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Showing results for 'Vehicles'.
Found 41868 results
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SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
someone just bought this up and it made me think about something for a bit. Do you believe players in-game characters should be safe when logged out? why or why not? why is this different to gear, like say if u log out in a car, why wasnt that car ever saved to your character and not the map? id say it came down to engine design limitations, and id even go so far as to say if vehicles were able to be logged out with their character, it would of been implemented from the beginning. Like cars need keys to run. Why can you only lock cars in like 1 unnoficial mod? or tents. Im sure they only persist after death due to design limitations. The true dayz gamer feels dirty going to an old tent to rearm, cos it defies the logic of your survivor being a brand new character. Id say tents were only even persistent after death due to further design limitations, eg multiple people having stored items in a shared tent. -
I got that information from their website: Scripts used and Rules Dictionary says it means 'opposed to'. Thesaurus says the synonyms are: against, contrary to, counter to, in opposition to, opposed to, opposing If you are playing against the environment, in opposition to it, it means that the environment contains obstacles which make it difficult to achieve your goals. Therefore surviving against the environment is supposed to be challenging and threatening. There are a couple of dozen server owners, Ceasefire included, that obviously want to discourage players from killing each other on sight; they use the 'PvE' label in the hope that their player base will be 'survivalists' and they will: use the whole map; scavenge; set-up camps; repair vehicles; and co-operate with other players. Which is fine in itself, but then they tend to add scripts and configurations which make survival and scavenging easier than vanilla DayZ. It makes no sense to call that 'PvE'.
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SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh posted a topic in DayZ Mod Suggestions
TLDR- The sooner into release even the most basic stash/base system and/or a party/group system is implemented, the better. edit: SUMMARY OF WALL OF TEXT. people werent really reading it haha. the idea is, upon its release, a base system that hides your tent / stash when you are logged out, will allow for players to start 'farming' for 'end game' items like repair kits and medical supplies right away. The aim of this is for it to encourage social play a little, particularly upon release, which could potentially shape the future of dayz pvp. Any idea im suggesting still offers advantages to everyone, with only one disadvantage mentioned at all, and thats to lone survivors not being able to construct underground bases as large, thus not being able to store quite as much. Thats along the same lines as players not being able to blood bag or epi pen themselves though, some things are quite difficult alone, and so need 2 people in the mod, and likely still will in SA. Adding a few other balanced incentives for group play, that still dont put lone players or anyone at a disadvantage could also be implemented, such as 105% loot spawning for a 'party' of 2. This means they will still only recieve 52.5% loot each instead of the 100% that lone wolf players get. This system doesnt force any changes to anyones playstyle, unless they want to actually be social and need an extra pair of hands to expand a base. Reasons why i believe this is the case. It seems like the majority of players got bored of being kitted out, ran out of things to do, and thats what they said led them to turn to banditry. Many players often added they attempted setting up a base, or stashing vehicles, only to find it was kinda pointless when you have other commitments like working and family, which mean your hard work can easily by stolen while you arent even logged in. Tents were an ambitious idea, but flawed in the fact they would persist in game when u werent there, and would still be accessable to you post death, meaning players can just rearm at their tent after respawning. This game is just about as close to an mmorpg as a shooter can get, yet it has completely avoided becoming a click spamming hack n slash grindfest. With this in mind tho, the same mechanics from a traditional mmorpg can be used to discourage kos hostility stemming from boredom. Even the most basic form of a fair, guaranteed safe while offline stash system implemented means survivors can begin 'farming' for 'end game' items. Time will mainly be spent focusing on farming and stashing things away, like repair tools, resources and the like, and expanding your base, instead of getting bored and pvping. If a system could be implemented which offered incentives to group playing / group base building, but didnt put lone survivors or bandits at any unrealistic disadvantage, this could potentially change the whole dayz player base mindset, making dayz into a more coordinated, welcoming community. This will have an even greater effect if it happens early on in dayz and not 7 months into alpha when the player base is full of sour, hate fueled, bored pvpers getting revenge on the world. This needs to be clarified now too, this concept of stashes entails they will be mostly if not entirely destroyed when you die, so its not just a way to go rearm straight away after dying. A little more depth. So to begin, i gotta say i have been mulling over this entire concept for a long time now, and read over dozens and dozens of suggestions. I've searched round for a while and feel like this suggestion is pretty fresh still. I rewrote this thing bout 4 times, cutting it down as brief and clear as i could possibly write it, and saved little balance issues for follow up questions that anyone may have. All numbers in this post are just estimates too, and im very open to constructive criticism, id like to see how the ideas in this suggestion are flawed and could ruin anyones playstyle or experience cos thatd rule it out obviously. Keep in mind! this system was