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Showing results for 'Vehicles'.
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Since 'zombie' hordes are confirmed.. what would you consider a "horde"?
tingkagol replied to serenityrick's topic in General Discussion
Agreed. Zombies aren't really that much of a threat at the moment and it only encourages PvP over PvE. At the moment, anyone can conquer PvE solo. I WANT THAT CHANGED. I know this game has nothing in common with Left 4 Dead, but the one thing in L4D that I want incorporated in DayZ is the overwhelming NEED for teamwork to survive. If one guy isn't doing his job, the entire group is doomed. I think a good model of "threat" in L4D is the tank - and I don't mean that a tank zombie should literally exist in DayZ - more metaphorically. If somehow the DayZ devs can produce a threat that's as destructive and as emergent as the L4D tank, it would force otherwise hostile parties to ally up and take down the threat. Also, I feel in order to make PvE more challenging, the devs need to work more on the end-game and how fast players can reach it. Reaching it is INCREDIBLY EASY & FAST at the moment. Once you're no longer hungry/thirsty and have an ample supply of food/water/gear, that's basically it. You're at end-game. All that's left to do afterwards is engage in PvP to combat boredom. Adding tents, vehicles, etc, only curtails boredom for a short while, but unless PvE is improved, players will ultimately turn to PvP to keep themselves entertained. -
Thing you want to see added/fixed the most?
Tango_911 replied to jjw100's topic in General Discussion
Wouldn't increasing performance be a gradual thing because as they add new and more complex features (players, vehicles, loot, zombies), performance will always need to be improved upon every new addition and modification. -
i agree if we had some sort of specializations like the more you healed someone the more efficent u get like more blood restored, or my favorite the more u repair vehicles the faster you repair or at least put on tires( that guy would never get murdered LOL). but like you said spawn with some basic knowledge but can advance in doing things and reading books. but no damn xp bar noooooooooooooooooo but nontheless i don't know how it can be implemented with out one. skyrim maybe? and there should be absolutely no combat experience perks bull crap making your recoil lower by killing 100 survivors combat is your skill your mind needs to stay that way.
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Yet to see any gun other than an M4, and I've only ever found two clips of ammo for one. That being said: Making ammo rarer isn't going to make the KOS mentality go away. It just means the people who are good at the game (ie, the bandits - everyone eventually goes bandit) are going to have an even bigger advantage over the people who are not. Think it through. Anyone who knows the map, knows the ammo spawns. If everything spawns on server reboot, bandits can just get in their vehicles with their teammates and sweep the barracks/forts, clear the ammo and guns out and leave them barren for whoever else comes through. No competition whatsoever.
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Guys, vehicles like cars should be end-game stuff and very, very difficult to repair one if you find it. How are you already thinking in choppers? .-.
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That's what beta and alpha are. Minecraft is a terrible example as it does not follow the normal game development design. It's 'finished' now - not in beta or alpha and there are still regular updates fixing stuff and adding content. Using Minecraft as an example is terrible. Due to the fact I'm studying game design, I feel I can talk fairly confidently on this. The normal workflow for a game (and DayZ is the kind of game that should follow it) is as follows; Alpha - Focus on getting the base running, add core functionality like hunting, some form of bases/storage, decent stability, loot systems, basic crafting, the likes. Literally anything that was in the mod version could be considered core functionality - as people expect the game to be a step up. Basically, the standalone should be up to par in most respects with the mod version before they consider beta. Late Alpha - Add less important (but still large) items of functionality - like vehicles, though they could be argued to be core - other examples include a temperature system (allowing players to freeze) which seems to be hinted at in the description and very presence of some items (gas stove mentions giving heat, fires are planned.) and smaller bits of crafting, maintenance and the likes. Beta - Adding smaller items (maybe a weapon or two here and there, touching up late-alpha stuff and such. No major functionality should be added after this point... Like vehicles) , nerfing stuff, bug fixing. Final - Very little work should be done from here on out. Server maintenance such as further optimization and bug fixing. As it's an mmo, some stuff can still be added, but little - it's not in the style of Runescape or WoW. DLC Style - DayZ doesn't suit paid DLC, but new 'packs' of stuff could be added. Again, not really for large aspects of functionality. It could be a pack of new vehicles or weapons - or even a new town. But the core stuff should have been finished in alpha. As it's a community driven game, however, large things COULD be added if mass demanded... But things like vehicles are long since implemented. This kind of stuff would generally be added anywhere between one and three times per year - tapering off two or three years after release. Bug fixes go on throughout the entire process - even after final. However, the game should be completely playable the second it's considered 'final' and there should not be a single game breaking glitch left. That's the normal workflow for any game even reminiscent of DayZ... And similar to the workflow of just about every single game other than the occasional blip like Minecraft. Even if games do not allow early access in alpha - or even beta - they generally follow this pattern. To back me up; http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha 'The alpha phase usually ends with a feature freeze, indicating that no more features will be added to the software. At this time, the software is said to be feature complete.'' Now, this is general software development so the page won't suit game development quite right, but generally, the software - or game - should be pretty much feature complete after alpha.
