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Showing results for 'Vehicles'.
Found 41868 results
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And a good one at that, which would tie into base building. The downside would be, not just players will see it, but zombies would be drawn to the light if it was visible enough, just as they would a gunshot. So I picture people would build walls around their fires to keep light to a minimum, or even doing it inside buildings, maybe with the ability to barricade/cover up the windows? Heck, for a quick stop, once vehicles are back in, a fairly large group could setup their vehicles in a ring around the fire to block as much light as possible.....
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Atmospheric Chernarus + Molotova Cocktaila Klasik Weapona
King of kong posted a topic in General Discussion
Hello. I think it would be nice if we could maybe have a more "Apocalyptic" Republic of Chernarus in the Standalone. I mean more than just burned out vehicles and houses in disarray. - Chernarussian Dfense Forces Blockades. Remember 28 Days Later, the 42ND Blockade? Something like that in Chernarus would be cool. -Abandoned Chernarussian Defense Forces Convoy. Old T-72, 1 UAZ, 2 Urals. Possibly with siphoned petrol or stuck in a ditch. -Boarded Up Windows: I feel this would be good for some houses. A few boards and maybe some sheet metal. Molotovka Cocktaila Klasik Weapona I know this has been suggested before but if the engine allowed it. We could have burning zombies (will be slowed by fire and will die after a minute) Also Volvo plz maik guns rarer n more Chernarus Army stuff, tangu -
If you had a direct input to what the developers etc put into DayZ what would it be that would make you have the time of your life? - For myself it'd probably be, able to effect the enviroment like Fortifications including boards, sandbags, palisade etc mini forts. - for the dog thing if they end up implementing a choice of what breed, cause i love alot of different dogs. - All buildings enterable no restrictions including skyscrapers if something along the line of a big city is put in. - Wieldable torches ( Stick, rag, FIRE!) - Able to distract zombies with objects ( Empty Tin can whiskey bottle) they go towards the sound makes all those empty junk items useful in a way, - Items instead of being on the floor in buildings, on shelves and cracked safes/cupboards factories and some buildings lack opjects you'd normally find in there like crates. - More hoards of zombies - Items be in logical places for example, go into a house, you'll find a heap of food in the cupboards if it hasn't been raided maybe even plates of left over food with flies buzzing around them or something clothes in cupboards - Military Food - Searchable destroyed vehicles ( Non repairable ones) Some things might be coming and others will have been announced already but just listing what i can think of would make me happy in my DayZ Experience. Share yours, Inb4 'You're an idiot'
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Kill on sight... my group is doing it now
lyndonguitar (DayZ) replied to Nariquo (DayZ)'s topic in General Discussion
I am talking about the standalone (I even said there's no vehicles yet) -
I want to speak a little further about the hoarding simulator accusation, and why Origins basically gave people a free pass to act like they're playing Call of Duty. DayZ is a survival simulator that excels at putting people in hairy social situations with real consequences. When you meet someone or happen upon another's existence, you have a series of choices akin to a risk vs. reward decision found in stock markets and criminal minds alike. There is something you want, and your brain has a natural risk/reward formula to decide if that action is idiotic or not. For example, approaching 1 person carrying around a pistol and trying to steal their food is much less risky than approaching four well-geared people in a well-organized formation. The four people have more food, but attacking them has much more risk involved. The key there is the risk, because everything you do has a certain amount of risk involved. Going in to town to find food has risk. Building a camp at Green Mountain has a little more risk. Hanging out at the NW airfield has even more risk. Origins Mod was invented by people who didn't understand that factoring in risk was an inherent part of this game, and they removed a lot of risk for a lot of players, which also naturally removed the reward. You could find a server, farm for gear, food, and other loot, and store it away in one of your many houses. Much of this loot was never seen again, because you simply had too much of it. For example, let's say you stored wheels for vehicles in case you needed to repair one quickly. Well, you couldn't carry around all 4 wheels, plus engines, fuel parts, and scrap metal, so it simply became easier to go to a construction site or other industrial, find a nearby car, and farm the parts for it on site. Those other parts you stored away were never used, and they just sat there doing nothing... Except, they did do something. They reduced (and in some cases, simply removed) the risk factor involved in your decision making. It was like this for weapons. You started brand new on a server, found a shotgun or Enfield, and were extremely happy just surviving. When you built a house, however, you started storing weapons for the next time you'd die. Next thing you know, you've got 20 DMRs, 20 M16 ACOGs, and a dozen Mk48s stored away with hundreds of magazine, and you were always fully armed. This along with the hundred or so cans of food and a dozen NVGs.... Good to go, right? Not really, because everyone else was doing the exact same thing. Everyone had military weapons. Everyone had a DMR, M16 or Mk48. Origins turned the game from a zombie survival game in to a military simulator, where everyone had the best weapons. The zombies ultimately meant nothing, and were a simple nuisance once you figured out how and when they spawn. I know this is getting long now, but it's important to stress the failure of Origins. My friend and I ran a popular server at the height of Origins, and the negative points I'm talking about here meant people played for a few weeks, enjoyed their time hoarding weapons, ammo, and food, and then simply quit because there was nothing else to do. The only people who stuck around were the bandits who really should have been playing a military simulator in the first place. At the end of the day, the main downfall with Origins was the housing, because being able to store everything you needed removed the risk, gave you a free pass to die as many times as you needed without consequence (like CoD) because you could simply run home and re-gear, and ultimately removed the reason to play this game in the first place.
