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A Bushwacker's wishlist. Giant post of observations and things that would make DayZ awesome(er)!
phisher34 posted a topic in General Discussion
I just wanted to say Rocket that as one of first dozen or so DayZ Mod players, I am loving this direction with SA. Focusing on civilian survival, exploration, interaction, and the downtime in between has been a fulfilling experience -- and it looks like it will only get better. I am creating this (apologize for length) topic to share some ideas, tweaks, and real life experiences I have had and that I think would be beneficial. I would not be surprised if you haven't thought of all of this and more. I am going to break this up a bit so it's easier to read. Starting with the backpacking experience. Backpacks and access to gear. Glad to see the introduction of larger civilian model packs. I know more packs will be added in the future but I just wanted to touch on some options for gameplay. Currently, when someone is looking for a backpack they are factoring in size and color. Since there is no way to impliment a comfort meter (nor should there be) I think this is sufficient. However, as I am sure you know, a larger backpack doesn't necessarily mean easier access to more gear. Because of this I think it would be great to see: Readily available gear and "deep stored" gear inside of a backpack. As I am sure you experienced with the recent trip to Everest. When you need to access something in the bottom of the bag, it is an ordeal. It leaves you vulnerable, and requires you to take off the backpack. Because of this, the stuff that sits at the bottom of the bag is usually limited to items that you would need at camp, or when you are resting for a lengthy period of time. By separating the bag into quick access and long term storage, you are adding another element that players will need to consider when looking for a bag. A mountaineer backpack with a deep single pocket, is much more difficult to access than the hunter's ALICE pack that has separate pockets. I don't think anyone would ever want to actually put their backpack on the ground in-game, risk losing it all. But if it followed the similar "in-hand" mechanic that you currently have, I think this would be nice. By doing this, the way you pack your bag requires thought. With the separation of easily accessible, and deep storage gear you could cater to peoples play styles. Someone who uses a day bag, will have easy access to everything they need. The hoarder will be able to carry more items, but will have to stop and interact with their bag. It slows things down, which so far has only made the game better. There are hundreds of varieties of backpacks in the civilian and military market, it would be great too variety, instead of everyone looking for that holy grail backpack. Different packs also make different noise. A person loaded up with a stuffed 7-day backpack will make a lot more noise then the guy running around with a day pack or messanger bag. Theoretically, you can pack it so that nothing will jingle or jostle around, but in my experience more stuff = more noise. With the new storage mechanic I think we can: Incease storage in packs and on the person, or bring back the gear slot. The smallest space an item can take up is 1 inventory block. Be it a pen, can of soda, piece of paper, flashlight... This doesn't make too much sense as I should never have to choose between a pen and a can of beans. A pen can easily clip onto a pocket, a pair of handcuff keys could fit anywhere, a can of food has much more weight and dimension. So by increasing the number of inventory slots, a pen can still take up 1 inventory block, and a can of beans would take up 3 or 4. The total space of the pack would also need to increase. This will also have an impact on how a backpack is organized which compliments the first change. From all accounts, the number of items will be growing exponetially in the game so the space in packs should reflect that. The other way to do this, is to bring back the gear slot. Where you can place items that don't really have any impact on weight or space. I think this is secondary, as if you remove all of your clothing, then where is this gear being stored? :blush: Increase storage in MedPacks If we don't want to increase the size of the backpacks, than I think the medpacks at minimum need a boost. A standard over the counter medpack that you would take backpacking or put in the trunk of you car can carry many rolls of bandages, pills, masks, lotions, disinfectants, needles... Currently, we are very limited in the amount of first-aid gear we can carry in a medpack. I understand how scarcity is a great feature in this game, and it should remain that way. Finding a fully loaded medpack should be near impossible. But being able to stock one up over time should be an option. Or at least have enough space in a medpack to allow for 1 of each type of first aid item. Clothing and holsters. It's obvious that weather and materials of clothing will play a factor in future versions of the game. I think this is a great idea. I know it will probably have to go through a lot of testing and experimentation. These were just some of the additions I thought might help. Socks. They are as equally as important as shoes. The material is also important. If you run