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Found 41868 results

  1. MrNomadic76

    Bicycle Suggestions/Discussion [Official]

    You shouldn't have bought the game in Alpha state then. Everyone knew there were no vehicles at release, yet I keep seeing these posts by people who obviously can't read and who obviously don't understand that once they paid their money, they gave up the right to complain about what ISN'T implemented yet because there were warnings everywhere. That is what's ridiculous. Your fault, pipe down. Be patient / play mod.
  2. thedogfoodyayho

    M107 in Standalone

    YES! My favorite .50... Add one onto a Pickup! OP All I heard in your post was "I want A barret because I'm entiled to it because I don't like PSO scopes" Its not about what one, single person likes, its about what the majority wants. Those are the only two that make any sense, but even then shouldn't be ingame because of these reasons: Weight. They both weigh almost 30lbs. the rounds weigh about 50gs each are over 5in long. try carring that around. Size. the KSVK is 1420mm long, and the OSV is 1700mm. The AKM is 800MM. Noise. .50s are extremely loud, and one shot would attract every zombie within 1000M. Use. They are not made for sniping. they're made for taking out vehicles from miles away, usually in deserts, which is impossible in Chernarus due to sight line limits. I would NEVER even touch one IRL, but some Idiots would and would end up having their faces eaten off. IF one is added, it needs these Realistic nerfs Cannot be fired unless prone Slows character down by %50 One 5-rnd magazine takes 4 Inventory. rounds cannot be stacked. Extremly loud Extreme Recoil Ammo only found in wrecked BMPS, T-72s and UAZs, extremely rarely. only 2000 guns can exist at any time.
  3. Firstly, the current night-time and torches needs to be fixed, it's too dark for 99% of activity, using a torch is suicide and using the gamma trick makes it inappropriately easy. I don't think it should be an equatorial day/night cycle of 50:50... I'd go for a near Arctic summertime, with 90% of the gametime during daylight hours and extended dawn/dusks so it's only truly 'noon' bright for a short period with long drawn out periods of diminishing light levels either side, possibly never reaching full darkness but only ever deepening to white night (twilight) or a midnight sun (although a midnight sun will confuse the hell out of people trying to use it for navigation). I think really there should be a short period of complete darkness though, I just wanted to point out those possibilities. I think a few map based lightsources should be added to aid navigation - maybe a couple of buildings could have generators running, some vehicles with their headlights still on...that kinda thing. Once that's done to a degree where nighttime isn't the mess it is at the moment and is tolerable by everyone, I'm gonna be hardcore and suggest that the public hive has all servers synced on the same day/night cycle. Otherwise people can just avoid the zombies at night experience...which I think is sad. As for the cycle itself, 4/6/8/12/24 hour cycles aren't a great idea because then players would have the exact same conditions every day if they log in at the same time (and if it's locked to the public hive then someone round the world will never see anything different). Something like a 10 or 20 hour cycle would mean that players would experience different start times on consecutive days or even consecutive weekends. It's also long enough that the change in light levels shouldn't be overly perceptible to the players and diminish from the realism. Of that, something with maybe only 30-60 mins of actual complete darkness would be good...nothing too bad to make people say 'I can't play at all today cuz it's night-time on the servers'
  4. Server Details: [DE/EN]DayZEpoch 1.0.3.1 - Pandabaerchen-United.de - AI,Missions,Lift- und Towing,Debug Monitor,Selfblood,Suicide,Bury NPCs,Grave Cross,Salvage vehicles,and more | Vilayer.com IP: 46.165.248.223:2302 Hello there everyone! As we have hosted our brand new Epoch Server, we'd like to advertise it a bit. Pandabaerchen United is our Name, we are a small group of german players enjoying our time playing the game and decided that we should host an own server due to many servers missing a few features we'd like in the game. However, i just list our features, so you can judge for yourself: Player actions added (Tools Menu - Some fun interactions you should try out yourself :P) Headshot Suicide Autorefuel Debug Monitor Self bloodbag lift & tow salvage vehicles completly NPCs(SargeAI) Crafting at fireplaces Side missions - adjusted loot + harder npcs Repair/refuel/reammo stations auto refuel animated crash sites New Wrecks with loot(medical and industrial loot) New Wood Trader Wholesaler redone New Vehicle Trader with a new set of vehicles Trader Prices changed New Vehicles: Merlin, M113Ambul, BTR40, M1133, Bell Helicopters No Plot Pole needed for building Map updates: Sector FNG with AI and loot Otmel and Skalisty Bridges junkyard to salvage almost all vehicles Tirkhaya City Churches are all open Trade city godmode + anti backpack stealing Server is restarted every 6 Hours. Thats about it. If you are still not sure, just join and try everything out. There will be Custom Events from time to time and we got a bunch of active admins. We're hoping to build up a great community with you guys! See ya ingame!
  5. ZedsDeadBaby