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To save the devs time i think it would be a good idea to make 1 wish list instead of 1 thread per suggestion. So everyone post your suggestions here and I will come back in a few dayz and edit all of the suggestions together and take out the far-fetched ones. :) Then we could give it to the developers and as the game advances through alpha and beta, they will be able to look back at this and use it as sort of a guide for what we want, instead of having to search through a bunch of threads and replies. Weapons: Assault Rifles: -AEK-971 -SR 3 Vikhr -PPD 34/38/40 -AMD 65 Sniper Rifles: -Dragunov SVD, -VSS Pistols: -CZ75, -GSH 18 Light Machine Guns: Attachments: Vehicles: Civilian: -VAZ 2106 Military: Planes: Clothing Articles: -Tool Belts Note: Please post any suggestions you have! I can add more areas above as needed. Note2: I will also add ideas from other threads if I see them.
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Consolidated Weapons/Equipment suggestions
Gdaddy22 replied to rocket's topic in Mod Announcements & Info
Weapons: Assault Rifles: -AEK-971 -SR 3 Vikhr -PPD 34/38/40 -AMD 65 Sniper Rifles: -Dragunov SVD, -VSS Pistols: -CZ75, -GSH 18 Vehicles: -VAZ 2106 ---------------------------------- of course this, + weapons from the mod I picked some eastern european weapons that should be found in Chernarus -
Maybe I haven't paid much attention and this is slightly off topic but are western vehicles still found in Chernarus? The only reason I can imagine they were in the mod is because the object (wrecked HMMV) was already there and it was easy to do. As for Gdaddy's new topic, I don't want any guns added for the sake of being cool rare items to find. I'm a boring guy, to be honest. If I had it my way we'd have Warsaw weapons, Warsaw weapons, and a few more Warsaw weapons to keep things varied. The most powerful weapon I'd even consider would be the KSVK which is unwieldy as hell and has an inconvenient zoom for anything except long range.
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Weapons: Assault Rifles: -AEK-971 -SR 3 Vikhr -PPD 34/38/40 -AMD 65 Sniper Rifles: -Dragunov SVD, -VSS Pistols: -CZ75, -GSH 18 Vehicles: -VAZ 2106 Planes: nothing yet ------------------------------- Of course this, + weapons and cars from the mod
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Cracking down on server time abuse [24/7 night and day]
broskiboot replied to ProGamerGov's topic in General Discussion
It's really your preference, I understand each side of the argument. The 24/7 1000 vehicles might be kind of cheating but you don't HAVE to play on those servers. I used to play on those servers because I never seen cars in normal servers and the night was unbearable. So they are good for new players and people who just want to have fun because DayZ doesn't need to be 110% serious realistic. -
Yea they will add a lot more end game stuff with time. Vehicles and what not will give us something to do.
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Consider prioritizing this in upcoming fixes.
SolidOwlPL replied to johnm81's topic in General Discussion
If i recall correct Rocket did mention something about scavenging parts of broken vehicles. But that is far future from now. -
Consider prioritizing this in upcoming fixes.
SolidOwlPL replied to johnm81's topic in General Discussion
In that case once they add vehicles and there will be some that you can't enter you will request to spawn in with one as well, because you need to be compensated for laziness? -
Thank God a thread for 24 hour cycle servers, and thank God for other people who share my sentiments about server owner configuration. I quit playing the mod because of this bullshit as well where EVERY. SINGLE. SERVER was "24/7 daylight/third person/crosshairs/custom loadout/name tags/max loot/max vehicles" etc etc. I hope Musty Gaming or whatever ends up being a full hardcore server when Rocket enables it; I cried myself to sleep after US Hardcore # servers on the mod disappeared because no one could take a challenge.