around with soaking wet socks, you will be noisy and risk getting sick. This adds another lootable item that then needs to be factored into storage. If you have cotton socks with your athletic shoes and run around in the rain, you will be exposed to the elements. But a pair of wool socks with combat boots and your fine. Rain Poncho's that cover the entire pack. Not sure how doable this is in the engine. But a nice rain poncho that covers you and your pack would be helpful. To discourage people from just running around with one all the time, you can limit their access to gear until they take it off (just as if it was covering the entire pack). There are added benefits to masking your siloutte but also from keeping away exposure. Concealed holsters. Loved seeing the chest holster be introduced to the game. In addition to this, I think it would be great to see leg holsters, and maybe even some IWB (In the waistband) or ankle holsters. There is a ton of potential with those as you are now adding an element of concealment to the player. These are also way more common in a civilian market. So lets say you take me hostage, I drop all my gear, you inspect me but failed to check my clothing items. Hidden in my waistband or ankle is a 7 shot 9mm handgun. Technology and gadgets. This is definitely a balance between what is practical and what is out of place. Solar and heat powered generators. I remember a long time ago this came up in regards to the DayZ mod. With the addition of batteries, we will need a way to charge them. I think something like the Goal Zero solar packs would be a great feature in order to recharge your batteries (rechargeable batteries being a new item). These packs would either require you to place them near your camp, or you can attach them to your pack as you hike at the cost of a diminished rate. I use these all the time and it would require a player to think about where they are placing them. They won't work well under forest canopy. In addition to solar, I have also used these little campfire stoves with USB ports that basically use the heat generated by the stove to power a device. They work pretty great as well, and would require a player to have an open fire, so again, requiring the player to think. GPS, NVG's, Hearing amplification. Frankly, I don't see how GPS would work in an apocalypse so I say never introduce it. I almost want to say the same thing about NVG's as they are a fickle beast. But there are some civilian models that I have used that seem to work okay, nothing as good as the modern military uses however. I would love to see hearing amplification added though. These are becoming more and more popular with both hunters and hikers. Basically a battery powered headphone that amplifies the sounds around you. Now you aren't going to hear people walking from a kilometer away, but you would be able to hear gunshots. Permanent and Semi-Permanent housing. Ability to lock a house. This seems like the easiest to introduce, but the ability to lock a house would be really beneficial. It wouldn't be permanent, as a player could kick it in or shoot the deadbolt, but lets say I am hold up in a house. I can either deadbolt the door, or I have to find a padlock item to do it. When a player tries to open it, it will make a door jingling sound. This should also have the added benefit of making homes more than just places to loot. In a real situation, 90% of the population would be hold up in these homes, not just scavenging. Tents, Lean-To's, Hammocks... I am sure you know of all the varieties in tents, sleeping bags, shelters and on and on. Just saying that I think more variety in this will be beneficial. Tents, like packs, come in all shapes and sizes. Besides storage, what makes a camp beneficial? I was thinking how in the mod, the only real purpose for a tent was for increase storage. While this should remain the case, I think there needs to be added benefits to either an individual or group of peple who commit to a plot of land and calling it home. Maybe increased food and water benefits, recovery from sickness, places to repair weapons and gear. Weapons On the right track. Not much to say here either as I know there are probably dozens of weapons planned on being introduced. I just wanted to say that I think you are on the right track by not adding in the exotic military weapons of ARMA. A .50 cal sniper rifle is heavy, terrible to maintain, and extremely rare. I know the US is an oddity, but if you were to take an inventory of the guns that people own you would find that standard AR-15's, Handguns, Hunting Rifles and Shotguns probably make up 75%+ I would love to see a variety within these categories, even if the changes are mostly cosmetic. I know a lot of people would rather have a customized gun that they like, even if it doesn't do as much damage as the "best gun in the game". Traps for hunting With the addition of hunting being added in, I think small game traps would also be beneficial. Players again, would have to think about where they place them as other players could find them. But it wouldn't give your position away like gunshots do. Bait could also play a factor for increased success rates. Tripwires and noisemakers. Straightfoward idea. Piano wire + empty cans is all you need to create an improvsed alarm system. Set it up in the hallway of a house or between