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I have a different take on this idea... Make books valuable.. Maybe in Garages, you could find "An Introductory Guide to Mechanics", and by "using" this book, you could then unlock the ability to repair vehicles.. Maybe in Hangers, you could find "An Advanced Guide to Aircraft Mechanics", and you could unlock the ability to repair aircraft.. Maybe in Hospitals, you could find Medical books, which upon using would give you the understanding to give transfusions and use more advanced medical treatments, such as Defibs, etc. Maybe you could find Survivalist guides in survivor camps or tree stands which would allow you to craft traps, or other survival type items out of common household stuff.. Maybe in Schools, you could rarely find any one of the books above.. Maybe there could be additional books with more advanced training to be taken from them. Maybe every character could start with a random "ability" pre-learned, to reflect their background.. maybe it could give you hints to this background in your journal. Maybe ANY character could have some limited ability to do any of this stuff, but with a high chance of failure... so if you attempt to repair a vehicle engine but you're unsure of your characters skill level in this area, you could potentially destroy the engine in the process of repairing, and thus waste valuable time/resources.. Maybe without medical knowledge you could actually make someones condition worse by treating them.
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Are bikes going to be added along with the vehicles when the patch comes along, I mean bikes were in the mod. If they are they should be found decently often if you ask me. If I'm correct in the mod you could also find spare parts to fix a bike up, so maybe that could help with broken ones.
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Before you post, just know that this topic plays a major role in hunting as a suggestion for DayZ Standalone. Along with this post being edited for mistakes or adding on new ideas. Official Responses Topic Features; *At 'Ease-For-Eyes' Style format, easier to read *Click or hover cursor over Red Lettering to see image. *Proper descriptions for simplicity to avoid TL;DR. *Don't forget to share your beans! :beans: Have you ever seen a rabbit darting tree to tree and you are bound to starvation without any items to eat? Here, I want to represent some ideas that could be useful in the future. Hunting Styles SNARE Definition; A snare consists of a loop or noose of cordage placed across an animal's path or trail. It can consist of a trigger mechanism and a spring stick which could be found within Chernarus, this would work by some sort that will quickly jerk the animal up into the air when triggered. Found around trees/bushes, add them to rocks along with some type of bait which could be some scraps out of a can of beans. :emptycan:With the new animations for DayZ Standalone, could be able to trip players and large game animals HUNTING STICK Definition; They're used to kill small game; such as rats, rabbits and birds. Could also be considered as 'Bird/Rabbit Sticks' Great use for killing small game animals.Could be considered for distracting zombies as well as a distraction against another player.Posting along objects can be a great way to show signals to where players can go to lead to a foundation as a symbolAttaching cloth to use as a torch in dark areas. SLING Definition; Slings can be amazingly effective weapons for hunting that can be made quite easily. Aiming could be difficult and requires practice for novice users. Using stones or even bullet casings could work in most hunting situations.Can cover somewhat of a great distance. Record being 477.10 Meters (1,535 Ft, 3 inches)Using Flax, Wool or Hemp can be materials considered for constructing this item. BOW AND ARROW Definition; A reknown projectile weapon that is known in history for hunting small to large game animals. It is often used by archers. Can come into different variants such as composite, long bow, compound and recurve.Great stealthy weapon for maneuvering over town-to-town around DayZ and great for hunting.Making poison dart tips on arrows, making them find different types of medicines.Enabling players/animals to limp upon getting hit on limbs, pulling out arrows causes bleeding.