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Onto the topic of weapons/their proceeding ammunition, and how rare it should be. This has been a pretty heated topic ever since DayZ loot has existed, and it's good that we feel very passionate about this, but making a nice, mature, discussion topic is something nice to have. In my opinion, I am all for a push on making weapons rare, and their counterpart ammunition even rarer. I am sure the argument can be used that the people in the Czech Republic are prominent owners of firearms, however, how well do you believe this would affect gameplay? I mean, I like to think about this like vehicles. No, vehicles are not that rare in real life as they are in the mod, but in all honesty, you cherish it. It is your baby. You treat it with the utmost respect and would lay your virtual life down on the line to protect it. (Slightly irrelevent, but I thought I would post this along with the topic) I am interested to hear the arguments from the other side on the matter and truly hear the voice of the community. I will be adding a poll along with the topic.
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I want to incapacitate a threat rather than just killing them, so : Tazers (already mentioned by Rocket I believe). Rubber bullets (or bean-bag shotty) like the anti-riot cops use. anaesthetic dart pistol or/and rifle as used by animal control. hoop on a stick thingy as used by dog catchers, (could be used to move infected around, collect 'em maybe). ability to build man traps either the rope from tree type or maybe a net from above. When vehicles come in: spike strips ied's improvised tank traps. for fun: a water pistol. (although this could be nasty if filled with something caustic). a bicycle horn. (parp parp).
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Kill on sight... my group is doing it now
lyndonguitar (DayZ) replied to Nariquo (DayZ)'s topic in General Discussion
yeah I play with my friends too, We tried robbing people and they all just logged off. We tried killing them but their bodies disappear before we can completely loot it(or even loot it for that matter) There's no vehicles and other things yet so this is really the only thing doable in the game yet but it's bugged out. I hope they fix it asap. put a timer on log off and remove the body disappear bug. I can play for 1000 more hours despite the other bugs and alpha -
How about Balota airfield military loot getting removed?
lyndonguitar (DayZ) replied to Twixxer's topic in General Discussion
this is how it goes in the mod NWA - Main PVP Battlefield Northern Town - Ghost Towns with almost no loot Balota Airfield - Ghost Town with almost no loot Elektro and Cherno - Bambi PVP Battlefield in the SA game NWA - Veteran's PVP Battlefield (Highly experienced players, clans, groups) Northern Towns - Veteran Looting Grounds Balota Airfield - Bambi PVP Battlefield Elektro and Cherno - Bambi Looting Grounds I prefer the SA style. It's more balanced. By making all buildings enter-able and adding more loot spawn points the game makes the northern towns a viable option to survive now aside from the southern cities. Now there is balance, the northern have more civilian loots plus the removal of stary sobor military loot makes it a balanced place. The addition of military loot in the south makes it balanced too. Making Balota a military loot place essentially makes it a PVP zone so it will decrease the number of hostile players in the nearby towns Cherno and Elektro(they will go to balota instead for their killing pleasures), new players can now loot more peacefully and not die the moment they spawn in the coast. If you remove Balota loot it will do absolutely NOTHING. Hostile players will go terrorize elektro and cherno again. People who want military loot will just go to NWA anyway, crowded with Veterans and Bambi's alike Loot amount isn't high... unless you do server hopping and go to unlooted servers with 0 players which really isn't solvable with your solution because they will just go to NWA and server hop instead. it does nothing. And just to add, I roll with a group of 5 or more depending on who's online in our clan. we play dayz since the mod. in the mod we tend to hit elektro and cherno and then NWA. that's the only three locations we really go around. In the SA, we tend to roam around the map. going place to place. elektro, cherno, balota, miltary base, zelenogorsk, stary, NWA, and backtrak on a new server. OR instead go to devil's castle, gorka, berezino, solnichy, rog castle and back to elektro. In the mod I never really paid attention to the other towns. now I do. I really like the current style. the only thing missing is more loot/weapon types and then vehicles -
Apart from being a top wit I also used to work as a games journalist, so I've decided to set down my thoughts on the new standalone, in the hope that future generations might understand what life was like in 2013: http://women-and-dreams.blogspot.co.uk/2013/12/dayz-and-confuz.html So far I've explored most of the west, north-west, and north of the map, but I've generally avoided the player hotspots. My heart sank when I realised I had spawned in Kamenka, but rose again when I noticed a new supermarket had opened just outside of town. This saves having to run north to Zelenogorsk in order to kit up. Zelenogorsk itself now has some barracks, which is where I killed a man. My killcount so far is one possible, several zombies, no deaths. That man was the third player I saw, the first I saw whilst in a position of strength. Never strike unless you are in a position of strength. And when you strike, klotzen, nicht kleckern. I learned that from reading the internet. I was confused by the large empty areas in the far north-west, which look unfinished: Whether they're supposed to look unfinished, or if the plan is to populate