two trees leading to your camp. Poison. Shouldn't be too difficult to add a mechanic that allows you to put poisons into food that people scavenge. If they eat the food they get sick, eat half of it they vomit, if they continue to eat all of it they can die. A player would have to inspect their food using the "inspect" action that is already in game. Maybe a line about the seal being broken is all you would need. Maybe 10% of the food people find already have broken seals so it's not guaranteed to be poisioned. If they want to eat it, they will have to prepare it by cooking it. Again, this requires players to slow down and think about what they are doing. Squad and group features. Identifiable clothing or patches. I love that player id tags are removed the game, but a new system of identifying friends should be added. Without forcing people to wear clothing that they otherwise wouldnt wear, allow them to tear up a red shirt and wear a patch on their arm or as a scarf. I think this will go a long way in encouraging group play, and even friendliness amongst groups. Ability to join a group in game. I've debated this with my friends in game, as I am sure you have. But the ability to actually join a group might be nice. With that comes the added benefits of whatever you can think of. Maybe if there is a group leader within 2.5km of where you logged off (and they aren't in combat), you can return to your game by their side. Food or medical benefits if a group member helps you. You could take this as far as you can imagine so I don't want to go down the rabbit hole, but I think in the long run this has some of the most potential benefits for DayZ. But it's obviously a fine line as it could also be something that gets exploited or isn't realistic. Ability to carry a dead body. Here's a scenario that has played out more than once. A teammate gets KOS'd by a bandit in a town. Our group kills the bandit, but now our dead teammate has respawned at the coast and is running back to his body, praying it doesn't dissolve into the ground. The ability to drag that body (maybe quicker if on a stretcher) to a nearby building, for safekeeping (this is really morbid) would be nice. This would also allow you to setup traps or other mechanics by giving a player the ability to keep the body from dissappearing, maybe for just an hour or two. The Map. Chernarus has lost its edge even with the new additions. I hate to say it, but the map just isn't exciting anymore for most the people I play with. Almost every town, hill, or mountain has been so thouroughly mapped that nowhere seems unfamiliar. I love the new additions in SA, but even those only took a day of exploring to map out and when all of the new material gets added in up north I fear that will be figured out quickly as well. I want to see you guys create a new map all on your own with DayZ in mind. Those train tracks up north how they cut through the trees and rock faces are gorgeous. But I know everything around it, and even when you finish updating this map, it will still be 80% of the old map. Keep in mind, so many of us have been playing this map long before DayZ. That feeling of exploration, of not knowing where the next town might be, what is on the otherside of this mountain, or even where you spawned is something that DayZ thrives on. Above all else, it is this feeling of the unknown that makes DayZ unique. More than any game mechanic, more than any player model or item, more than even the zombies. I feel the world in which we play is the most important. Please, please, please, reach out to the community, hire more artists, or make a contest out of it - but a new map, completely new, will add to this game like nothing else would. Can the map be bigger? When you think about DayZ long term. Specifically the idea of semi-permanent housing, squads of players, even player-made cities, you have to think about how much room we need to do this. When vehicles get added back in, it takes no time at all to cover the entire map. This probably wouldnt be as necessary if a new map was created, but right now, everything still feels small. Look at Tavianna for example, that map was gigantic, but even when player made cities and vehicles were added, it still felt small. Jesus this was a lot of text. Just want to say that I love where this is going. Thank you! -
I'd def say that making loot spawn more frequently than "once a restart" is of a lot higher priority than vehicles. And I am really looking forward to vehicles.. So far things are looking pretty good though. GJ and merry xmas!
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People seem to be combining/conflating the term Sniper Rifle with Anti-Material Rifle. I am fine with Sniper rifles in a game like this but not Anti-Material Rifles. CZ550, M24, SVD, an even the DMR (now that it is confirmed there will not be NVGs in SA to be used with it) are ok but when you put in the M107 & AS50 anti-material rifles it renders the vehicles useless. Given how everything from eating canned food to performing blood transfusions are now more difficult then they were in the mod I think it is safe to assume getting vehicles up and running will also be more difficult then in the mod. If an Anti-Material rifle could destroy any vehicle in 1 hit as it could in the mod it would demolish any point to the vehicles themselves.
