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Showing results for 'Vehicles'.
Found 41868 results
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I completely agree. I also bought most of the Arma 2 DLC as I had it before dayZ and hadn't bought it for mods lol. I agree that it should be restricted maps. But I think different maps should have dif vehicles, but you could cross them over in between maps and such.
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I hope vehicles will spawn fully repaired with RPG's in the trunk. It shouldn't be too OP though, so only 800 per server.
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Hello there Vehicles are to come, but the way the devs want to "do" them is a big leap from the traditional A2 vehicles. So, they will come, but theyre a way off yet. Rgds LoK
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1. Trade, log-in/out without worry of spawnkill 2. True, but it does narrow it down a lot more..... losing consciousness due to food poisoning, and loss of blood would on the other hand show VERY different symptoms 3. No I don't think the ruins of the fallen world are supposed to be plentiful, but I don't expect there to be nothing but hats and pants laying around because I'm not server hopping (or in your analogy, changing dimensions) 4. Have you heard of hunting...... Realistically speaking though, if you see that there are bandits in an area, and you decide to sneak up on them and kill them......you face a much lower risk of being caught by them, so yes, killing bandits does have a very practical meaning. 5. Almost everything is in russian.... it is well known that Vodka is a highly consumed product of middle eastern countries that still use Russian as their primary language...... So again, where's the vodka? 6. Your right, because that's totally what I was talking about. And I'm so glad that when I got to New York City, only 40 people are allowed to be on the island at one time....it really helps reduce the traffic....... 7. I was talking about what made day z successfull..... you don't see battlefield taking away vehicles, you don't see CoD removing weapon customization......I'm saying, even though we are getting away from Arma, there was still plenty from the Day Z mod that was considered a staple, important, and I personally feel that the developer needs to remember that 8. Awesome, and you can go to the super sparse survival server, hope you enjoy it 9. Your right, I don't like playing games for fun.....I only want the experience......Are you by chance into "contemporary art"? I'm sorry, but I do play games for fun, and yes walking increases the realism, but eventually you need to be able to upgrade....I just look forward to when that will happen.
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I heard that vehicles were scheduled for release sometime in January. I don't have any proof of that statement though.
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It's a little more watered down than I was originally thinking. I'm not too keen on anyone spawning in with equipment already on them. This is about what a character *knows*, not what they have. Besides, then you'll get people killing doctors just for the med supplies they come in with. No, what I'm saying is that someone with no skill in engines will not be able to get a car running. Whatsoever. They won't go through more materials; they just won't be able to do it. Sure, anyone can change a tire, but to do it right, you need someone with a skill. If you don't make people with certain skills *absolutely essential* for a clan to assemble a high-end base with working vehicles and an aircraft, you won't be rid of KoS mentality. This would be a great use for the radios. As soon as you find a radio, you'd be able to link up with the doctors and trappers and handymen you need. Here's another: How about a gunsmith? I doubt you could make weapons from scratch, but the ones you've found and stockpiled will need maintenance. This would go well with the item condition aspect the Standalone introduced. For that matter, you could have all sorts of professions dedicated to maintaining things. Maybe you could find a skill book on leatherworking! Patch up that backpack of yours that's falling apart.
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Fear the Reaper! Dayz Epoch server! NO PLOT POLE! 205.144.212.2:2302
brandonwh64 posted a topic in Mod Servers & Private Hives
This server is loaded with custom bases and over 800+ vehicles! There is no plot pole so build ANYWHERE! You spawn with a chainsaw with fuel so gathering lumber is SUPER EASY! There are AI spawns with heli's that para drop AI in! Also there are loot missions were you can get some of the best weapons in the game to keep or sell! New additions are coming such as deploy bike, and rocket launchers! Server is restarted every 4 hours and AI mission vehicles are SAVED!!! Traders will soon be updated with the availability to buy pre crafted base parts! This server also has Tanks and JETS!!! Server IP!! 205.144.212.2:2302 Any questions or concerns PM me here -
I first of all think that zombies should be the next major thing to be worked on, for example, they should patrol rather then just stand around, they aggro from way to far of a distance even if they are facing the other way, and of course they can walk through walls and hit you through walls aswell. With that being said I have some ideas for zombies to make it worth taking them out. Zombies wear the same clothes they should be lootable, hey that zed has a cool jacket I should kill it and take it. Also since they wear the same clothes they should have things in their pockets, wether it bit just bits of food or drinks, maybe even some ammo or even guns on military zombies. Maybe make things complicated, have a few locked buildings or vehicles in towns and have the certain zeds have keys on them to get into them. Although for just the basic things should be fixed I think in the future there should be more of a reason to kill zombies aswell, maybe that will help subside Kos. Dont get me wrong I dont have a prob with kos, it should always be part of the game, even though its not my playstyle.