    ZedsDeadBaby's Ideas & Suggestions

    Not a thread for discussion; just a place to compile my idea and suggestion posts so I can put a link in my signature. Thread: Player Identification and Classification System Summary: A system allowing players to remember, recognize and categorize other survivors. Why: Unlike the bandit skin, this system puts the power and responsibility in the hands of players instead of the game engine. Players must make their own visual identifications, and can make their own judgments about player behaviors. Thread: Squad Identification Summary: Give players more options for uniquely identifying visual accessories: armbands, headbands, facepaint, masks, etc. Why: Quick visual identification of allies and friendlies in high-pressure situations. Thread: Rivers, Canals, Bridges: Survival Resource, Transport Medium, Natural Chokepoints Summary: Suggestion for addition of rivers, canals or waterways to Chernarus+ map for Standalone. Why: Bridges create natural focal points for player encounters and interaction; variety of vehicles and transport options go way up; fishing could eventually be added to the game. Thread: Fog, Weather and Building States: Visual Variety & Disorientation Summary: Suggestion for enhanced weather effects, seasonal changes and building decay. Why: Dramatically increase visual variety in the game; make it more difficult for veteran players to get and keep their bearings when exploring the wilderness and towns of Chernarus. Thread: Enhancing Fall Damage: Leg Injuries & Treatments Summary: Enhanced fall damage system with scaling injuries based on height of fall and a variety of healing requirements. Why: Fall damage in the game at the moment is simplistic and uninteresting. Thread: Loot: Mysterious and Unpredictable Summary: Suggestions for loot spawn and re-spawn mechanics in order to keep players guessing about loot and reduce the repetitive feeling of "loot farming." Also, ideas about random loot events such as helicopter crash sites. Why: Loot acquisition should feel more mysterious and unpredictable, as well as requiring more travel and exploration. Thread: Survivor Stories: Authentic Leader Boards Summary: A huge variety of leader boards upon which players may be ranked after dying. Why: Primarily as a motivation to survive longer. Also to build memories of past lives and share experiences and accomplishments with other survivors. Thread: End Spawn Suicide Summary: Players must survive for at least three hours in order to be assigned a new spawn point. Otherwise, they spawn in the same location. Why: Suicide should be a last resort, not something people do to "choose" their spawn location. My old ideas & suggestions from the mod days.
  6. More food for thought on the issue of aircraft making it easier to find bases. Even in the worst case scenario, where bases are unsecurable and easy to spot from the air, let's remember that if aircraft are rare and difficult to make airworthy, then this problem will be reduced significantly. Also, I remember that in the mod, squads were constantly using their man power to hoard vehicles and resources. Having two or three aircraft per server could potentially even the playing field, especially for lone wolf players.
  7. smthistle

    M107 in Standalone

    so i guess helicopters dont belong either? so why dont we just not recommend ANYTHING that was around with the original mod? why take away things instead of add them back in? day z was perfect before and to say anything otherwise is insane. if you complain that it one hit kills then maybe you should go back to playing battlefield 4 or call of duty, seriously, before the damage patch in arma2dayz everything was perfect. the colt 1911 felt like it did the damage it was supposed to and now everything is cut in half, now people are saying they dont want things in the game because they simply die from it? get a grip and go play something else, this is DayZ... not your customized game for your benefit of the doubt cause it interferes with your gameplay. btw those one hit snipers were there for a reason, then once vehicles are in you will just be complaining you dont have anything to take out engines, or rotors on helicopters the next time you happen to play and cant do anything about heavy vehicular battle.
  8. darkrider400

    Major Updates

    So obviously, there are going to be some major updates and implements, such as vehicles, more guns/gear, zombie glitch fixes, etc. But does anyone know what the next major update is going to be and when its going to happen. I hope in order it will be zombie wall/floor glitch fix, vehicles( maybe motorcycle and bikes first) and then weapons. Running to NWAF from Balota AF isn't really good on time.
  9. Zombies that can climb through windows. And player ability to climb in out them too. Big mutant zombies that will stalk you, like in resident evil 3. All vehicles intractable/ salvageable/usable, no static "decoration" cars. Lower the graphics on zombies, so we can have more on screen. Stamina feature, sprinting from zombies no longer an easy way out. Zombie play mode, I imagine playing as a zombie and having the ability to call other zombies to a survivors location. I've tried to keep out idea that I've seen posted constantly.
  10. I know we will get vehicles, I'm talking about in the mod there are cars everywhere, you can't interact with them in anyway, they are just decoration and bring the game down.
  11. I'm not sure *how* they're going to implement them. But vehicles are definitely planned. Not all vehicles are repairable mind you. Some will be too far gone to ever operate again (like the frame being bent into the wheelwell). However we should still be able to salvage parts off these vehicles. But make no mistake, we will have vehicles at some point. Most will probably be procured in the manner you mentioned (finding a derelict vehicle and repairing it).
  12. Stamina system would be nice, but only if we get vehicles first.
  13. - Zombies should not be player-controlled, no. I want Zombies to number in the thousands, I want them to instill fear and dread in me anytime I see them. I want them to smash doors, windows and other obstacles. I want to see a swarm of zombies stalk a panicked player and pounce on them! I want players who get nommed to death turn into a zombie themselves, loot and all! I have faith that the Zeds will be more fearsome come beta and release, that's for sure. - Mutant zombies, or super-zombies, sound like a cool idea. - From what Rocket was saying it seems there is a fixed limit to the amount of dynamic elements in the game engine (which is only 10,000) and when they fix that issue we will see more loot, more players and more zombies. A lower polygon count on Zeds cannot fix this. This will probably require a lot of work. - Stamina? Yeah okay I'm good with that. - Not sure what your car comment is about, but I reckon the current vehicles are still being developed. Patience.
  14. jasher11