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I'm not sure how you come to these conclusions, but it's like watching a dog chase it's tail. First person being better is by no means, a fact. It will never be the master of all perspectives. You forget that ArmA was a hardcore mil sim before DayZ was even thought about, and absolutely no one bitched and moaned as bad as you are about third person. They just made their own server and went about their business, never to speak of it again. It's a part of the game, it works for those who like it and yet here you are, saying "it's not my opinion, but I know that first person is better"... how do you know this? because you believe that it would be better for all and no one would complain if they just took third person out. That, is what we call opinion. No matter what you do or how you change the game, people will always kill each other (some even without speaking), there is no way in hell you can stop that and there's sure as hell no way that taking out third person will stop it... People find the game fun, not because it's so close to realism you can practically taste it... that's just stupid. They like it because no matter how you play it, you can have fun. Third person isn't killing the game, things that people like and use that are being removed, is what is killing the game. And at the moment, nothing is killing the game. People play it with the little amount of stuff we have and still have fun. It's not dead nor dying because third person is in it, taking it out would kill it. If those arguments are all that you've heard, then you are ignorant or just haven't read close enough. People prefer third person like you prefer first. I haven't heard much of motion sickness, but I get where they are coming from. I just decrease head bob. Situational Awareness is a biggy. If you wanted true awareness of your surroundings, you'll need your senses about you. You need to hear the things around you, make full use of your eyes, and know what you are standing on or around. The sound quality in this game is kinda bad, but it's improving greatly. To be able to use your eyes to the fullest extent, you need to use your peripheral vision and be able to concentrate on certain things. In order to get peripherals, you'd need to fit 180% into a flat monitor in front of you. that doesn't quite work out. One thing that strikes me as odd is that you complain about third person, and yet in first person you can still zoom with your eyes... now I don't know if it's just me, but I can't zoom with my eyes. In game it is used to resemble your character focussing on something in the distance. Is zooming hardcore realistic? hell no. Is it resembling something that you can do in real life? absolutely. As far as I can tell the only arguments you have for it is; it's realistic, it's fair, it will make the game better, using third person is cheating... all sound like opinion to me You point out that situational awareness isn't a big deal anymore if we just take out third person... I'm a bit confused by this because well, it makes no sense... you mean to say that by taking everyones vision away, the world will be a better place? Imagine this, you are sitting, looking in a direction and someone walks up to your side... a full 90% from you. In real life you could tell someones there, in game you cannot. That could just be a life and death situation, but you chose death. Catch my drift? These little details that they added are to help make up for what a video game cannot. Servers... Servers will always be like this... ALWAYS... you can get a group of people and join a near empty server and loot to your delight, then go to another server. Easy. For people who make private servers, I'm sure it will be like the mod, no connection to the hive. No looting in your own, then joining a public server. As I said before, servers with tons of weapons and vehicles is not idiotic, nor is it destroying the game. It is an adaptation to certain peoples play styles. Some want to get a gun and shoot things, some (like me) just want to drive around all day. You go to those servers and have fun doing what you want. It's not like you can take them with you to another server (unless they're linked). The game has always been on track, but it's people like you who don't want certain things in the game, even though they are a full fledged feature, to be removed that are bumping the game off it's tracks.
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I am not against adding anti-material rifles to the game eventually. That being said, they should be extremely rare, have finicky parts that need to be replaced often, ammo should be extremely hard to find, it should weigh you down, and occupy your backpack slot if you're not holding it in your hands. Given the setting of the game, the inclusion of US and other international weapons only really makes sense if the story from ArmA 2 is relevant to the lore of this game as I always imagined it has. If that's the case, a few American .50 cal sniper rifles would likely be in country and possible to find. Russians also have their own anti-material rifles and these should be more common though still extremely rare. They would be cool to find, and very powerful, but also incredibly impractical to use. Such items would likely be most effectively used by larger groups of players who would want a weapon effective at stopping vehicles from a distance as using a bullet on a player would just be a waste. A sole survivor or small group would have no need for it. Already in the game, the Mosin equipped with a long range scope is plenty accurate and powerful enough to serve as your go to anti-personal sniper rifle. And to say that the Mosin is not a military sniper rifle is a disgrace to it's heritage. It served admirably in WW2 in conditions that one could argue are much worse than the zombie apocalypse in Cherno. The same can be said of many "hunting" rifles. Many sniper rifles including today's started out hunting typical game, but have since been adopted to hunt the most dangerous game of all, man. When eventually implemented you'll have plenty of hunting and sniper rifles that should serve you just fine. If you truly are a good sniper, you'll be just as good with a Mosin as an AS50 when shooting at human targets.
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In other words, "I feel cool shooting it, please add! Even though the range is undeniably insane compared to every other weapon. Good for stopping crappy soviet cars too." If you can't stop things like the UAZ or even Ural with a 7.62 you need to work on your aim. EDIT: I'm assuming they'll be adding crappy soviet vehicles as the bulk mode of transportation, considering the wrecks, but I could be wrong. Sorry if that came off as exceptionally rude but there's no practical reason for adding these weapons and historically it caused a lot of problems. The "feels" and "sounds" of weapons are not how we should decide what gets added in my opinion.