thought up with sticking to the current plans for base building, which AFAIK are going to be portals to instanced bunkers. The system i am suggesting could be adapted over to this instanced system when it is developed and implemented, or even if it needed a wipe, im sure most dayz players wouldnt mind a few wipes if it meant a hugely expanded base building feature. I am also very open to the idea of losing your entire personal stash upon death, because none of this 'bonus persistent clan stash tab' and fortification salvaging stuff mentioned below needs to see the light of day for the goal of less KOSing to be achieved. I believe merely being able to store gear safely when you are logged out would be enough to make people want to utlize multiple / larger bases for the added benefit of gearing up a friendly, or them gearing you up when you die. KEEP IN MIND ALSO! Standalone is aiming to have a lot less of everything, particular medical gear, so itll be a challenge just having enough space for each type of antidote / medication, as well as food, water, and other supplies. So a small increase in loot for a group isnt going to affect the amount of loot as much as it would now, and grouping up your camps will probably be necessary just to have enough space to store all the required medical and survival supplies, for all the different in game ailments and requirements. The concept. (when i say stash, base, or settlement, i mean the same thing each time, just a different name for a hidden storage space) The idea im suggesting is an as balanced as possible incentive reward system for group base building and group play. This mechanic must not neglect any lone survivor or bandit playstyle. It attempts to benefit everyone as equally and realistically as possible. A new stash node system, similar to the current, would be linked to your character and spawn in when your character logs in, and be invisible upon logging out. The stash object model + input could be the same objects as the stashes recently added to the mod. A survivors stash will collapse upon death, leaving only ~10% of random gear salvagable. Group owned stashes, with linked access to one another, opens up a new persistent shared storage space, like a small WoW guild bank tab, that persists through death as long as one stash is intact. Both lone wolf survivors and clan stashes can be fortified with an earthquake resistant+security addition, or given an extension, using mats, most likely a mix of harvested wood, and items from industral zones / tools. Fortifications increase the amount of salvageable gear leftover at a collapsed stash by a miniscule amount, with diminishing returns making it a challenge to get anywhere past about 15%. Giving your stash an extension increases total personal storage size, and gives a very small increase to total shared clan storage size. Lone wolf players are capped at a certain extension capacity, as construction requires moving and lifting materials too heavy for one person. When a survivor logs out in combat, or far away from their base location, their stash remains visible for an extra undetermined amount of time (anything above half hour sounded neat to me.. like an hour or 2 for combat loggers, ~30-40 mins when u log off outside of combat but far from ur stash). If a player can get to their stash area and stay close by without entering combat for ~10 mins, they can log off and the stash is 'logged off' with you. Players would feel enticed to make small bases, and share with players so if their buddy didnt die, they could both share from that remaining stash. another standalone feature which has been put on the list for development later on apparently, that this suggestion works around nicely is locks for stashes. If an unkown survivor attempts entry but doesnt have a key or passcode, he can shoot the stash up and collapse it and loot the salvaged gear or he can wait for when the owners are opening up their stash and jump them to get access to the unlocked stash. Group play could be implemented by increasing the spawn amount at an item spawning zone by a small% for each extra player in a party. As a guide to the idea, a building will spawn 105% loot for a 2 player group, 110% for 3 player group, 115% for 4 etc. This means a higher chance of at least 1 person finding the desired item inside a building / area. To make sure this doesnt hurt lone wolf players, the readers of this post should understand, 1 person looting will always get 100% of the loot to themselves. The only way a building would be able to spawn more than 100% each again is in like a group of 20+ depending on the % of increase for group play. The idea of salvagable gear in stashes was mainly to have a way where lone survivors could still rearm themselves some small amount from their last stash spot after dying. The fortification idea allows them to spend time gathering resources, so that in the event of death more gear is saved. The lone wolf player could even spend days, building 10 stashes, and save 10% of each one after they end up dying if they choose to do so. A player who does this instead of fortifying will instead save a higher number of small items, instead of a small amount of large items. A brief(ish) summary of the idea in action You go to town, meet up with 2 friends and begin looting in a group/party. Loot spawned at nearby buildings is increased by 10%, so each player recieves ~37% each of what theyd recieve if they were going solo, instead of 33%. After looting enough materials and supplies, you have enough to construct 2 underground stashes, similar to the mod currently. Player 1 builds a stash, that takes 10 minutes of standing in an area for it to build. 