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The struggle between Arcadish and Realism, my opinions!
BelMarduk replied to the_annoying_fin's topic in General Discussion
really already have that.... SA and MOD where MOD is broken down into any and all those categories. (from vanilla to 10000 vehicles, self blood bag, full kit starting gear etc...) -
The struggle between Arcadish and Realism, my opinions!
the_annoying_fin posted a topic in General Discussion
So, i'll just start with a quick salutations to the whole DayZ Alpha Community! And here are your beans! :beans: And apologies for the long read, if you're too lazy to read it, please dont waste the comment section on stating that ;) I've been going through the posts regarding SA. And what i've come across most is the issue of one group wanting to make the game more Arcade like, and the 2nd wanting realism. And the last group wanting something in between. Mostly it has been topics regarding the amount of loot, vehicles (when they are implemented). What the HUD should be like, if there should be any at all. Or just the fact that one feels like dehydrating too fast, while others think it's fine. (Same goes for starvation of course) So why do i make this topic? Because in my opinion it shouldn't go either way. But rather, both ways. As in, make it possible for the server admins to set what the servers overall experience will be like, as in Arcade, Semi-Realistic or Realistic. But i am no programmer, nor do i have any kind of experience in making games. So i wouldn't know if that was even possible, but hey, they want opinions and ideas, and im gonna provide my fair share of them! The reason behind this idea is that, while i dont want to lose the realistic feel the game has at the moment. But i think the solution(s) should fit all, rather than trying to please all with one compromise. So, what would the differences be then? Well i think it should be quite obvious if you have read this post so far. But in general something like this: Arcade - Higher rate of dehydration/starvation. (Look below for the "whys") - Running doesn't affect your dehydration/starvation rate. - Full HUD with all the bars and meters we are familiar with from the Mod. - Loot tables as seen in the mod, loot is plentiful and easy to come by. - Plenty of vehicles (for the lazy people), and vehicle parts are also easy to find. - Bringing back global chat. ...these are just a few examples, cause at this point i think you get the picture. Basically means that this mode would bring many things to the level of the mod. Semi-Realistic - Lower rate of dehydration/starvation, something closer to realistic but not quite there, looking at 1-2liters (1-2 bottles) and hour if idle. - Running has moderate effect on your dehydration/starvation rate, much like how it is at the moment in 0.30 - Limited HUD compared to Arcade. - Loot tables worked so that they are bit more plentiful than what it is at the moment in 0.30 - Vehicle spawns limited, but still quite a few out there, just harder to find. Parts are also more rare. - Don't know if it should have the chat or no. Realistic - Keeping the dehydration/starvation to same as Semi-Realistic. Maybe a bit lower than that (2-3 liters/h if idle?) - Running has big impact on dehydration/starvation rate compared to walking. I was thinking of a scale like 100m running = 1km of walking. Cause that seems the most realistic to me. - No HUD, maybe that dot crosshair, no? - Loot tables being something like seen in 0.30 - Vehicles are very rare, if you find one and get it going, you really must plan carefully what to use it for! - No other chats than direct! Maybe implement the 2-way radio? Acre? Loot tables could be different for each mode, as in military grade weapons are common in Arcade and Very F*cking Rare in Realistic Player statistic wouldn't of course be transferred from mode to differend mode! There are of course many other factors that would affect each mode but i think you can see what im meaning here. But in the end, the current state of the game is in my opinion mostly Realistic which is just the way i prefer the game. Because in the current state you need to think before you act, especially if you have hoarded yourself good gear. Cause i think it should be challenging to get items and weapons, so that people wouldn't go rushing into towns thinking "I can get this gear in no time if i die" So my opinion? If it's not possible to put all three modes in the game, please make it more realistic rather than arcade shooter where i can hear every 13-year old proving to the 12-year old over global VoIP how "F*cking badass he is cause he has an .50cal in a video game" All in all, i wanna hear what you people think! Please share your comments, but keep them somewhat "mature" and if you think something is bad, please explain why! For the long read i give :beans: and :thumbsup: -
So what you're saying is that your character has a post-apocalyptic skill-set/profession? Example: Military/Veteran: Increased skill with guns and more athletic. (spawns with a handgun) Hunter: Can create traps and spawns with hunting equipment (e.g. hunting knife) Native Civilian: Knows his way around Chernarus like the back of his hand (this would be good for new people, but lacks any items given at the start) Doctor/Nurse: Increased ability when using medical supplies, can create medical supplies. (begins with a few basic medical supplies) Mechanic: Can salvage vehicles more efficiently and doesn't require nearly as many supplies and spawns with a wrench Hiker: Spawns with a large backpack and some basic survival tools, doesn't tire as easily (like a compass and water purification pills) These are just a few ideas but you could decide which one adheres to your play style the best. For instance if you prefer to go be a cooperative player you could be a Doctor or Mechanic. If you are a player whose more of a lone wolf you could be a hiker or a hunter because they're more suited to surviving. Thoughts?
