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Showing results for 'Vehicles'.
Found 41868 results
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Did you watch the whole vid? The gameplay is abysmal. You dont fly anything, just drive the vehicles to the plane and back.
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An anti-materiel rifle (AM) is a rifle that is designed for use against military equipment (materiel), rather than against other combatants ("anti-personnel"). High-value targets also being inside a building that is behind Walls which is Material to kill said target BUT it was originally made for Vehicles and Equipment, HINT the Anti Material Rifle not Anti Personnel Rifle.
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Only the cherno map? that map sucks, all the vehicles are in the north, idc if you can enter all the buildings now, i stopped playing it because it's empty, Taviana would wipe thew floor with it. and to add insult to injury you are charging for an alpha, do those who bought it get a discount on the finished product? {i doubt it} your sycophant fan boys will lap anything up, sorry but i'm staying with the mod, what a disappointment this is.
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Night time In Dayz SA and your thoughts?
henker899 replied to BlackDalia's topic in General Discussion
It's too long. I think it was a cool idea to use real world time, but nighttime turned out to be more of a server cleaner then anything, people in a great majority don't want to play in the dark. The Day / Night cycle needs to be shorter, and a lot shorter. I'd make a day in dayz 4 hours, with about 1,5 hours of real darkness, 0,5 hours twighlight. and 2 hours daytime. As soon as gameplay mechanics that will tie players to a server have been introduced (anything from vehicles, tents, bases, to private hives) people will have to deal with the darkness. If this will happen with the current 8+ hours of darkness, people will just make their home base on servers where there's light during their normal play hours. -
One thing I've noticed about the Bandits on Day Z is that they aren't necessarily "evil". Sure, they might shoot you and your friends and steal your hard-earned loot, but what else should you expect in an apocalyptic wasteland! After watching "The Road" last night, I got the idea to implement a system whereby bandits could kidnap and imprison other players - perhaps even cannibalise them (I know, gross!). The specific scene in the film that got me thinking was when the Father (Viggo Mortensen) and the Son (Kodi Smit-McPhee) find themselves in an old decrepit Mansion inhabited by a group of cannibalistic bandits. These bandits occupy their time hunting other survivors in the hope of imprisoning them in the Mansion's basement before cannibalising them. Just imagine the fear of losing one of your group to these marauders! Would you simply allow them to take your friend, or would you hatch a daring plan to rescue him or her from the Bandit's lair? Perhaps you could even barter with the bandits for the safe release of your friend. I personally believe that this would add a whole new depth of what it means to interact with other players in Day Z - terror being the operative feeling. No longer would the zombies be the only flesh-eaters to fear! In order for this to work to it's fullest extent, I imagine a number of systems would have to be implemented: - Tranquilizer Rifle (For Catching live survivors); - Construction System (For building Bandit Forts and Cells - similar to Project Reality); - A system for handcuffing or restraining survivors; - A system for placing unconscious survivors in vehicles; - **Maybe a new skin for cannibals? Muddy and blood covered?; I think that this would give bandits more purpose beyond simply killing and looting. What do you think?
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The future importance of hunting, cooking, the northlands and rare items (with pics!)
serenityrick posted a topic in General Discussion
Note: This is the 3rd time attempting to make this thread as the forums crashed a few times in my attempt to post it and I forgot to save my work.. ughhhh. So if my explanations seem rushed or poorly thought out, it's because I'm annoyed at having to retype my thoughts for a 3rd time, lol. The Future importance of Hunting, Cooking, The Northlands and Rare Items. It's difficult to know exactly what Dean has in store for hunting and cooking in the SA. At the moment, neither are implemented and at the moment, survival is rather easy without them. So how do you make either viable or even necessary in the future? In the mod, hunting is basically a "take or leave" skill. If you don't do it, you can easily ransack a nearby house and get all the food you need. There was no clear benefit to doing either although being able to gut a goat when you got unlucky with food spawns was definitely handy. In the SA, cooking isn't a requirement at all (it's also not fully implemented) but even if it was, there would be little point to it as you can easily find all the prepared food you need. You can