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Found 41868 results

  1. Personally I don't like private hives, I like have the freedom to choose any server and play with different people every time. But what is gonna happen when we get vehicles and tents/houses, ammo crates? Are they going to be persistent over every server? If we have all our stuff on one server then we will end up staying on the same server anyway. So then what really is the point of having a persistent character across servers? I know some of you will say that you had many many cars and camps across different servers, well good for you. Issues instantly fixed with private hives: combat logging, loot hopping, ghosting. It's a nice idea Rocket, and maybe you have a great way to fix all these issues, but the whole community has brainstormed this and I don't see any amazing ideas. Thoughts?
  2. turtletamer

    Hitch a Ride

    I think that a fifth gesture should be added to the game. If people could hold out a thumb like a hitch hiker they could walk backwards along roads with their thumb out to let people with vehicles know they want to be picked up. People can already give people the finger so its not a very unreasonable request. This is of course only really useful when vehicles are implemented. I guess you could hold your thumb out to a group of people on foot if you wanted to travel with them but that would probably just get you shot and killed over your gloves.
  3. Feralfox

    Fast Travel to Friends?

    Lol I honestly tried teleport and fast travel and got nothing on either, though yea I guess it won't be nearly as bad once there are vehicles. As far as people teleporting away from fights like most of yall are saying... You can just insta log and get out of thoughs currently.
  4. Etherious

    Upcoming Items/Weapons?

    Armed Vehicles.....NO. If so, make the ammo SO rare and the making of an armed vehicle SUPER hard. I hate armed vehicles >.>
  5. Nick Stewart