>Long bow; Making it easier to cover an extra few meters across the field, can equip a scope if possible. >Compound; Great bow to use for beginners, considered to be the balance of power and speed. >Recurve; Used for short ranges and rapid succession. Fishing Techniques/Equipment Upon finding a lake that you can drink out of, it is completely fresh yet there isn't wildlife that surrounds this pool of water outside or inside of it so I believe fishing would be great in many ways! Features; -Requires being 'Rock' still and being quiet through voice chat and movement. -Fish will require awareness of what the hunter is doing and will easily forget what will happen later on if player achieves techniques. Fishing Spear Definition; Used to stab fish underwater. Requires a lot of patience.Can be fletched with wood, making the hunting knife useful in many ways.Speed and reflexes are recommended.Standard Rod/Bait Definition; Long, flexible rod that can be used to stay out of the water. With bait attached, fish will attach themselves onto it making the fisher pull their rod achieving fish. An ability to give out more line on your rod.Rods will be able to be broken under use and weight of fish but can be fixed with possible tape from supermarkets and other tools.An ability to attach multiple baits onto the hook.Snare Fishing Definition; This is simple to accomplish along any stream or lake where saplings and trees come down to the water's edge. By simply baiting your skewer hook, which is a carved bone hook, and tying it to a snare line one can catch fish unattended. Ability to multi-task due to the snare fishing automatically obtaining fish for you.Possibility of being tugged underwater rendering it useless by the fish's strength.Making weight a factor for bait. Airsoft Firearms Definition; Were used as a sport in which participants eliminate other opponents by hitting each other with spherical non-metallic pellets launched via replica firearms called Airsoft guns. Should have different varieties of airsoft such as gas or spring; gas being the most effective in terms of velocity.Able to hunt small game such as rabbits, mice, birds.Could be used to distract animals, survivors and zombies alike by shooting against an metallic or glass object.Can be used with different types of pellets. These firearms are optional for being fitted with attachments that you currently see in the Standalone by using some duct tape. Open spoiler for an example; Don't be Homeless! Think out the box. Have you ever thought how long your travels can be or you just want to store inventory into other shelters besides a tent? Here, we can create our own shelter with these ideas! Brush Shelters Definition; With the use of live vegetation that surrounds the wilderness, it could be used for creating shelter. Making it easier on yourself to stay warm and hidden from predators along keeping your gear safeRest up! Running can make you more hungry/thirsty. Laying in a tent slowly decreases those factors.Staying warm prevents pesky infections/illnesses along with keeping harsh weather conditions out.Can place a small fire to create additional heat and cooking.Tee-Pee(Tipi) Shelters Definition; Can be made with animal hide/skin, very durable in harsh weather conditions with the right materials Saves the width, adds more height. Making it great for space for individual useLimits gear stored due to space.Great use for shelter.Due to it's shape, it can easily be blown away from strong winds.Creating a small fire would let the smoke escape the top from the small hole, creating a chimney effect.Hogan Definition; A couple steps below an actual house, this is made with wood, mud and other earthly materials. Great for keeping you cool and warm. With adding water onto the mud, it'll keep the interior well ventilated by natural cool airAdding a fire would make the mud into hard clay keeping you and other occupants warmAdds a concept called 'Thermal Mass' Putting more use in animals I feel that we just kill an animal simply for the use of their meat when there are more uses you can make out of them. I'll point out some things that can be considered. Bones; Bone marrow can also be consumed along with making more tools to survive. Such as making fishing hooks, arrow heads, knives, and spear tips. Feathers; Could be used to fletch arrows with the introduction of