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[AOS] Epoch Chernarus/Panthera 1.0.3.1 AntiHack|Active Admins|Indestructable Bases|Missions & Supply drops|Godmode & Anti-theft traders|Service Points
WillDeBeast replied to CIDOS (DayZ)'s topic in Mod Servers & Private Hives
good server, friendly community and admin is a legend, has the right balance between not enough vehicles and to many, best server i have player on for a very long time. COME JOIN US!!!! -
If you actually read my post, you wouldn't continue to say "You only want it because you prefer it." If I'm arrogant because I want the game to be fair for everyone and last for a long time then I guess I'm arrogant. Personally, I think that sounds pretty stupid. What don't you understand about my opinion has no bearing on my suggestion?Just because I prefer first person doesn't mean it's the better choice. It's the better choice because it's the better choice; there is absolutely no need for it at all, the game would be better balanced with out it and allowing it slowly kills the game, just like everything else that gives people a god-like advantage. I don't want it to be a hardcore zombie survival simulator ----> it was designed to be one from the start! <---- Third person stops it from actually being one. Third person was part of ArmA and the mod was as well so there wasn't anything that could be done about third person in the mod other than server owners disabling it. Now the devs are in control and they aren't even sticking with the original design of the game. Everything the player does in game is supposed to matter. Every decision is supposed to be a major one. If you can see a player without leaving yourself exposed in even the slightest way then you're going completely against the point of the game and what made it fun. "Is this guy going to kill me? Should I kill him first or try and trade?" It's supposed to be a mind game as much as a physical one. That's why the DayZ mod was so popular so quickly, now it's just deathmatch with zombies and a couple survival aspects. I don't want to see DayZ Standalone go down the same path, I want to see them actually improve. I've given plenty of facts to support why my suggestion is a good idea. Nobody has given an argument that supports why it's not. All I've heard is "Some people prefer it", "Motion Sickness" and "Situational awareness". Some people prefer it is irrelevant because it's opinion. I've already addressed motion sickness and you don't need third person to be situationally aware. The majority Loves third person but just because the majority wants it, doesn't mean they should get it or that it's a good thing and is beneficial to the game. This is exactly the case with third person. Situational Awareness in first person only suffers because of the player being used to how much more third person gives you. If everyone was locked to first person. Nobody would know the difference and after they played using first person only for a while they would become accustomed to it. Since everyone else would be in the same boat, there is no argument for situational awareness. When it comes to servers that players have control over, they will lock it, make it super easy for them and their friends to loot all the best gear then come to a server where people are playing legitimately. When they die, they will go back to their server and gear up again. It's an exploit, it's exactly as bad as hacking. The mod has devolved even further from that. All you have to do is look at it. There is nothing but servers with settings that completely defeat the purpose of the game. I would be fine with there being hundreds of vehicles if gas spawning in-game was about as rare as seeing a unicorn in real life. I'd be fine with there being thousands of weapons if ammo and magazines were equally as rare. I'm trying to get the game back on it's original design track because I actually care about it.
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This is one of the few cases where that logic does not apply. Less weapons , more rare they are the better in dayz. Atleast with military weapons and vehicles. With the new system in place however he can actually control the total number of set weapons throughout all the servers so sure he could have the m107 in game but he can control it so only 2 spawn in all the servers combined.
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I didn't skim at all, I fully understand what you're saying. You want everyone to only have the option of first person because it is "fair". But like I said, that makes you arrogant. You want everyone to change how they play to suit your play style so that you don't have to deal with third person players. You don't care if they like third person, you want it removed because that's how it "should" be according to you. I get that you want it to be a "hardcore simulator", but the truth that the FOV slider is an insta-fix for perspective is somewhat false. You lose perception the higher you get it. It shrinks and distorts your screen so that you can see to your sides on a flat monitor. Third person allows a wider field of view as well as giving a bit more situational awareness If you think that everyone should bow down to the first person players, then you are wrong in every way. I started off playing ARMA 2 and watched as DayZ became what it is today. I was here from the first public release of the mod and I have to say, it's come a long way. I can also say that if it wasn't for third person, I would never have survived multiple situations. Not because I see people around corners or over objects, but because I had more situational awareness. There is no master race in this, no first person or third person side of a war. Everybody has their own way of playing, and if you can't respect that, and can't get over the fact that third person is an option, then don't play the game. You say that not playing is a stupid idea, but I say it suits you. You have no respect for peoples decisions and would rather complain that people use a feature that you don't like. It's in the game and it's not leaving. It's your choice to use it or not. If people want to use it, then they will use it. It's a feature and will be used as such. As for servers, I see no reason why people can't choose to have a different kind of play style. If people want more guns, then give them guns. Odds are that they usually can't get one without dying, or can't keep one in any normal server. If they want a ton of vehicles, let them have vehicles. Personally I hope there are a ton of vehicles because that's how it should be. Tons of vehicles and little gas. First person servers are a kind of rare breed because there aren't many people that hate third person. If you truly wish to argue this point, then please give some good reasons. You wanting it to be a certain way because you feel heavily that it should be that way, is not a good reason.