    DayZ - US 592|The Walking Dead Server

    The server above is DEAD - But the REAL WalkingDead DayZ Server is still around. I'd like to invite players to a new server. Good times, lots of action and plenty of vehicles. Trying to find a place you can set up and stay? Well, look no further, visit WalkingDead WalkingDead Cherno (Regular Dayz) Server IP: 216.172.106.5:2342 Website: WalkingDead Dedicated TeamSpeak: IP: WalkingDead.cwvoice.com Spawn Selection allows you to pick where you spawn.Every vehicle spawns repaired and refueledSelf blood bagAS50 sometimes spawn at crash sites.350 + Vehicles 30+ Aircraft w/ no respawn delay after being destroyed.Restarts every 2 hrs. for fresh loot, vehicle spawns keeps server fast.Radio on toolbelt allows you to learn what type of loot is at crash sites when they occur.Talking (voice) in side-chat kicks player (after warnings).Debug MonitorVery rare, but AS50 found at crash sites (not nerfed).Weapon CraftingAnti-haxTeamSpeak3 WalkingDead.cwvoice.comTake Clothes from the DeadAnti-combat logKill MessagesHoly Book in inventory prevents infection.Repair StationsMap Legend and IconsAuto RefuelMercenary NPC Fortress w/ Sarge AI - Tough to fight, but big loot reward in base.Crash site missions - announced via radio and marked on map.Vehicles re-spawn at restart (fueled and repaired)Added Military Camps full of high value military loot.Tent Placement allows you to put tents inside rocks and stuffTag Your friends, see them map.Suicide OptionHoly book protects against infectionHumanity system offers multipliers for kill streaksBattle Zone: Randomly occurs on map. Defend a position against attack for 15 min and be rewarded with loot crate. Donation items of Private Helicopter, House with Garage, Storage Crate, Three different loadouts, Skin Morph, and custom spawn pointPRIVATE HELICOPTER CUSTOM STARTING LOAD OUT HOUSE & GARAGE ________________________________________________________________________ WalkingDead Epoch Server IP: 192.31.185.225:2302 Website: WalkingDead Dedicated TeamSpeak: IP: WalkingDead.cwvoice.com Auto RefuelFair and active adminsUrals loaded with base building itemsSalvage parts from vehiclesSiphon gas from vehiclesCoastal AI controlled bus route (hop on and ride)Helicopter fast ropeSelf blood bagDeploy bicycle or motorcycle (if you have required items)Helicopter / Vehicle repair padHelicopter / Vehicle re-arm padFull moon nights (last only 2 hrs)More realistic zombie soundsAI MissionsPrison IslandCustom cities and bases addedGod mode tradersAnti-HaxHelicopter NPC PatrolsSurvivor NPC attack zeds and banditsBandit NPC attack anyone.Select your spawn point http://youtu.be/TcV9ZxaBDw4 Select your "class" http://youtu.be/jhgjDwNzoxg
  6. Hey any one looking for a good private hive server on Dayz check out US 592 The Walking Dead. We are protected by TSW Anti-Hack, have more vehicles, auto refueling, removed blockades in the roads, new buildings, and friendly admins. We would love to see you guys there. Our Server Info Server Ip: 173.234.42.90:2352 Or you can search for US 592 Our Website: www.eg-dayz.enjin.com Our Teamspeak 3 Server: 109.228.4.198:9987 Our Server Features Roadblock Free City's & Towns & Roads. Vehicle Limit 150+ Custom Building around the map. Full Moon Night's Auto-Refueling at Fuel Tanks & Gas Pumps. Custom Debug Monitor. Custom Starting Gear. Keep up-to-date on our website for more updates and info
  7. I wouldn't play on a public hive. I want a well-administered, whitelisted private hive with a sense of community. I quit playing public hives very early on in DayZmod, and I won't go back once I have a choice about it again. Whether it was a modmod community or a larger private one like BMRF, the experience was much better, if not solely because of the lack of hackers and the punishments for CLing. They also kept out things like thermal vision, NVGs, AS50s, and other ultra-high-end loot that sort of ruined the game in the pubs. The 3rd-party AC stuff helped a lot as well, they improved loot spawns, added new areas to the map (like a NEAF), and generally