    Bicycle Suggestions/Discussion [Official]

    i mean in a few hours in a day i ran from kamyshovo to electro, electro to cherno, cherno to berezino, berezino to NEAF via the shipwreck, and in this time i did a lot of looting, met up with friends, got into a 6 person gun fight. honestly vehicles arent of my concern, i think we only need vehicles when basebuilding becomes a thing, and that will only become a thing if we get private hives
  15. Additions like highly modifiable vehicles and bases should fix the no-endgame problem, and somewhat reduce KOS. Of course there will still be a lot of KOS, but that's fine with me. I don't agree with supply drops for multiple reasons. 1) It's AI 2) It makes no sense some mysterious faction, or even a government would randomly drop valuable and limited supplies to a bunch of random survivors. I don't mind the random heli-crashes, though. Actually, I love them. I agree on the islands, though I do not agree with the Left for Dead-ish thing that zombies should spawn like it's Dead Island on steroids. Yes, it would be challenging, and maybe fun, if it wasn't DayZ. Too arcade-ish. I made a small post on Reddit about islands a long time ago. I'll link it here. Also, at the time I wrote that, Utes was actually part of the map. If you check out the leaked 03/2013 alpha, you can check it out.
  16. These guys are awesome. I'd give them a 10/10 with a (relatively, due to no vehicles) quick response time and excellent bedside manor. They even gave me several cans of soda just because i was thirsty. They were so good to refuse offers of ammo, a gun and medical supplies. Thanks guys.
  17. Pendulum Effect

    How to make the map more engaging.

    I typed this up on my phone, so I'll have to come back and finish/edit this post when I get to the computer. Sorry ahead of time! [Post edited: 0550 CST 1/7/2014] TO THE ACTUAL POST! I agree with all of these suggestions. I'm a relative purist when it comes to DayZ and I hate when people insist on the inclusion of leveled skills, NPCs and general arcade type implements. The world of DayZ is supposed to be static and desolate due to the nature of post apocalypse devastation, but it is rather cookie cutter at the moment. I have played the Wasteland mod for ARMA, so triggered events are a good way to keep the map from becoming uninteresting and player-based static. As it stands now the map had very few interesting places to explore and has very predictable hot spots, regardless of some inclusions. I'm all for the inclusion for the aforementioned locales and player driven events. I don't feel as if they are "too far-fetched" or "non-representational of the area." In my mind, this argument holds little water, as Chenarus doesn't have to be exactly the way it is in present time. It could take place in 2020 for all we know. Why not add fun locales to explore. We've already pored over this map for years between DayZ and ArmA II. Variety isn't bad, as long as it follows the same art style and aesthetic of the surroundings. Here is my list of items to include. I will separate it into two sections; live and static. LIVE: -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. STATIC: -Shopping Malls: Okay, for this one, we'd only really need one shopping mall. I'm talking a two-three story mall with, for example, 36 different shops. Could be anything from gun stores, clothing stores, electronic stores and hunting supplies. Could even have some food court options. Most of it would be picked over, I'm sure, but you could spawn in some interesting things there. It would be a hotspot for activity and would make for some fun cat and mouse games for both survivors and zombies alike. Mess with the PA system and taunt other survivors, for extra creepiness. Have a lot of zombies in here for some Dead Rising type fun. Not as arcade, but still fun if you want to blow of steam by shooting a ton of zombies. -Super Mart: In an age of Wal-Marts and such, is it really too far fetched that there could be one of these somewhere? Could make for some interesting loot and encounters. -Destructable Gas Stations: A survivor is holed up in a gas station, just shoot the tank for maximum prejudice. Or maybe you're trapped and you want to send a message to the guy who's keeping you in there. "You may kill me, but you'll never have my gear!" 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.
  18. ddhelynn

