server can be populated and the next loads of people have left, then it becomes populated again and the cycle goes on. I'm just so bored! It's like a worse game that when the Mod first released and you had to wait 30 mins to load into the server, I don't understand how it could get released with less content than the mod and twice as broken.
  24. TLDR for those who don't want to read my essay: It's basically a list of real life features (sports fields, aircraft crashes, cinemas, quarries etc.) that should be added to the game in order to make the map engaging and realistic. There are also suggestions for each entry as to how you could make it interesting from a game design perspective. This is a cross post from the general discussion. I've played for the game and mod since release and have seen it comes leaps and bounds. I think the cities look fantastic now - much more fleshed out and better urban planning. The cars, kiosks, gas stations etc all feel and look great. However, I feel that while it's nice to navigate purely via pre-outbreak existing features (towns, forest, airfields), it would do a lot for my immersion and gaming experience if there were some interesting feature locations to reflect a pseudo backstory in the world. What I really mean by this, is using interesting topography and land features to tell a story, and allow players to tell a story. My other objective here - my main objective - is to make this world feel lived in. At the moment, it feels about halfway towards anything resembling a real human world. This serves a couple more features on top. 1. There will be a myriad of objectives for all players now. While one player might run to get a gun from a military camp, another might try to advance the aesthetics, transport or communication of their character. 2. The atmosphere and character that the following will create will go towards creating incredible memories/anecdotes and amazing content for both players, streamers and content creators. Instead of being killed by a guy in a motorcycle helmet at x town, you could be sniped from a ferris wheel, beaten to death on a soccer pitch etc. 3. The character of the game will become incredibly unique - both telling a story of what has happened, but also adding to the stories of the players. Rocket has said throughout development that he wants players to decide everything. No NPCs, etc. I completely understand that, and agree. The following features are not NPC gimmicks, but reflections of events that transpired before the player arrived (in the same vein as the abandoned military camps). As we've seen in zombie/apocalypse fiction, the static nature of human progression and development often mean things that would otherwise be temporary (a car crash) become a static landmark. Instead of meeting how players normally do in Day Z (which is like an apocalypse hasn't happened) at map name features, they would meet at interesting landmarks. Here are a couple of ideas I was throwing around: * Heaps of cars abandoned on a highway, similar to The Walking Dead - lots of food/clothing/vehicle spawns This could easily be on the road between Chern and Balota Airstrip, or more interestingly up near NWAF (now the furthest place from spawn. * Empty, huge refugee camp - this could reflect the final stage of the outbreak. An incredibly gory, bloody refugee camp north of the NWAF (a currently empty area). It could very well be built around a small town. This location should fill people with dread. It could also be a good medical/food/equipment drop. * A 747 wreck site deep in the black forest or above NWAF (massive amount of fuel to loot, lots of mixed loot with some high yield mil spawns) - lots of zombies there. The best idea would be to have a 500m explosion zone that is littered with parts and the ground blown back by the drag as the aircraft hit the forest, so the player must follow the path of destruction before finding the downed boeing. Having the wreckage spread out would also add an element of terror. Imagine being a bambi and coming across a plane seat in the forest, then following the wreckage until you find the body of the plane (and 50 zombies to boot). * A now empty creepily fortified house (similar to the one in the book of Eli) with a dug moat - something a player could take over and roleplay from. The house could be north of NE airfield. * A failed nuclear reactor northwest of Zelenogorsk (perhaps it's super deadly, radiation sickness within 500 meters of it) similar to Chernobyl. You need specific gear to go near it - anti-radiation pills, geiger counter, hazard suit etc. that can only be found in a military research/medic center. If Rocket wanted to go crazy, he could make the Nuclear reactor able to be put into meltdown, or for a player to be able to mend meltdown. * Radio station. It would be great to have a radio network you could broadcast throughout an area (through speakers in cities and from car radios). The radio station could be somewhere relatively central, with a power line up to a hill. You could have to repair the power line in order to start broadcasting. It would be a great place to troll other players from (create your own radio show, play music, talk through or whatever), or to organise a meetup, or to organise an attack, or to basically fight over. * I personally would like it if Balota airfield was converted into a civilian airport, with the hangars/barracks replaced with a civilian terminal. It would add a great sense of history to why the military camp/checkpoint was beside it, and would