them with buildings later on, I have no idea. In the latter case it'll be hairy if you wake up one morning to find yourself embedded in a building that wasn't there when you went to sleep. The "lake" in the north-west is actually just a depression in the ground, there's no water, and as a consequence if you want to explore the northern reaches you need to carry several canteens and plastic bottles. But without tents and parked vehicles etc there's not much point going there, because there's no loot to stumble upon. I used to love raiding camps. They are the enemy's weak point. Wipe out his supplies and he will die. My other impression is that sniping is going to be awesome, now that you can hide indoors: On the other hand, this might not be so smart if the place was swarming with zombies. Depends whether the AI will be clever enough to climb stairs and open doors. It'd be handy if you could use a hammer, some nails, and a plank of wood to barricade yourself into a building. Or if you could use a gas stove and some petrol to set fire to a building, thus flushing out any snipers. After a short while the entire map would be covered in burned-out buildings. My impression is that the standalone is a good solid foundation, and of course the basic gameplay is already in place, it just has to be translated across. Forty people per severe is going to seem less crowded than the mod, because there are many more places to hide, and in general the outdoorsy engine feels much more realistic. Less as if you're running over a lot of metal panels covered in grass, more as if you're running over actual terrain. At the same time, I wonder whether the developers should have gone for a lower price-point for the alpha, with a discount for the full version somewhere down the line. The trufans have now handed over their money; further sales have to come from new players, who are going to be baffled and disappointed when they load up the game and find themselves in pitch-darkness with no goal and a handful of broken zombies. New players would be better off with the mod, except that it's silly to buy into something that will presumably become a dead-end. But on the other hand, Bohemia now has a big pile of cash with which to fund their holidays further development.
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How about Balota airfield military loot getting removed?
porkypants (DayZ) replied to Twixxer's topic in General Discussion
I think the discussion is pointless, there is only 3 weapons in the game. Loot balancing can only be done once we know everything. Maybe northwest airfield has a helicopter spawn or awp or else that makes it worth the travel? Also right now many dont travel away from the coast because there are no vehicles, in case of death it takes too long to get back to your group. So please no changes to Balota airfield untill the loot is more complete. -
How about Balota airfield military loot getting removed?
TLa_Vanguard replied to Twixxer's topic in General Discussion
its alpha + no vehicles = lhigh blood pressure, imagine running all the way up to the NWA to find nothing or just have your game glitch out! Having loot so close to spawn works for the alpha but not the full game. -
Well, if you spent any time in the MOD, you would never ask this question. Between the old map, and this one, there is probably 1/2 again as many buildings and most all are enter-able. I know you may be referring to the large relatively 'emptiness' of the map. Don't discount that. The map is far smaller than you might think. When tents/base building, and even more so vehicles are added to the game,you will see the map is going to get really small really fast.
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Pfft. Kill them? Make friends with them is what I do. Most of the time they are a friendly guy too. Being a bandit hunter is better than being a bandit. The ability rob people who also have guns is a good one. Only kill if you have too. Killing a new spawn for the reason that they might get gear and kill you is stupid. They are just gonna spawn again aren't they fools. Talking to them means that they will not kill you at all and no one needs to die. It you want to protect yourself use you words not your bullets. Bullets won't work. Hunting a kill squad is the best fun I've had. Especially when you find other player who have had run in's with that kill squad. Though there's no vehicles or C4. I loved stealing and breaking heir vehicles or setting traps with high explosives as they had like a 40m blast radius. First time I tried using it I blew myself up as I thought I was at a safe distance.
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Hey there! I like how the servers are hive and all but this caused a lot of problems with the Dayz mod, Because players would log out in combat go in to another server and then cycle around their enemy and go back to their original server and kill their target from behind. Also later on when vehicles gets added a lot of players will probably go to a vehicle spawn and switch between servers until they gets to a server with the vehicle spawned next to them. So my solution for this would be some sort of cooldown, when ever you log in to a server and then eventually log off you cant switch to another server for the next 30 minutes or so. This is not important at the moment but I just wanted to put this out here for later on.
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-vehicles etc will be added -What would the point of pve zones be? survivng just the zombies comon its a joke..... its not hard to avoid players if u play right.... -really spawning into a fight lmao hope you are kidding.... storage will also be added in multiple ways. - Loot will be fixed -zombies will be fixed as well with more and respawning -and plz do not ever compare wow to dayz again lastly