1st level stashes grant say, 20 personal invent spaces or somethin. Player 1s brand new, tiny stash has been already filled with gear, but the other 2 survivors are still nearly full. So player 2 then builds a stash, and by linking the 2 stashes, and sharing access, a shared, persistent clan storage is opened up that has ~10 slots. Player two is able to take some of player 1s gear into storage to even things out, but player 3 is still nearly full of leftover building materials. Player 3 opts to give player ones base an extension, and initiates a group action through the mousewheel. Once all members click accept, the extension begins construction. Player 1 will now have 25 personal invent spaces, and the clans shared persistent storage is increased by a small amount, from say 10-12. All 3 players now have near empty inventories, a base, and are ready to fill up with new gear next play session. The three players call the session for the day and once a 10 minute no combat timer is up, the players can log out, and their stash node (like the little rock or the underground thing in the mod) disappears with them, ready to reappear when the player/s log/s in. An hour later, player 1 logs in, but isnt careful when out scavenging, and dies. Since player 1s stash had an extension put in, the clan shared tab is slightly larger than standard, and holds a little bit of spare gear for player one to use. Upon inspecting your unfortified, collapsed stash, you are able to salvage an additional 10% from the rubble. The shared stash size bonus resets to standard when the owner of the broken stash attempts to build a new stash, or repair their old one. So iv put a lot of time into thinking of potential flaws with this setup, im pretty sure the take on helicopters engine will be capable of it, and they could all be tweaked to be balanced to be fair/realistic for all playstyles, its just how people feel about certain mechanics that would stop this from happening. Before anyone is quick to critique this idea, i probably thought of the potential flaw you have in mind, and its solution. Like vehicle hoarders. A second clone vehicle would then spawn somewhere, and that clan would be limited to 1 of that vehicle type until a certain number of settlement members is reached, or the settlement has had enough extensions. Until then, the extra helicopter can not be stored by that clan, and will teleport to a random spawn location if it was landed too close to their base during server restart. Feedback, balancing and deciding on bonuses- So finally, i wonder, what do you guys think the about the stashes being invis on logout, about them collapsing upon death and about them being salvagable? What do you all think about a very very small amount of extra loot for grouped players? -
I don't think manual gearboxes are possible with the car configs...sounds are played according to the speed and they don't really have gears so to speak. You can already run faster than the 120 km/h limit you just don't have enough grip, the vehicles seem to drift too much while cornering if you can call that drifting...it's more like slipping on a piece of soap. A friend made a "turbo script" which could propel a vehicle to 300+km/h provided the street is straight and level and you have enough space because it's more like someone kicked you in the butt rather than the typical acceleration you would normally experience.
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Even though the majority of us wouldn't play on a PvE server i think the OP has quite clearly stated he used it so as to get used to controls, guns, vehicles etc.
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Show me the dictionary that states "versus means challenge" I did not say it is a challenging server, I was just stating a fact. The fact is, it helped me learn how to use guns, drive vehicles, among other things. How many more of you "smart ass" people are going to come to this thread and start adding your comments which has nothing to do with my original post? "There's even a rule that you can't steal from other players!" I did not say this, nor is that even a rule in this particular server... "The AI patrols are the only tricky aspect, but only if they see you before you see them." Again, i did not say this and no, there is not any "AI patrols"
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The 'V' stands for 'versus'. As in 'challenge'. Being provided with tents full of gear and having 300 vehicles doesn't sound like any sort of challenge though. There's even a rule that you can't steal from other players! The AI patrols are the only tricky aspect, but only if they see you before you see them. As already said, PvE is not the same as non-PvP.
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Blake, either you've misunderstood what the 'public hive' is or you're trolling. The 'public hive' is a database which contains the data for all the 'alive' characters - location, weapons and tools, backpack and contents, food and drink, blood level. There are probably 250,000 characters recorded in it, although only a few thousand of those are active players now. But that doesn't mean when you join a public-hive server that there are thousands of players who you can interact with. All it means is that whichever of the 300 public-hive servers you choose to play on, your location, gear and health will be loaded from the public-hive. This means you can always find a busy server, and start playing from where you left off. Well, almost - tents and vehicles are not 'transferred' from server to server. The difference with a private-hive server is that each one has it's own database. So once you've chosen a private server to play on, you can't 'transfer' that character to another server. The benefit though, is that private servers can have whitelists of players and can run extra anti-hacking tools. They can also modify DayZ to make it easier, more difficult, or more interesting than the 'vanilla' DayZ that's on the public servers. So why do servers only have a maximum of 60 player slots? Two reasons. Firstly, they don't have the processing power to handle more than 60 players. Secondly, the maps aren't big enough to cater for more than about 30-50 players. I know Chernarus feels huge when you first start playing, but actually after a few weeks you'll know it like the back of your hand. On a server with 35+ players, your tents and vehicles will always be found and raided within 48 hours, and the map will suddenly seem very small. Anyway, regardless, one way of differentiating between public and private hives is to use 'DayZ Commander' to look for servers, because it contains a filter to 'hide unofficial servers', so it will only list public-hive servers. But my advice is to find a good private hive server and stick to it.