bow and arrows Meat as bait; Zombies, carnivorous animals and players eat meat alike so why not use the meat as bait? You can obtain extra meat or loot by this method. Animal Hide; Useful for the cold environment and helps you blend into natural foundations. Great for homemade uses in DayZ. Tainted Meat I want to add in the risks of having lead in animal meat from hunting. I've read it from a very interesting article about it and I learned a lot from the basic knowledge I had about it. I want to add this in as a feature onto this topic since I believe it could balance out the risks and rewards of using firearms against animals and not using them. The list includes what really piqued my interest the most and could carry a great system onto hunting. Benefits of non-lead ammunition on meat. Less prone to fragmenting as it is harder than traditional lead.Eliminates bullet fragments in the wound channel as it forms a "mushroom" or peels back upon impact.Delivers devastating hydrostatic energy and shock to a game animal.Yields more high quality meat as it retains 95-100% of the original bullet weight.Reduces risk of harming other wildlife, particularly eagles, from getting sick and dying from lead consumption. Tips For those that hunt animal game. Use alternative ammunition that is less prone to fragmentation, such as non-lead (copper) or high-weight retention ammunition (controlled expansion) bullets along with arrows and melee weapons.Use heavier bullet weight for a given caliber. Avoid lightly constructed bullets.Use shotgun slugs and muzzleloader bullets as they fragment less in big game than commonly used high-powered rifle bullets.Practice marksmanship and outdoors skills to get cleaner, closer and precise shots.Avoid shots at running deer as this decreases accuracy.Could use tools like a hunting knife to process your deer individually and trim generously around the wound channel from the given bullet.Discard meat with excessive shot damage. Trim a generous distance away from bullet wound channels and discard bruised or discolored meat, as well as meat contaminated with hair, dirt, bone fragments or grass.Avoid consuming internal organs as these may also contain lead fragments. Topic Glossary by TIC321(Will be edited for enhanced navigation) Chapter 1: Integrate DayZ Forum avatars, clans, chatroom. (3/5 rating)Chapter 2: Other methods of combat; non-lethal. (3/5 rating)Chapter 3: YOU ARE HERE→ ★Ideas for Hunting/New Equipment. (5/5 rating)Chapter 4: More Cooperation Features (4/5 rating)Chapter 5: Improving movements; Additional Gestures (4/5 rating)Chapter 6: ★Possible new buildings; Serving better purpose (5/5 rating)Chapter 7: Audio/Music adjustments; creating an ear-joyable atmosphere.(Standalone) (1.5/5 rating)Chapter 8: Weight as a factor, ability to see items in vehicles. (3.5/5 rating)Chapter 9: Standalone Weather (4/5 rating)Chapter 10: Medical Ideas (4.5/5 rating)Chapter 11: Zombie Features (4/5 rating)Chapter 12: Enhanced Ambience (?/5 rating Edit
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From way back in the MOD I have been arguing (and somewhere in every thread Ive posted in on this subject) for what that fellow did in the the mod (video first page, is after or before the 'merge') Doing a ray cast LOS rendering. If I couldn't see you in first person, I shouldn't see you in third. It is confirmed that it can be done on this engine, so it should be/could be the mitigating 'fix' we all need. And for all you dead set ONLY FIRST PERSON, but then say, well, 3rd is ok for in vehicles, yah of course its ok for vehicles. GET BENT, you all just destroyed your personal credibility and invalidated ALL your arguments, FOV sliders etc... (aside from seeing players around corners, that argument is always valid).
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Found some Hacker. Got his name.
[email protected] replied to Arrrrrgh's topic in General Discussion
Don't let it get to you. We'll get better cheater protection eventually. The best anti cheat is a good, small group of admins, private hive, and whitelisting. It's just that right now they have so little power, and there's no way I'd want to see 24/7 daylight, added barracks, and 10000 vehicles + 20 spinoff mods. So torn on this matter atm... Go to bed, it's late. I'm gonna do the same. G'night bro! -
Anyone else way up north and stocked up?