also explain the proximity to Chern. Would be a great place for civilian cessna's to spawn. It would also be fun to fortify a Soviet airport terminal. * Inland railway. People have already spoken at length about handcarts, but it'd be great to be able to start up an old diesel engine in Berenzino port and use it as a group transport. You could have to fuel it with an insane amount of petrol. * Have orchards actually spawn their relative fruit on the ground. * An ashen wasteland and lots of burned cars (similar to the one in Iraq) to signify the militaries drastic response to the outbreak. Again, big craters, dirt, downed trees and carnage would go a long way to creating a unique landmark for players to meet at or visit. I feel like the current map doesn't reflect the carnage of military + zombie outbreak. Creating vast differences like scorched earth would go a long way towards this. We already have the ruined village south east of Novy Sobor, why not add to it/really scar it up. * Motorbike/Bike shop. There could be two or three on the entire map, and it could resupply the necessities for keeping a bike (and obviously be a bike spawn). * Clothing shop. Sure, a lot of people in the apocalypse like to play as serious Sam, and wear only survival gear, but I'd like to kit my character out so he best resembles a freak. You know, ill fitting tee shirts, short shorts, sandals, mickey mouse ears, that sort of thing. You could put 3-4 of these clothing shops around, and the spawns could be very, very rare for the more crazy looking things. I'd also throw the masks into these shops (and maybe have wearable bandanas be the going look for bandits). It would mean that as opposed to every player running straight to get guns at mil spawns, a lot of people would search these shops for cool looking gear, or certain things to roleplay a character. * Manor House. In a similar vein to 28 Days Later, a manor house with a wall/grounds would be a really nice break to the otherwise untamed wilderness. Manicured lawns inside the relative safety of the wall, and then the manor itself would provide a great base, and a great landmark. * A wall. I can imagine the armed forces attempting to erect a wall to try to contain the zombie outbreak. It wouldn't need to be complete at all (because it failed), but perhaps 300m-1km long. It could be a cool military spawn, as well as adding some flavour to the game, and a landmark. I want to make clear that it wouldn't be a functional wall, it would be merely a landmark, mil spawn area and point of interest. https://encrypted-tb...gdagDUEFDg7i0ow * A shopping center. It would look like a proper Soviet era shopping center (I've provided an example below), and would typically be in a city large enough - like Zelenogorsk or Chern, or perhaps a NW city. It could have a plethora of different item spawns, and could be easily fortified. The car park could feature as a good civilian vehicle spawn (with the possibility to spawn an army issue vehicle). It would be good if the exterior was slightly damaged already, or graffitied. http://us.123rf.com/...all--centra.jpg * Rolled oil tanker. You could have some skidmarks, a broken barrier, roll marks and then a giant oil tanker down in a ditch. People could stop by it to siphon fuel for their vehicles. * Theme park. This could be great for atmosphere. It could be somewhere east of Zelenogorsk in the flat open lands. A nice ferris wheel people could snipe from, a chance to find Hoxton masks and clown/mascot suits, soda, .22 rifles and there could be a PA system that when turned on, broadcasts a very creepy funfair sound through the nearby city. People nearby would be very freaked out to hear it start up. There are also a heap of reference images to use for this. * Mine field. This could be a fantastic addition to the game, as one of the first things the military could have done was try to area deny the zombies. A stretch of land with pressure triggered mines (much like the North/South Korea DMZ) could be an amazing feature in the game, as you either pick your way through it, or go around it entirely. There could be barbed wire and signs up warning of the danger ahead. I imagine myself being chased by bandits and picking a path I've memorised before as I run through it. I also think it would be relatively easy to implement as it would be some already implemented signs of wreckage/craters, signs, and Arma trip mines (reskinned). You would only really need 2 for every 25m square, and then spread that out so that it's a 1km square area. * Sports arena - perhaps a melted ice hockey stadium. You could even put a military camp inside. I think it would be a great location to fortify, and if it's open topped, it could potentially be a spawn point of a military huey (thinking 28 days later evac). * Monument. A big war monument (to the second world war) placed on a significant hill in the countryside would present a formidable vantage point/point of interest. The Soviet's built a whole heap of them, and it would be good to see a large structure to this effect. Similarly, you can imagine bandits and the like transforming a monument of peace into a place of death. http://upload.wikime...ký_památník.jpg * Zombie horde. A horde of 50-100 zombies that roamed a path until disturbed. Would present a formidable challenge to any player who stumbles into them. * Cinema. It would be nice if a couple of the big cities had a silver screen, old-style theatre. Looting them for soft drink/food etc would be fun, and it'd be a cool location to