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Too many barracks and Stary Sobor tents [appeal]
Dagwood replied to DayZbalkan's topic in General Discussion
What we need to remember is that loot spawn rates will change dramatically over the next year. My hypothesis is that the devs are flooding us with weapons right now to make sure they get them right. Once that is done, they will start flooding us with vehicles or something. The increased number of barracks on the western half of the map will make loot distribution more fair when loot rates drop. Locking down the NWAF no longer makes you king of the armory. -
I picked up a TrackIR5 with some money from Christmas. I was told to buy myself something frivolous and fun... so I did. I love it especially in the Mod when dealing with vehicles.
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This is the place to go to have active admins that dont abuse the game. There are way too many servers set up that the admins just take what they want and spawn the rest for themselves and others. Are you and your friends looking for a community that you can help build? Stop in and checkout Zeds Rule. http://www.gametracker.com/server_info/192.111.147.42:2802/ Here are some of the things that have been added. We have added vehicles and they are in abundance still as the the server has been running less then a week. We also added self blood bags although it will only add 400 health per bag so that one bag is not the fix all. We have added building materials to our custom traders to help you secure your camp with gold. These traders are also in safe zones. There is a bus route that also runs on the map that you can use to help you move around from town to town if you choose. We are currently working to add custom AI missions as well sort of like a wasteland mission that you mag be able to aquire some premiums as well. Please stop in and join the fun. Hope to see you there.
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when is new content, like new weapons, vehicles, animals and campfires gonna be added to the standalone ? as for now its less rich than the mod itself
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I've arrived at the conclusion that the map is no longer adequate for what DayZ is projected to be. If Rocket wants to keep pushing player counts and/or consoldating servers, a new approach to the map will eventually have to be taken. I already feel the map is at its limits in terms of overall player counts, anything more than 75 (which isn't all that many, considering the pseudo-MMO goal of DayZ) and we'll be encountering folks everywhere. In the mod, I encounter people all over, much more than one might think in the "Wilderness" areas (which are pretty high-traffic areas in my opinion). In Standalone, I don't encounter many simply because there aren't that many full servers when I play. Note that simply because they added interiors does not take away from the overall player distribution. In other words, it doesn't matter if a player's inside a building or beside it, that player is still there. I think the map's limits will be further underscored when construction and vehicles are implemented. No matter how difficult these things are to fix/create, they will inevitably clutter (not a bad thing when combined with an appropriately-sized map) the map and make it proportionally smaller when traveling at high speeds. Not to mention how easy it is to memorize Chernarus (which I did long ago, and memorizing the aspects of Chernarus+ has been just as easy). Eventually, I'd like to see a core-designed map with the contingency for a procedurally generated wilderness/frontier. That way, DayZ could be a bit less formulaic in terms of the landscape whilst maintaining a "hand-crafted" urban/suburban core. EDIT - Likewise, something should be done with the debug plains. It's unfinished (imagine removing the frame from the Mona Lisa only to find blank pieces of printer paper attached to the edges) and as someone who spends a lot of time on the periphery of the map, not very immersive. The effect is exacerbated in the Standalone where the expanding map has placed thick forests directly against the borders of the map making for some pretty jarring transitions/sights. Something needs to be done eventually, whether it be through a LOD forest (rather than just detail-less plains), procedural generation, or an in-lore quarantine wall. Something needs to be done about it, I'm not entirely sure what though.