broguenz replied to Sawlstone's topic in General Discussion
Yerp heading back toward civilisation to see what happens, well I know what will happen, but short of logging off until hunting, crafting and vehicles make an appearance I'm not sure what else to do except fight for life til its taken. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
I'm worried that first person servers will end up being just like non-24/7 day servers at prime time... relatively empty. I don't mind playing at night at all... except EVERYONE piles into 24/7 day servers. And because I value playing with the maximum amount of people, I mostly ignore regular servers.. which ultimately is my decision but rather sucky that I'm more or less forced into gimmicky servers because people need their hand held constantly. "ALWAYS DAYLIGHT!" "3RD PERSON GHOSTING CAM!" and eventually "200+ VEHICLES!!!!" :/ -
Where is the best place to hear about new additions to the game such as weapons, vehicles, items, ect?
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Yea It's completely fine with vehicles.
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Third person view removal from SA discussion
[email protected] replied to lev's topic in General Discussion
I prefer it when controlling vehicles, that's it. -
Flashpoint Gamer's European Epoch Taviana Server Looking for clans, groups and players! Hey guys, Flashpoint Gamers are proud to announce the launch of their new dedicated Taviana Epoch server! Our server boasts 300 vehicles, towing & air lifting, exciting NPC patrols and missions, along with immersive animated heli crashes plus new features are being added constantly. Our Teamspeak server is the perfect place to join up with your clan or meet other like minded survivors, join our teamspeak server at ts.fpg.gs Just download the mods; taviana.com and DayZ Epoch from DayZ Commander and add "-mod=@Taviana;@DayZ_Epoch" (Without quotation) to your DayZ Commander additional launch parameters and begin the adventure! IP: 62.210.152.47:2302 Teamspeak: ts.fpg.gs Max players:50 Vehicles:300 Restart:every 3 hours with 30min, 15min and 3min warnings 3rd Person:On BattleEye:On Crosshairs : Off Physical server location:France
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I would like to see a lot more fit for purpose vehicles like trucks and vans around industrial loading bays; fire trucks near or in fire stations; police cars and ambulances scattered around towns; civilian cars, bikes and jeeps you would typically find from any communist or post-communist place. Also just for fun some non powered stuff like stretchers, bicycles, wheelchairs, wheel barrels, a sled even a trolley. Few of these could be used to transport unconscious people/victims or items, if i had it my way stuff like this would be the only way to transport vehicle parts, carrying an engine would be rather difficult without some aid and even if you could i doubt it would sit nicely in a backpack to be carried around.
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[SOS]Special Operations Service | Epoch | 13+ | Tactical Realism |
Shrome posted a topic in Clan / Group Recruitment
Special Operations Service TEAM SPEAK: 208.167.232.2:9304 The Special Operations Service is Tactical Realism clan that plays DayZ and Arma 2 both. We are a clan that is dedicated to maintaining order and civilization during the apocalypse. The S.O.S is not a bandit clan nor a Hero clan we refuse to pick a side. Although we are not a bandit or a Hero clan we will do whatever it takes to preserve the clans interests. Squads/Branches 1. Infantry - Is the most valued and most use branch of the clan, they travel in teams of 4 people. Each person side the team will have a medium - close ranged weapon. The Infantry are used for assaults on certain places and close range attacks. 2. Rangers - Rangers will travel in four man teams that consist of; Two snipers, a primary sniper and a secondry sniper. The secondary sniper would be expected to scout and spot for the primary sniper. The primary sniper will be taking most of the shots. The other members of the rangers will be more prepared for close quarters combat, consisting of a mid - long range weapon such as a M16 Acog, available to use at a mid and long range weapon, the last member will have a close quarters weapon, designed for extremely close situations.This means that this ranger squad with elite players should be prepared for every gun fight situation. There might be possible tests of ability, and other such things. 3. Air Force - Transports the other branches of the clan to different parts of the map using air vehicles. The Air Force also provides air support for the other branches as while. -
Well, I personally I've been trying to walk most of the time on my latest character, only jogging here and there if in good shape. My food and water consumption is actually really good (almost life like for such activities) and character been in healthy state for days now, travelling around the map. I can also sprint and run for a good time before even having any real breathing issues, which is nice in a pinch. I'd be in favor of something making walking and jogging the most used human travel means, especially once vehicles and other features are introduced. Most trained people can fast walk/jog for a very long time even with a load on their back though and I think we can consider the character in DayZ as somewhat trained. The concept of energy is there so that's nice and you can "top off" with sodas, but there should be some toll after some time when the "sugar rush" is gone. Your energy/food level should also be more disconnected from the "full stomach" state. As it now, it feels very gamey, bit like a can of sardine is a powerup or something :) Sprinting should of course be there, but having tons of loot, weapon and whatnot should take a heavy toll on anyone sprinting for a long duration. Overall, it'd make the map feel bigger, travelling have MUCH more meaning and vehicles become really vital if you want mobility. Without vehicles and the like however, it wouldn't be very interesting I think.