even eat raw rice. It's hard to imagine with the current food spawns dedicating 6+ inventory slots to a gas canister, stove and cookpot when you could just use those slots for prepared food. So how do you balance prepared food spawns and wanting or needing to hunt and cook food? I suggest a sort of invisible tier system where the further inland you go, the rarer prepared food is: So the question would then be asked, "Well.. why go North at all then if food is going to be rare?". Well, the rarity of food spawn should be directly proportional to the quality of gear you find. (attachments, tools, vehicles, weapons, clothing, etc). The rarest stuff will be found in the north (not necessarily the best mind you). But there should be some motivation to go inland from the coast but also risk factors. Other than lack of food spawns, perhaps zombies would be more aggressive and in higher numbers in the north for instance. - The obvious contention to an idea like this would be forcing some sort of progression system and making players feel like they HAVE to head north in order to properly play the game and even flies in the face of a total sandbox type world.. And those opinions would and do have credence. But it also solves a few issues that people have with DayZ I think: Fully geared players camping spawn points on the coast. In a system like this, a player would have to trek a perilous journey northward in order to fully deck himself out and then go alllll the way back to the coast in order to grief "bambis". It's still possible to do but yet, I feel this would deter that mentality a bit. Gives a legitimate reason to collect, hold onto and use the cooking stove or making fireplaces and hunting animals. Would help populate the north a bit more and give a reason to travel there other than to die at the NWAF. Also if the rarest loot is in the north, would give players incentive to explore the new areas that Rocket and his team are building. If things stay as they are, those buildings and areas will simply have the same loot table as any building on the coast which would beg the question, why travel there in the first place? - So thoughts?- 34 replies
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game needs a patch with something to do
Khad (DayZ) replied to dgeesio's topic in General Discussion
If you're bored, go hiking /o/ Btw. I wouldn't use a bike as long as I can sprint around like a maniac! So I hope this "issue" will be fixed with the implementation of vehicles. -
Rocket said : Cannibalism will be eventually part of the game
Jaygoon replied to gamer222's topic in General Discussion
Chains round their neck and pull em along, could have a few of em all on chains lol The Walking Dinner. I will get a truck when vehicles are in and put players cuffed in back to deliver food around chern and spray "Meals on Wheels" on the side. -
Clothesline makes a lot of sense. Here's some of mine: - Rope + Camo Net to hide vehicles, camps etc. - Rope + Poncho to make a basha (rain/wind shelter). - Rope + Backpack to allow you to strap larger items to the outside of the pack.
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Choppers shouldn't be in the game. Period. If the game has advanced to a point where vehicles etc are rusting and broken helos etc would be nearly impossible to repair/maintain at a flight worthy level Unless they can fix how everything (including people) stick out like sore thumbs from the air, they should leave helos out. Defeats the whole purpose of having camps when all it takes is a helo flying over yet somehow your camo tent under a pine tree sticks out, raiders parajump out and take everything while you're offline. And yes the underground caches you could build on some of the private hives/camo netting etc all stick out easily when flown over even at night time all it takes is tweaking your gamma/brightness While the whole backstory/particular skills etc is a cool idea, it would essentially turn dayz into an rpg game, and people would simply start min/maxing their "stats"
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I miss cars and helicopters, because the map is so big and all the action takes place at Balota. At least bicycles should be there. It's boring when you have all stuff you can have and you have to go by foot. At my opinion vehicles are more important than the zombie glitches/bugs
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While vehicles would be a good distraction / endgame for most of us, I imagine rocket and his team are working on ideas about cars and stuff that weren't in the mod. Seeing as many realism features are being remade into more complex formulas, I can only imagine how finding and repairing a vehicle would work now. It's sure to involve lots of wrenches and duct tape. With that assumption in mind, I guess it'll take a while before we see vehicles as the dev team envisions them. That said, however, I wish I had a good ol bike to go around places. It's so nice and stealthy, and doesn't require much in ways of repairing and finding. Plus it has no storage, so that's something off its programming requirements.