fortify. * Logging camp. Would be great to have in the northern reaches of the map. The top could be a great spot to fortify, and there could numerous things - fuel, industrial parts, perhaps a giant tree felling vehicle with a buzz saw. * Mine. Directly north of Olsha (to utilise the port nearby), this could provide a great place to fortify, explore, as well as loot for explosives. Plus, soviet mines are atmospherically fantastic. * Quarry. This could be in the far north west part of the map, much beyond the NWAF. It could provide a great environment to find explosives, fortify, land helos, find big trucks, etc. Also a great topical point of interest. You could also broadcast over the quarry PA system. * Soccer field/archery range/gun range/golf course. It's pretty common for each village to have a soccer field in rural Europe. It would be a pretty simple thing to add and just give some texture to the game. You could have players find arrows and bows at the archery range, and rifles at the gun range. You wouldn't have to have many of these (you don't want it to be unrealistic), but it'd fit in with what many of the population did with their leisure time. Golf clubs could be a melee weapon, and there could be a chance for a golf cart to spawn. Of course, you don't want it to be too ridiculous, but I think a golf cart would actually make for a novel sight in the game and would be quite a handy vehicle in a zombie apocalypse. * Substantial inland river. I mean a river that would travel far inland and is wide enough to allow moderate sized vessels to traverse it. It would be fantastic to divide the land up (create chokepoints at bridges), as well as allow for players to use boats to move inland. It would also create some amazing firefights as bandits attack boats from the shore. In addition to this, it would be great if a town could be built across the river, with a couple of bridges across the water, similar to something like the following: http://2.bp.blogspot...Nov2011+002.JPG * Bridges across valleys/rivers. I don't mean footbridges or tiny little bridges, I mean big, two lane stone arches that could cross steep areas of valley around the three valleys or elsewhere. You could have barbwire and wrecks on it - a former military checkpoint, and it'd add some interesting height difference to the inner parts of the map (where there are no tall structures besides green mountain). You can imagine bandits establishing a toll/check point or fortifying it. Incidentally, can we please have the ability to blow up bridges in order to ambush convoys or effectively deny areas? https://encrypted-tb...lIE19lDceej8Pmg * Goat trails/cliffs. Topographically, it would be really nice to see some proper clifftop roads similar to the roads that cross through the alps. I'm well aware that the southern areas of the map may not support this, but I don't see why the northern reaches couldn't be comprised of alp roads and sheer cliff faces. It'd be great to create checkpoints and for zonal control. It would also create a natural end to the north of the map. http://www.ski-epic....ad1280x1024.jpg * University/school. Apart from obviously stealing faculty cars, it could be cool to have a large atrium library - the big old school types where you could find books etc. It could also be good to have a big empty indoor swimming pool to fortify. * Last but not least from me, I'd love to see a city in comparable size to Chern/Zelen up in the NW corner of the map. It would balance the entire map out, and create a real sense of distance within the current map. The idea of running from spawn to this city would make the map seem huge, with so many interesting things to encounter along the way. You could add the arena/funpark/radio station to this city and all of a sudden it's a big hotspot for high intensity encounters. There are hundreds of unique features that would go a long way towards creating an incredible experience. Please add yours below and I'll continue to compile the list.
  25. Yes, more guns, vehicles, or places to go would be nice, but the development team should really focus on strengthening the core element of the game before adding in all the other fun add-ons. There should be more types of tools, food, drinks, gear, backpacks, medical gear, and animals for hunting. Am I offering specifics or demanding that they add these or I won't be satisfied? No. My suggestion is that the devs really refine the staying alive part of the game to where they feel completely satisfied with it. This includes fixing the zombies to move in hordes/organically, something they've always strive to complete. Because this IS a zombie apocalypse simulator, the zombies should be the main focus. They should be a massive threat and large numbers of them should be avoided instead of run away from when running through the middle of town. Once they've achieved that, they can start adding more maps, vehicles, guns, loot spawns. This is also directly related to the hundreds of posts saying "X gun NEEDS to be in the game". If they only keep the M4, Mosin Nagant, and two pistols, and just add multiple attachments for the guns, I'd be perfectly fine with that. The gun wouldn't be your goal, the goal would be finding that one piece of the gun that makes it become exactly what you're going to use it for. The game would come down to the question of what you will be using the gun for, when given the choice between the two, and hoping you picked the right one. Less guns, more household items.
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