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When you mark things on your map a player can pick it up and see it. Your marked up map would be valuable information. Maybe even set up a ambush? Example scenario would be Kill someone, and loot his body. Find his map and he marked where a broken car was or his camp. edit I also had in mind is a GPS system. you can attach a GPS to stuff like vehicles or tents. And this of course is info you will only have in your characters life. A map will consist of things you mark and GPS cords.
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Private Military Company DLC causing problems with DayZ!
fully replied to carsonearl's topic in DayZ Mod Troubleshooting
Sorry mate, I have no idea how them PMC models work with dayz. But I have being told that is were the high res textures come from. Same with the vehicles, interiors have low res textures. "C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\Expansion\beta\arma2oa.exe" "-mod=Expansion\beta;Expansion\beta\Expansion;@DayZ" -nosplash -world=emptyThis should be the shortcut that will work for you =) Give that a try. I will see if I can find out about the PMC stuff for DayZ =) -
Why did you start playing DayZ
King of kong replied to Skypill's topic in DayZ Mod General Discussion
I first learned of DayZ through youtube, i was looking for "Open-world Zombie-survival games" and i found a gameplay video of DayZ and decided to watch it, i was interested by the actual survival aspect, unlike otherzombie games, the aim was surviving, not killing. I was drawn by the graphics, the realism, and the massive world. Currently i have only played DayZ at a friend's house and i already i have killed 6 people and found 12 good vehicles, and i found 3 vehicles packed with supplies. I hope to get the SA game if my Windows 7 laptop will run it, 9My laptop cannot run Stalker: Clear sky so im guessing it won't run dayZ. -
2 vehicles every square kilometer.... 2 helis every 10 square kilometers.... the ability to spawn north....
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Hello all I would like to share a nice server that I recently found. It has several friendly (and very helpful admins) It is a PVE only server, thus there is no risk of being killed by a fellow player. This is what drew me to the server in the first place, As a new player, I wanted to experience the game without being killed on sight ( as has happened to me many times). There is a "safe haven" with tents filled with guns/ammo food/drink and all sorts of other items... The server has helped me in many ways, I am now a lot better in controlling my character, I can now easily avoid/outrun/lose zombies. I have driven several vehicles including cars, helicopters and quad bikes. I now know how to hunt animals and start fires to cook the meats. Also it is 24/7 daytime. To be honest, I still enjoy playing on a normal official hive server, even with the risk of other players, And I also prefer night time, it makes the game more realistic/ intense. But now, when I do play I manage to survive a lot longer than my previous attempts. Server name: Ceasefire 1 IP 188.165.211.107:2302 Version 1.7.7.1 It is a standard "non modded" server. Thanks for taking the time to read my post, and maybe I will see you in game :)
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Play one of the Official hive servers by ticking hide unofficial on your DayZ Commander if you use that, or just type US/UK(or wherever you're from) into the server name filter. Usually a few of em have 30+ players, and they are guaranteed vanilla servers with no added weapons/vehicles.
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Hey guys Im trying to get back into Dayz and was looking for a high population hive server. Preferably a higher skill level community that doesn't have 100000 vehicles/2000 helis and high spawn everything. Because it seems most of the high pop servers are like that, and I do not find that enjoyable. Thanks!
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Automatic "Rich person" cars should exist in higher class residential areas, so late-night cruisers and Russian clubgoers don't have to worry about changing gears. Chenaran military vehicles of course should be gearboxed all the way. :) But how would changing gears work? 1,2,3,etc and disable inventory hotkeys in vehicles? Number pad? ...
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That is the plan. It won't be implemented to start with but further down the line vehicles and the way they work will be overhauled.
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For standalone, I don't want to see these vehicles just 'spawn in'. I would like to see it if we can 'craft' the cars that spawn in. As someone said above, make your own technical out of a hatchback or something, you would of course need a gun and some other parts to make it work, as well as have to stock it with ammo (could be a simple as an AKM mounted to the top of a hatchback with a hole cut in the roof. Think that it should be made so that you cant just mount a m240 on a car, then jump from the driver seat to the gunner's seat via a menu, you should have to jump out of the car, then get back in through the gunner's door. To even mounting an actual heavy machine gun on a UAZ or something). I also think we should be able to 'armor' up vehicles a little bit, mount a steel plate/sheet of plywood over the windows for extra protection. Its been said that when they do add vehicles one of the things they want to do is let us 'mad max' em up a bit (wrap the car in razor wire, mount tank traps on the front as a battering ram, tie a naked femboy to the rear bumper...wait what? DAMNIT STEAK get out of my head!)