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So a quick thanks to AshleyP for inspiring some thoughts in another thread. Batteries: In short, different types, disposable versus rechargeable and means of utilizing the same. I'm keeping this idea currently focused to a player's personal gear and not presently including stuff like using car batteries as part of base building or restoring vehicles. Using different batteries types and needing multiple batteries for particular devices adds a layer of difficulty to the game ostensibly should help to prevent excessive proliferation and indefinite use of "elite" gear and the like. Battery types: D cell - fairly obvious for the starter flashlight or larger electronic devices, such as some radios and the like. AA cell - a somewhat universal battery type, found in a wide variety of electronic devices. For the purpose of this game lets say GPS, some NVG's, and some weapon optics. CR123A cell - a rarer battery type that has found wide use in high performance electronics, especially in tactical or weapon lights, some weapon optics, and NVG's. Disposable versus rechargeable: By and large due to the differing chemistry between the types rechargeable batteries tend to have less "juice" (mAh's) and thus run out faster. To compensate for this, they can be reused multiple times. The idea here is for players to be able to recharge the batteries using various means, be it tapping into still functional power grid such as at lamp posts, thanks AshleyP, or by setting up a small solar charger. The limitation to this sort of thing would be battery condition. As batteries are continually recharged they are degraded (a modern NiMH rechargeable battery can give you about a thousand cycles of drain and charge but still has a very definite life span). As a battery's condition degrades so does it's available fully charged capacity. At "ruined" status the capacity would be zero, and thus you'd need to discard it and find a replacement. Disposable batteries would start with a certain amount of charge and condition. Once expended toss it away. Disposable batteries would be quite a bit more common than rechargeables. Just throwing out some numbers here to give a general impression of how I'm thinking battery capacity would work in relation to item condition... The different cells would have different maximum capacities. Disposables: D cell 8000mAh, AA cell 2200mAh, CR123A 1500mAh. Rechargeables would be half that capacity (yes I know the numbers vary a bit, trying to simplify this down for the game though). These values represent 100% charge with pristine condition. If the condition is degraded, these values are adjusted accordingly. Good condition as an example being a 0.9 multiplier. A good condition disposable D cell with 100% charge would only have 7200mAh available for consumption in your electronic device. A rechargeable D cell would 4000x0.9=3600mAh at full charge. Condition multipliers: Pristine 1.0 Good 0.9 Fair 0.75 Worn 0.5 Damaged 0.25 Badly Damaged 0.1 Ruined 0.0 Short of some sort of external damaging factor (such as bleeding all over your batteries and ruining them), battery condition is static for disposables, and rechargeables would only experience degradation when recharged. Different electronics would consume mAh at different rates, and also require different numbers of batteries to function. The classic PVS-7 NVG's from dayz mod as an example would require 2 AA batteries to function while the M68 CCO optic would only need one. GPS: Just a quick idea I had regarding the usefulness of certain electronics in a post-apocalyptic world. Obviously many of the satellites are going to go spinning along merrily for quite some time before failing. Others may go sooner due to lack of human intervention in the usual maintenance and housekeeping functions (such as making sure a satellite doesn't drift too far out of it's assigned orbit without some sort of correction or keeping clocks synchronized). So, the idea for GPS satellites is "blind periods." The GPS and GLONASS (Russian GPS) systems each consist of 24 individual satellites. As those birds fail and/or fall out of the sky that will open up blind spots in the satellite constellation. Periods of time when your GPS receiver will not be able to tell you where you are. As these occurrences are dictated by the orbits of the satellites they are not "random" in the true sense of the word, but are predictable periods through-out the day. During these periods your GPS receiver in game would either return a null response, giving you no coordinates if it can't pick up enough satellite signals to triangulate its position, or during other periods give you incorrect readings, showing you perhaps a few coordinates farther north/south/east/west than where you really are. Incorrect readings would be the result of a lack of housekeeping of the satellites, as their clocks and positional data must be kept current otherwise the positional signals they transmit will begin to "drift". NVG: Again limiting the usefulness and thus tamping down the "OP'ness" of the object. Since I've already covered it in another thread I'm going to be lazy and just copypasta it here. If it seems disjointed it's because I'm copying from three different posts of mine. Most I2 tubes limit field of view to a 40 degree cone. For someone playing the game with a 4:3 ratio screen giving them an approximately 90 degree FOV, when using NVG's the outer 1/4 of the screen on the left and right (and a little less above and below) should be obstructed. For a real world demonstration, try cutting a toilet paper tube in half, and then peering through it. Gives an idea of the restricted FOV when using NVG's. ...regarding the limitation of NVG's in the game. With the addition of item condition there is a new aspect that can be exploited to limit their "usefullness." I'm sure you guys have tried out the ACOG's and other optics in the game and seen how badly obscured the field of view is with the broken lenses. The same is sure to be true with the NVG's. So even if you maintain the same "rarity" that they had in vanila DayZ Mod, the fact that a goodly percentage of them are going to be "damaged" or "badly damaged" is going to hamper their utility dramatically as in addition to the limited FOV to start with, the remaining FOV is going to be further obscured to the point where you are trying to look at the world through a straw. Also a rather pedantic thought occurred to me about repairing NVG's. Say you do manage to get a few sets of broken NVG's together and piece together a reasonably good condition set. If you don't clean and purge them correctly (flushing the air and dust out of the inside of the optic with a zero moisture medium such as pure nitrogen) you'll end up with fogging, debris spotting and other performance degrading issues or possibly even tube damage, despite having perfectly intact lenses. IMO I think it'd be pretty cool if the (very rare) NVG's in the game were more varied, some being weapon mounted, some being hand-held (used like binoculars and such so while you could walk with them you'd be moving very slowly), and then of course the helmet or head harness mounted. Additional thought: Make the head-mounted NVG's only work when in first person view.