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DayZ SA - Initial Thoughts - Will it ever live up to it's potential?
Bakercompany86 replied to Timma (DayZ)'s topic in General Discussion
1. They are most definitely working on optimization. I don't know why I'm different, or just not seeing it, but my performance is always excellent. Even in cities. I'll get exact FPS numbers tonight if I stay awake enough to play. But I really don't ever notice framerate issues. I would definitely notice and bitch about it, because I'm a stickler for FPS performance. You are not alone however, there are other players out there experiencing exactly this. 2. The movement system needs tightening, in my opinion. I noticed you couldn't crouch/sidestep through doorways, and it irritated me at first. But then I realized "Hey asshole, could YOU fit through a door sideways wearing a mountain backpack?" The answer is definitely no. But what I'm referring to is the extra-unwanted movement. When you are crouch-walking forward and you release the movement key, but your character continues to move a couple of feet forward. Things like that I'd love to see tightened up, at least when you're at full health. If you're suffering heavy blood loss, or dying of starvation, your movement would be a little sloppy for sure. But not at full health and ready to rock and roll. I hope they tighten up the controls a bit. Although I think this is less of an issue with the engine (people are quick to blame the engine, I don't think that's actually the problem). 3. Agreed. Being that melee is such a huge part of this game, it definitely stands to reason that it needs to be super tight. But i'm 100% positive they know this and will improve it as time goes on. At least it's functional. 4. Pretty sure I've heard Rocket talk about a lot of features to be implemented. Gathering, hunting, cooking, even a touch of herbalism. I've also heard his idea of true DayZ Endgame content, is building fortifications. Specifically subterranean dwellings. Also vehicles will definitely be implemented, most likely with the ability to lock portions of them. Which is cool. I have complete faith that he will continue to expand the world and add features as long as they're realistic and don't detract from the core experience that makes DayZ unique. As far as my opinion of the game goes; I really enjoy it and enjoy the unique experience I get out of playing it. The player interactions are truly unlike any other game I've played. You really get a sense of human nature from playing. I love the core experience of DayZ. I can't wait until further refinements are made (like movement, melee, and Zombies). Even in it's current state, it's very enjoyable. Everyone has their own set of goals. Mine happens to be to survive as long as possible, helping as many people along the way while trying to avoid death by bandit. Each person will garner their own experience from playing DayZ, that is for sure. -
Removing sprint or making it the CoD style(supersoldiers who can run for 10 seconds) is not a good idea. Just have it so you do get tired from sprinting after a few minutes, BUT only do this AFTER vehicles are added.
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To be honest I hope they make vehicles really freaking rare. I miss DayZ 18-24 months ago when cars were rare, and you got such a good feeling from finding one. Every server just gives you a vehicle on a silver plate these days. Either that or no-vehicle servers.
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Late 2014 is my guess, they are re-doing then from scratch. Hope they make em like the Just Cause 2 vehicles.
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Base building as leveling system.
Bakercompany86 replied to Magnusveritas's topic in General Discussion
Not sure about the OP's ideas. I definitely don't want any sort of leveling system or anything that strongly dips outside the realm of reality for DayZ. But Rocket did mention that his idea of end game for DayZ will be something like subterranean dwellings and bases for players. We'll see where he goes with that. I've also heard we'll have vehicles that we can lock and potentially store stuff. Sort of a mobile base.