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Realism and Weapons [Balanced or Realistic?]
Morgasm (DayZ) replied to ProGamerGov's topic in General Discussion
Something that always bugged me in the Day Z mod was the abundance of helicopters, vehicles, auto-fuel, crazy loot tables, and etc. I think that Day Z should try its best to be realistic about the weapons that are available in game while at the same time keeping them a bit balanced. I think players that are willing to take risks to grab better loot should be rewarded. Which to some extent has been accomplished with high-traffic military bases containing the best loot. To me .50 cal snipers and fully armed helicopters are a bit absurd. Of course I would expect sniper rifles, assault rifles, shotguns, and pistols to be lying about. But seriously... a helicopter? What type of percentage of people know how to pilot a helicopter? -
Allow private hives, but with regulations and licenses....
DemonGroover replied to muggerfugger (DayZ)'s topic in General Discussion
So clans want their own servers? To do what? Hoard gear? How dull and boring that must be. If SA goes the way of the Mod with bullshit spawns and 10,000 vehicles then the game (vanilla) is doomed. -
Private hives will end up ruining the game due to retarded Admins adding a shit load of un-necessary vehicles and military spawns.
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The main problem with Private Hives was the ability to change loot, number of vehicles, custom loadouts etc. It destroyed the game for many. Not to mention donator perks. Hopefully SA can resolve server hopping/ghosting somewhat by logging players logout/login history and making login timers when hopping occurs (i have heard Rocket mention exponential waiting times when you logout/login repeatedly)
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Yeah, it removes the slight stuttering that is caused by chernarus streaming from disk. Not a silver bullet tho, but very enjoyable if you are in vehicles.
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Great idea. I just keep at home playing with myself...unless I set that server up in a way many players prefer over the competition...like millions of vehicles, guns and whatever. Choice is great!
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I can barely find any 1st person only server. It is hard enough to find a decent server at all. Most are 1000+ vehicles and barracks all over the place with every crap possible enabled. Thank you, choice! You did a great job fucking it all up.
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Realism and Weapons [Balanced or Realistic?]
crypticsilence replied to ProGamerGov's topic in General Discussion
With all the military bases, there would probably be MORE heavy weapons than already in the game, so on a realistic level I would disagree with you slightly. However, the light machine guns from my experience were nothing compared to the sniper rifles, and how super effective they are. My only concern with taking out high tier weapons, is why? The whole point of the game is to find exciting and fun pieces of equipment, you can get helicopters and fly them around with no training, you can drive complicated vehicles such as tanks or APCs (I think this was only in some mods of DayZ Mod... modception), fly planes, etc. I personally would hate to see high tier weaponry go away. -
Modular Base Building system. Walls, Floors, Sand bags, boarded windows, regular maintenance.Agricultural system. Plant Apple tree's, corn, wheat, pumpkins, etc.. The script would basically "this setposition .1 height" so the model pops up from under the ground slowly on a timer between each "this setposition .2 height" and so forth until its fully visible and thus ready for harvest into food. Attachments of small gear containers, ruck sacks, ammo boxes, food boxes to vehicles once implemented.Example: Rest bi-pods on objects with in stance range.MOLLE attachments for rucksacks and the ability to obtain magazine pouches for a molle vest? Double stack space per pouch.A skill tree, the more points you have under certain categories the better/faster/more obtained you are when applying the skill. Harvesting, Carpentry, Medical, GunSmith, Food preserving. Ammunition pressing?! Crafting shotgun loads, 9mm, etc.. Explosives. Traps. Mines. Tin can, a grenade, and fishing string. Things of that nature. Electrical wire spool. Batteries combined into a battery pack connected to the wire spool, wire leads to a pressure plate placed above the charge so on and so forth. Wire spool trip wire for flare alarms, eventually once found and set up wire spool trip wire for an actual siren alarm for bigger more established bases. That's all I can think about at the moment. I think with more end game activity and shit to do, you could turn it into scavenging for building supplies and implement a ton of shit to keep people busy building their base and maintaining their land. The pure laziness of having to do shit all the time would lean more people into wanting to take in more friendlies. Rather then the whole GEAR up, Head back south, shoot people until you die.