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No, if I see burnt out and crushed vehicles I want a story/ reason for their presence.In the mod it just seemingly spawns random shit all over the roads. Maybe in the forest there is a small road with and overturned truck with a couple destroyed cars behind it. If you look at it you can assume that with the close quarters of the road people exited their cars to inspect what was ahead of the truck, only to be ambushed by zombies/ bandits/ rouge military. I'd like to see some hints at rouge military too, if there were any more influential groups of survivors surely it would be a rouge military squad. Setting up random places of a last stand with a mixture of civilian and military style things. Slightly earlier and better equipped versions of the survivors we play as. Still able to survive in cities and such, meaning solitary fortified buildings with torn down barricades.
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Tbh, i think there should be a some VERY BADLY DAMAGED CARS. Which you need hundreds of parts to repair, plus you need the appropriate tools (many of them). Since you can't really fix the whole car, from chassis to engine, with a screwdriver and a wrench, can you now? Adding special glue to install windshields, jack to lift the car when changing tires, lot of lever to fasten the bolts on the tires. Not to mention the power needed for starting up the car. Or option to do a rolling start with someone pushing the car. When they add vehicles, it should be a real pain in the ass to get them fixed, as it is in real life. Just so that faster travel needs a lot of effort.
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A game like DayZ will never be really finished. We will always see new things or old things being fixed. According to Rocket Alpha stage will take 6 months to 1 year. And the reason i say I hope there won't be vehicles for a while is just my personal opinion because I enjoy the running simulator. Running in the forest suddenly seeing a squad or something.
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Lol, I'm afraid that definitely is the case, no released game till 2015! To get vehicles up and running, they need to get the repair system in, industrial loot spawns etc, not to mention wasteland driving schools and breathalyzers!
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why? Im all for vehicles, i think mid-late 2014 is a bit much... game should be finished by mid-late 2014, not just getting vehicles. Unless were looking at a 1.5-2 yr alpha stage, which hopefully isnt the case!
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Vehicles will be the same as with the guns. Theyll come slowly and in little packages. (One or two vehicles at a time)
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Hopefully there won't be cars for a while. And the fact that you think vehicles are more important then zombies/glitches/bugs fixes is just stupid. This game isn't about getting cars.
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When they're ready. The game's in alpha, which means it's nowhere near finished and there's a massive workload ahead setting down the major elements of the game before they move into beta and start tidying things up. The game's still missing a lot of its content, and probably will be for some time. Just be patient. Yes, it's a pain to not have vehicles, but you have unlimited sprint and - if you really can't live without them - the mod to make do with until they're implemented :P
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Go find a good pair of boots. Vehicles gonna be a while
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And it's very needed right now without vehicles.
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Thing you want to see added/fixed the most?
ChristmasLunch replied to jjw100's topic in General Discussion
Reading through this poll, I found myself questioning if there was an order needed AT ALL. I see ALL OF THESE things being quite important, and just seeing them listed here raises my hopes about how much better the game will be over how it is now, and I'm already in love with it's current phase. I didn't vote in this poll, because I couldn't give it to anything in particular, but I can't wait for vehicles to be added. I never played the mod, but I've seen Frankie's DayZ series and it added so much more fun, and it allowed us to traverse the map much quicker, making teaming up a LOT easier. Currently, running from Cherno to Elektro takes about 10 minutes. With a car it could take 5 at the most. This is a 50% decrease, and when you apply that to a larger scale, it means that we're going to see somebody at each town on a 40 player server, in contrast to what we see at the moment where most of them camp at the airfields waiting to ambush. -
Third person view removal from SA discussion
Diggydug (DayZ) replied to lev's topic in General Discussion
Why would it? It's the same reason people don't play on first person servers. Many people who played DayZ never played ArmA. Arguably most of them, though I have nothing to back that up. ArmA's first person, especially ArmA 2's, is clunky, unusual, and for some even nauseating. Two people I know personally legitimately can't handle it even with reduced headbobbing and no blur. The first person aspect does not appeal to as many people as third person does. Popular ArmA servers typically allow both. Is it just so happens that there's a correlation there? Nope. Everyone who played the mod saw it too. First person servers weren't even close to as popular as those that allowed both. Even with all the vehicle servers you still have popular vanilla servers and other mods that have popular versions of themselves without 500 vehicles and 50 helis. If the correlation shows anything it's that people who play DayZ, many being new to ArmA in general, just don't like using ArmA's first person. I shouldn't have to say all of that, you know it as well as I and everyone else does. You already said it. "Fuck 'em". You know, you just don't care.