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EU 645 - Vanilla DayZ | Vehicles | Side Chat | Camp/Base Makers | Private Hive | [GMT-8][Veteran]
GunGuyGunner posted a topic in Mod Servers & Private Hives
Hi there, For a while now I've been looking for a 100% Vanilla DayZ server in Chernarus. After coming back from a break that's proven to be a challenge. There are so many servers out there now which are cheaty, seem to be boosting the whole PvP aspect by giving over powered start outs, including so called 999 vehicles, Auto bloodbag etc. I've found some Vanilla servers but they're either too laggy, get hacked on a regular basis or the settings aren't quite right for me e.g Regular mode. I thought I would give setting up my own server ago and try and start up a community of players who want to play Vanilla DayZ whether their bandits, heroes or base makers. I also have some Anti-Hacking installed so it will hopefully stop those hackers from ruining our experiences. Heres some Info on the server: Max Players: 50Physical Server Location: FranceTime : GMT-8Restart timer: 6 hoursDifficulty setting: VeteranAnti-Hack InstalledSidechat: On (May disable later to add more realism to the game)Hope to see you in the nasty world of Chernarus :) Find us on DayZ Commander - EU 645 - Vanilla DayZ | Anti Hack | Active Admins | Noobs Welcome | Side Chat | Private Hive | Vehicles | [GMT-8][Veteran] IP - 188.165.247.120:2312 -
HATCHET RELOADED EPOCH PVP SERVER -HUGE CUSTOM MAP WITH EXTRA BARRACKS ALL AROUND CHERNARUS -500+ VEHICLES 50+HELIS -AUTO REFUEL -ACTIVE ADMINS -RANDOM FIRST SPAWN POINTS ALL OVER MAP -CUSTOM MED BASE/GREEN ZONE -SELF BLOOD BAG -MORE TO ADDED (open to player suggestions) COME JOIN US :) 151.236.42.34:2402
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These vehicles you want are already on some maps dude..
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Opinions on armed vehicles?
[email protected] replied to khaenz's topic in DayZ Mod General Discussion
I would like to see this as a crafting option on certain vehicles tbh. It should probably take two passenger seat and/or cargo slots in order to not make it a straight upgrade. EG: The blue van would lose the two back seats in order to fit a SAW/another weapon you can find in-game. (Would love an MG42 mounted on a reinforced blue soccer mom van. This obviously shouldn't work with a GAZ or something similar. I would also love a turret-less T-34 ... -
Why not add tanks without ammo or a broken gun? Then they would be mainly used for protection against the zeds. And if you mean that you can just get to the coast without getting harmed, there's not that much difference to regular vehicles. A fresh spawn can't destroy a tank because he /she doesn't have a gun, but then he/she couldn't destroy a car either, so...
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Would be awesome to have gearboxes in cars in Standalone. It makes driving a little more challenging but much funnier and rewarding. You could of course break it if you were unskilled and couldn't use it, and then find a new one like any other car part. Another thing is that has anywhere been told that what kind of rework vehicles have gotten overall? In my opinion cars are pretty slow (highest speed you could get on road was like 110-115 km/h?, + offroad speeds are a lot slower) and cars can reach a lot higher speed than that.. (depends on the car of course). So what do you think? I would myself be very happy to see this kind of things in SA.
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I'm not talking about APC's like BMPs or LAVs but vehicles like armed technicals (With DSHKm behind) and UAZ with DSHKm or Military off-road with M2. Of course, these would have to be incredibly rare to make sure there won't be too often some retard driving around the coast firing at people. I think it would be a really nice addition. They wouldn't really be overpowered, considering how easy it is to take out a gunner on one (Unless you're stuck somewhere and pinned down) and that finding ammunition would probably be hard. It would also make the vehicle more intimidating, which would make more survivors avoid you. Or maybe having a BRDM-2 but without ammunition (The BRDM-2 doesn't have thick armour, and can be penetrated by 7.62 so I don't think it would be overpowered)? Whats your opinion about these kind of things? Would they be overpowered, and if yes, how? Oh, also, opinions of being able to fire while in a vehicle? I think that would be pretty nice, if you could for example on a pickup truck stand in the back and fire from there using some sort of machinegun with a bipod (You'll fly off if you get shot/the car crashes though, and most likely die).