upgraded the game experience from what was a terrible public hive situation. By all means, the privates were sometimes more "hardcore" than the pubs, so enough with this "100000 vehicles and ALL THE GUNS" rubbish. Besides, if you don't like that, fine, it doesn't affect you since you're committed to the pubs. I played on the more hardcore hives, others certainly chose the lootastic ones. I never felt it affected me that other private hives were committed to different play styles. Better for me also, since I didn't have to deal with those players on my hive. Everyone was happy. Or hate people for wanting choice because they have different tastes from you. Full of yourselves much?
  8. I don't know where many of you came up with the idea that every private hive had 10,000 vehicles, high end gear, and abusive admins. This is simply not true. As for 24/7 daylight, I'll state my personal experience with it. Nothing kills a server faster than incorporating the day/ night cycle. I had players who were all gung-ho begging for night only to leave after an hour due to boredom & frustration. I'm not saying every server cleared out, but a majority of players clearly didn't care for it after experiencing it first hand. If history is any indication, once the novelty of the night cycle in SA wears off, players will server hop to find a day server instead.
  9. And i should be forced to obey personal admin rules, on servers with 300000+ vehicles with super duper gear on start always daylight no zeds, just because someone don't have enough patience to click that little star, near the word FAVOURITE? That's simply not true, i had to subscribe to the only european vanilla private hive, and it was a pain in the arse. i had to give telephone numbers and whatever..and finally they stuck on a super old version of the mod. there were even private hives that let you pay for gear..are you really sure you want that? i'm ok if private hives would pop up to break monotony, and to have a play there from time to time..
  10. 24/7 daylight, constant 1-2 hour restarts, mega vehicles..no thanks. Private hives may have fixed a few things initally in the mod but then it all went to the dogs.
  11. Rossco531

    New Transportation

    Hey so I was thinking it might not be a bad idea to maybe add in some new custom vehicles in such. Now this is something that mean my friends and I put a lot of time into thinking about even before we knew about standalone. If anybody else has any ideas that fall under this category would like to support our ideas feel free to comment and post them in this forum. Ideas: Our first idea was to not use the train tracks as decoration but mode of transportation that you get points for your with the hero and bandit lifestyles. Basically his last train keeps running or you fix it you get raised up a level or get points towards raising up a level or if you decide to make it stop working or hijack it you get level points decreased. The second idea we had was also to give another decoration purpose. We thought it might be interesting to make those blue four wheeled trailers movable and fixable with their own set of custom parts such as wheels and trailer hitches and glass as more standard parts. While you could also upgrade them with things such as locks and tracking devices or something for security but is also hackable for stealing and bandit purposes Our third idea was make it possible to load ATVs and bikes into the bed of pickup trucks and Urals using buildable or findable ramps. The fourth idea touching back to the second is to make flatbed trailers that are used for the same purpose as the ramps and idea three. Our fifth and final idea as of now was to add in more ATV like vehicles such as an Argo that can fit 2 to 3 people, is amphibious and has 6 to 8 tires. But also might be fun is to have multiple versions of it like in real life. This would also have been its own special parts such as a hull, tracks that go over the wheels, and be able to tow a small trailer designed only for ATVs and such.
  12. Richard Brooke