    "Friendly Servers"

    Dunno if any server is truly 'friendly', but on ours, when you respawn (mod) it is with a pistol, ammo, small backpack. we do have bandits, but get off the coast, head north, stay off the road, as you travel noisy that way. Move in the grass on the side and weave amongst trees, bushes, always on the lookout for zombies. Avoid the bigger towns; these are prime hunting grounds for bandits. Airstrips, factories, grocery stores, schools are prime loot areas, sure to draw the rough and tumble crowd. best to do your looting in smaller areas, devoid of movement or vehicles. Look; Listen; Stay hidden. Approach NO ONE. Tough learning curve to this game. In mod, type Proteus in the filter. We have vent. Our Admin is a good one. I have Standalone, but choose to play Mod for now. I'll play Alpha when I get better at this! LOL
  19. wgaf

    Vehicles?

    They'd better let you tie people to vehicles and then drag them.
  20. vaevictis

    Vehicles?

    The game is in alpha and vehicles are not yet ready... Once they are, I hope they add ultimate zombie vehicle: or another ulitmate zombie killing machine:
  21. chompster

    Vehicles?

    sure let's wait till the end of this year for vehicles..
  22. nicolasvei (DayZ)

    Ultralight Aircraft

    If it's only aircraft to transport player and stuff, i'm okay with it. But still, it will be easy to find camps and cars. I want to fly as much as everyone, but like I said, I think it would be better to not implement any flying engine. I remember back in the days when I spend almost one day searching camps with an offroad. I found 1 camp, no tents, only 2 or 3 vehicles full of supplies at the same location in around a day of search. Took a chopper, found what, 5-6 camps in an hour with a bunch of unused cars that I could tell the locations to my clan to bring them back on our camp. Well agree or not, it's just my thoughts :P
  23. nicolasvei (DayZ)

    Ultralight Aircraft

    No no no no and no. Choppers or any type of flying engine ruins the game. It's too easy to find vehicles and players camps, and back to the mod, it was easy to pull 100 bullets with the heli machine gun on someone or a car. Like one of my previous post, I wrote that on my server, without helicopter, my clan's camp lasted 1 month and more. We had decent supplies and car. Nobody touched it or even found it. It was funnier to play, had a good time with my black SUV that I kept for so long. One day, we added 1 chopper to the server, and guess what, a day later, all camps on the map were destroyed by another clan on our server, and they brought back like 30-40 cars on their camp. I found their camp in the north west of the map, (it was so funny to explode all theses cars with a grenade) but still, the fact is that it's too easy. I got on the road with my SUV and they shot my wheel and I crashed on an accident the same day. When the SA will be advanced, they talked about construction and farming or whatever they want to implement. It'll be too easy for player that have bad intentions to ruin the gameplay of other players. I know it's a part of the game to kill or destroy or steal, but I don't want it to be so easy. 1 chopper is enough to ruin almost everything. I know it's fun to pilot a chopper and blablabla, but it doesn't have his place on a survival game. Personally I wouldn't be on a chopper if it was real life, I would just have a good car and a good place to stay and survive, and defend it. Sorry for the english. But whatever, it's my opinion and i'm not a game dev. I'll play no matter what.
  24. thedogfoodyayho

    Bicycle Suggestions/Discussion [Official]

    Exactly. My guess is he played the 999 vehicles servers with M4 SD Gl on spawning and DMRs in your backpacks. And "teleporting" between places? One of the biggest features of DayZ is the Giant map, which forces players to do more than simply walking 20m on spawning, dieing, respawning with their gear, and going back for more. IRL you can't "teleport" anywhere you want. You have to walk there. Whats the point of a giant map if you get a car after spawning? DayZ is hardcore. Its NOT a PVP game (although currently thats all there is to do) so why don't you explorr a bit instead of crying becuase you can't spawn at Balota and get an M4 5 minutes later. Don't like it? Try a Shooter.
  25. Capo

    Bicycle Suggestions/Discussion [Official]

    Too far from everything? What do you mean by that? you have polana, gorka, dubrovka, krasnostav and NE airfield, all within a 3 hour run including a generous loot time. I hope the devs wait, this "I'm going to wait until vehicles are added into the game before exploring" attitude is dumb, and it needs to go. Not only because once vehicles are added into the game, it's not like they're going to be easy to find, repair, keep or even like they're going to be on the coast, it's because it's just a lazy excuse to continue playing balotafield 4. Even when they are added, it's not going to be like on a private server with "spawn your own bike" or just "bikes are everywhere" there'd be like 4, on the whole server. You're gonna end up still having to run everywhere. Stop moaning about not getting spoonfed, get jogging. They moved the spawns for a reason, go find out what that is.
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