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

    I don't know about the vehicles flying overhead, but something more like Helicopter crash sites would be fine I think. Bases would just be relatively the same concept, just a different "skin." The idea I really like is the zombie military island. Perhaps instead of just offering "high-end" military loot for your character, it had valuable resources for building armored cars, base building materials and other fortifications (machine guns, anti air defenses or whatever) as well. That way you would have to start slow by dragging one piece at a time back to your base and slowly building your stash and collection to the point where you can take a ferry and a car to load up with more loot, thus making it more efficient to raid for loot. It would still make base building possible without going to this island, but you'd find much better quality and better security measures for your base. In this way, you can also have a status symbol if your collection, base, car and gear is so insane that people will know that you have run the gauntlet many times. Does anyone know if they kept building destruction in?
  13. Slyguy65

    New Transportation

    I liked the towing mechanism some servers had in mod, but ya small vehicles stuffed in large vehicles would be cool.
  14. JuX

    M107 in Standalone

    I agree, M107 has no place in post-apocalyptic world and in terms of logic, not a single helicopter or anyone would be carrying this weapon in a zombie outbreak, since it doesnt serve a function, that anyother lighter sniper rifle couldnt do, its not like zombies are driving armored vehicles. Its massively unpractical weapon and only encourages shooting-on-sight simply because you cannot move it around that well. Id say every single smart person in apocalypse would leave this weapon be even if they didnt have a weapon at all, simply because its dead weight. Also civilians do not drive around with armored cars to escape, so not necessary and actual tanks could stop them as well, that would have been there to stop outbreak.
  15. The persistent character is a way to minimize loss from a server being shut down or otherwise unavailable. Sure you would lose all of your stored gear and vehicles, but at least you can walk away with the gear you have on your character. I always liked having multiple servers but it did get confusing from time to time and if they at least minimized server hopping I would be fine with a hive. Private servers do nothing to stop combat logging though since they can just wait or join another server and come back later and still have a all their gear on the original server. If they added a timer to rejoining a server ghosting would not be effective so that fix is fairly easy, the hardest fix is server hopping.
  16. assassinofkings151

    The Never Ending Cycle...

    Ok then, whilst I'm not one to rant or get into confrontations with people over the internet, I think its fairly justified that some of the viewpoints of a portion of the community which I cannot grasp to name on this forum are at least partially accurate in which I will be discussing (inb4 accusations of admin abuse or CoD kiddies, this is not what this post is about) So to begin I purchased the Standalone 2 weeks ago and have been thoroughly enjoying the experience as most of you have until you reach that stagnant point of the game. Although having been killed several times due to KoS etc.. (which is not what this post will revolve around!) I find it extremely easy to loot and get kitted up again fully with ammo supplies to resume my journey into the world Day Z has to offer at this stage. However that's just the thing... the word "journey"/"adventure"/"objective" remains obsolete whilst the point stands that the only option to take after being geared up is to head back down south and I back this point made by people on the forums. I am aware of the "Pre-Alpha" stage of the game and so am not expecting wonders (hell the dev team have only just incorporated BattleEye - meh) and to be perfectly honest this post is not in regards to the effectiveness of the dev team as I think they are doing the best they can do at the moment with the game they have in front of them. Instead what this topic is about is rather some of the ideas that many of you have been expressing over the past week and their reactions/attitudes to them in response to the "KoS mentality" and PVE aspects of the game. Whilst I am not a clear denier of the PvP aspects of the game and enjoy them thoroughly whilst teaming with my friends, I still think its important to have a host of PVE options to explore aside of the PvP to fully "immerse" players in the experience that is Day Z. Granted it will take considerable months before many heavy game changes are implemented or changed by the dev team, however what constantly seems to rattle my cage on this forum is when I see the poor attitude from some of the community in regards to ideas submitted by people that we can or can not bring to the game (This is in regard to some of the more controversial topics yes such as the implementation of high grade military loot, ghillie suits and the rarity of weapons and objects) In some sense I feel SOME of the community not ALL are taking for granted just how integrated they are into the development of this game. You have a universal forum which has its own Pre-Alpha Game in which you can fully experience and give feedback straight to the dev team to see if your ideas can be implemented or are possible and yet it almost seems as if some people are adamant to rubbish others instead of deliver bread to the table. Sure if you don't like the idea of some sort of skill tree, new weapon or ideas for vehicles or game systems being implemented then you have the right to "disagree" but saying in regards to an idea that it is "dumb" are completely illogical and just rude if I'm honest. I am aware of the split in the community to those who have played the mod and those who haven't due to the influx of new players but in no way does this put anyone in a higher position of authority e.g. "THIS IZ NOT HAOW DA MOD WORKED! G3T OUT NEWB!" Other players will have played different games and been influenced by different systems they may or may not like to see in Day Z. Instead of rubbishing these ideas, seek to share out your own knowledge and come to a position where you either disagree with the idea and give valid reasons for it e.g. effecting players/detracting from the survival feel of the game or discuss with the OP of the topic and see if you cant offer an alternative to gear their idea more to what you want. I'm aware not all ideas are going to be implemented and most of the work is up to the dev team and what Rocket has visualised and I hope I haven't rustled anyone's feathers in posting this topic but what I am saying is that at this early stage we should be doing everything to promote and get our ideas to the dev team instead of muddying the waters with mixed opinions and the same garbage of KoS mentality which is always going to be a factor of a survival game. If you are complaining about the existing or non-existing model of the game at this time, stop and start thinking up your own ideas or developing someone else's to come to a solution to your problems, rubbishing someone's own will not help to the development of the game but rather a split in the community. Thanks for reading ;)
  17. yessaul robinovich

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

    We are going to talk for a moment about endgame, and how this ties into people's approach to playing the game. There are several separate problems at work. Some are easy to remedy. Some are not really problems at all - merely consequence to a very flawed and temporary 'main hive' system that will resolve themselves as private hive mechanics are implemented.But the endgame itself, that seems like something dean has given a great deal of thought to. What happens after your immediate concerns about survival have been at least temporarily remedied. What is the actual game about? It was very comforting to hear that dean has been in touch with the folks over at CCP, because they are probably the only developer with a live, top-tier MMO that have to grapple with this concern in the post-Ultima Online period. A short while ago I found a post - either here or on dayz reddit, that consisted of an in-game screenshot modified by a player in photoshop. the additions to a scene of typical buildings you'd find in a larger town were boarded-up windows, up-armoured store-fronts, barricades and spray-painted warnings to wound-be bandits indicating a number of survivors having taken up residence there. The author of this doodle asked why the environment seems so pristine despite the level of upheaval that has taken place there. Raph Koster, perhaps better remembered as Ultima Online's Designer Dragon, struggled with similar issues of endgame as far back as that game's beta, back in 1997. And it was during that time that he nailed a very solid line of reasoning. To make your players have a stake in the world you're attempting to build is literally just that, giving them a stake to put down in it. Some sense of physical ownership of some part of that world to call their own. I think, and it seems to be something that dean has conveyed between a too-great number of posts and interviews and anything in between, that the emphasis of this game is you, the survivor, and the interaction you are capable of with others in an environment where the threads of society have been severed. Attempting to rebuild them in various ways that work (or do not) is a pretty compelling thing for a game to tackle. Even in its infancy, as a mod, dayz is one of the few games that has successfully managed that. Imagine the kind of ability to modify vehicles you see in origins translate into pretty much every part of the environment where it makes sense, and have all of that be persistent with each individual server. Let the player leave their mark on the environment as much as they can on the lives of other survivors. The two can be and often are inextricable. Create ways for players to claim parts of that environment for themselves proportionate to the amount of effort they are willing to invest into the process and the upkeep. These sorts of things foster teamwork both in terms of playing as an organised group and forming ad-hoc relationships out of pressing need as opposed to some rigid constraints. don't design to moralise. These are still sort-of artificial goals. For example, a lot of people in the mod would band together to fix the helicopter as some end-game content. But what was the actual purpose of having the helicopter besides flying around and being able to spot abandoned vehicles from up high? You can get a lot of emergent content from having players organise into these sort of semi-permanent encampments, in part because other players will organise to take them over. This is where we could get into a lengthy conversation on balancing the economy, sinks and faucets, resource scarcity and other reasons for people to fight over besides skillbro 360 noscope pissing contests and/or ~ ~ top lel keke ~. the other problem you're pointing out is much easier to tackle. current public hive situation allows for gearing up that is easy and painless - plenty of low population servers to cycle through in a location where you know things to spawn. whether those locations are close or further inland kind of isn't the point. if you can get in there and cycle through the servers, you've assured yourself a military weapon and plenty of ammo. there are hardly any zombies, so having firefights in a z-heavy environment isn't likely to attract significant enough attention to keep someone from using something very loud like a mosin in that setting. mosin is great for those accurate head-shots that bring players down in one hit while saving the loot, but it isn't the most effective thing against zombies. all of these issues are largely resolved with private hive, disabling the ability to hop for gear, ghost in fights, etc.. another thing to consider is just how much food and water someone currently requires to merely get 'healthy' - its something around 10 cans, depending on what they are cans of. sometimes more. and a comparable amount of water. though i imagine that multi-step preparation cooked meals will fill one up much more efficiently than canned produce we have today, there is a fairly high 'cost of living' with these bare necessities. as for covering your ass in case of infection, broken limbs, shock/pain..etc.. well, that's an even greater amount of stuff that you must haul around. i am guessing that once some kind of weight carrying/stamina system is implemented, there will be a tighter balancing act between ability to move and camouflage/conceal yourself and ability to carry everything you may possibly need to survive. there are many variables that currently appear to be placeholders - loot composition tables, weapon performance and dispersion. but also just the low amount of variety in weapons and equipment. these are temporary problems affecting the current balance of things which will be remedied as more things make their way into the game and diversify the amount of meaningful options a player is given. the process of gearing up should be thereby considerably extended, serving as fertile ground for the kind of stories and situations that make this game worth playing. i think that is actually dean's intention to provide the greatest amount of meaningful options to the participants in playing out these sort of survival adventures instead of creating rigid systems governing player interaction. I think that sort of sums it up. tl;dr: the future of dayz* is territorial ownership and systems to support it. take over buildings, armour them up, have a whole economy around sourcing scrap and scraps, tools to do metal and woodwork, multi-step crafting recopies. other problems with KOS currently affecting the game are merely product of 'main hive' architecture and the game will never play right with that. if you want vanilla dayz experience as intended, play private hive in FPS. or make your own hive and play it however you want. If you've got a full server of folks wanting to play it your way, does it really matter how the others do it? well, maybe it sort of does for the game's popular perception. but not beyond that. But private hive is the only way you can balance resource scarcity. Otherwise some guy will just log in and out of the same building on 10, 100, 1000 servers with low pop until he's got everything he could possibly want/need. and then its COD time. * - the future also likely involves fewer, more robust and dedicated servers with larger number of players and entities, with (quite possibly?) a few official hives/servers operated by bohemia itself. given enough time and enough flexibility, no two servers that have operated for a significant length of time would have the game world looking the same way.
  18. Zagdul

    Rolling Update Rev. 0.30.114008

    You can go have fun testing and killing people on the DayZ mod. The Standalone Alpha is not where we're testing the actual mechanics of the game we're not trying to test the gameplay fairness as much as we're trying to get things such as proper display and positioning of items, people, spawn timers of the loot, building locations and interaction... and unless you've participated in these before, the concept of alpha testing may be a bit frustrating for you. What we are testing is the translation of the current mechanics of the game being ported over to it's own, fully fledged stand alone game engine. Adding a feature that doesn't exist in the DayZ mod when vehicles haven't even been introduced is probably not the 'numero uno' problems the current devs are focused on fixing. The developers of this game have said on numerous occasions and on multiple forums and sources that they want some kind of a combat logging feature. The first issue is that your definition of what 'in-combat' means will differ from a lot of people. The second issue is translating the definition into code that has checks and balances to keep it fair, is not simple. The reason you don't understand why it's not implemented is because it's not a simple solution. Nor is it a solution we should be focusing on solving when our bodies currently aren't syncing with the server properly (rubberbanding). Or, instadeath, or items falling through floors, or mysteriously disappearing.
  19. Publik

    M107 in Standalone

    Aww, but they're so nice! On topic: Go for it. I'd like to see vehicles take a large part, so having an anti-material rifle to take out vehicles would be great. Plus they'd be rare, and the ammo rarer, which is good for business :)
  20. It's not a bad system, really. The only problem with the mod was that the radius for activating zombie spawns was too small, so you were able to tell where people where if there were zombies spawning. What you do is have each player have one radius (red), where zombies spawn and are actively updating on the server. These zombies get aggro'd, attack you, walk around, and do other normal zombie things. Players also have a second radius (blue) in which zombies are not actively spawned, but the ones that are there are not despawned either. Anything in that area is "asleep" and doesn't update. Once a zombie leaves the "asleep" zone, they have a countdown until they finally despawn or can be despawned immediately. So, if you're in Cherno and someone is in Elektro, zombies are active up and down the coast between the two cities, but not in Kamenka because there's no one anywhere near there. If a zombie enters the active zone it wakes up and continues on as if it had never gone to sleep in the first place. If a player spawns, during that load time the server can populate the zombies in that immediate area before the player is finished loading. You could tie this in with a heatmap in 10-100 meter chunks. The map tracks zombie deaths in the area, and can be "depleted" of zombies (hot = depleted, cold = abundant(?)). This heatmap gradually cools, allowing more zombies to be spawned in an area. You could also do other fun things with the heatmap, like having an active vehicle cools the cell it's in faster and thus zombies spawn more around active vehicles. You could even tie loud noises to the heatmap, so being loud cools it faster and makes zombies spawn more, or have a dead player rapidly cool an area. Edit: Forgot to mention, this also somewhat disconnects the zombies from fixed locations like buildings. You'd probably want a higher rate around the buildings and so on but you could still just spawn a zombie anywhere in the red and be good to go. Edit 2: This is basically what Warframe does, with a heatmap and inactive AI areas around the player. They gave a nice presentation (Jump to Tac Area Map) at the AI summit at GDC last year on the subject.
  21. kingochaos

    M107 in Standalone

    Sooo, KSVK in standalone :P There will be all sorts o weapons im sure, we will be able to armor and arm vehicles.. this stuff was being talked about a long time ago! So expect to see m2's etc... a lot o this what the SA is going to be has come from a lil group confirming their own views as what its going to be in here, these forums, it has nothing to do with anything official... there are already british survival vests, hummer wreaks, etc.
  22. Monkfish (DayZ)

    Fast Travel to Friends?

    This. A huge aspect of survival in DayZ is that you have to travel to destinations yourself. No warping or anything like that. It makes vehicles incredibly valuable.
  23. Things will change in time. At the moment Chernarus is simply a gladiatorial arena with a few zombies chucked in for testing purposes. As the game continues to be patched and developed it will also be fleshed out and there will be more to it. As it is now, survival is simply way too easy but this will change and people will have to concentrate a bit more on just living in the environment, they will have less time to hunt players. When vehicles are implemented I suspect coastal survival on high pop servers to improve.
  24. We have started a new Epoch Server. We wanted to balance the vanilla Dayz feel and consequence of death with some features that support both solo play and group building projects. Sooo, starting package is a bandage and flares, but there are extra tents with starting gear sprinkled along the coast. There are other lootable locations added in the interior full of building supplies and occasionally gold. Random vehicles don't lock, but vehicles purchased from vendors do. We embrace PVP and stealing, but also help players design safe, theft-free places to stash their stuff. We support and help younger players who agree to be patient and help themselves when we are busy. Wandering AI will fight back and drops nice stuff, not too hard. AI missions are difficult and have large groups of very aggressive AI and have to be done with groups, but have huge payoff in loot - sometimes weaps,sometimes medical, sometimes mass quantities of building supplies - they show up in chat and on map. A few Soldier AI choppers are patrolling at all times, they are only hostile to those who shoot at them, bandits in vehicles, and bandit AI and they mainly patrol the coast and airfields - keeping those places safer for lone survivors, and adding to the target list for groups of bandits who have aquired heavy firepower. They also make flying around in your own chopper attract less attention. Super Stable dedicated server in LA, with Mountain Time Zone admins. Extra admin support available for a migrating group! Empty most of the time right now, come help us grow a presence. !LARRYLAND! 74.222.5.250:4020
  25. Gandolaf

    M107 in Standalone

    The most important hing is not only to make it rare and hard to handle,but giving it a real purpose beside killing players,which is destroying vehicles.If they are hard to use,rare and only useful for clans to fight other clans that have armored vehicles add them in,yes. It would make for some awesome clan fights and would make the member who actually has an anti-material rifle a valuable asset.
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