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The mod turned into a kos game because there wasn't anything else to do and the zombies were a joke. At this point in the Alpha's development there is even less to do, (nothing to barricade a building, no vehicles etc), and there are reduced zombie numbers. People will kos because they are assholes and there's nothing else to do. There really isn't any other reason to kill someone who just spawned. Give it some time for the game to get closer where it intends to be and it will slow down. It will never stop, though, because douche bags are free to play the game the way they want same as you. First things first you need to keep looking for friends to play with as a group. When I started running four deep no one bothered us. Was just thinking that they need to implement a radio system, stat. Being able to broadcast where people are killing fresh spawns so that bandit hunters like myself can hunt them down would cause them to go north where the real pvp action should be.
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I think you're missing the point. There is no way to hide your camp from the sky. It is beyond easy for one group of people with a chopper to scout out the entire map and find every camp. The fact is choppers are OP and shouldn't be added. I suppose choppers would be semi balanced if they were truely rare and limited to one per server as well as hard to repair/maintain and have no weapons, but I would much rather have ground vehicles only.
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If you're referring to why scripting was never stopped in the mod, it's probably because the engine/mod required scripting to be able to spawn loot, zombies, vehicles, animals, etc. To stop scripting, you'd have to rebuild the spawn system... Thus, they used battleye to ban cd keys that used scripting codes.
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Hey guys, Me and my friend just got a dayz server and we've started setting it up and adding the scripts we wanted (Self-Blood Bag etc.) but now I've got another question. I've played on many servers and admins have been able to spawn weapons, briefcases (in epoch), and vehicles in realtime. All the posts reguarding this topic seem to be very outdated. I've seen that they are hacking as well but that is outdated because there is no way almost every admin in DayZ is hacking. We got the server through HFB and I'm wondering how the hell the admins do this, not to be abusive, but to possibly help other players in sticky situatuions. Anyone have any information or if this has been talked about recently pointing me into the right direction of a post I may have missed.
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The helmets make it look like Warz, Maybe they should only spawn on a motorbike (when vehicles are put in) The masks are fine, only an idiot wears one tho because they show up like a beacon with all the colours and make you an easy target.
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I like the idea to have trains that players can repair and use, but i think that trains shouldn't be this overpowered just increase the capacity as refund for only being able to drive on rails and go for it, i don't see a reason why trains should have gunports and stuff while other vehicles don't.
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I don't care iggy me thats fine. You all are compair this to Battlefield much smaller maps and just faster pace game type. You all play this game for the survivalness of the game and bigger maps to hide tents and stuff on. With the size and rendering distance of the map the game it's going to come with some FPS lost there will be no way to stop that. ~Pager p.s. All the Vehicles haven't been add in yet which is going to make it even more of a challenge for them because that will down FPS as well also Tents and other stuff that are saved to the map. Just more fun for them to come.
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Another thing that comes out from here is this: In a future you will be able to craft some defenses to protect your place (or that's what I've read around internet) and will be able to have a vehicle to hide in that base. With the server restart will all your work (defenses, loot stored, vehicles, other things that you can't hold with you in that moment) disappear? god sake i hope it doesent , cant wait for a stored place or something :) but in the start i guesses since its alpha it will disapear..
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See, this argument for 3rd person always kind of bothers me, because you can get your 1st person FOV really high in this game. Plenty of people still use the standard FOV when playing DayZ, and you can easily get a 1st person FOV that is much higher than the default 3rd person FOV. Oh well, at least I don't see people complaining about head bob anymore. And to people saying that server owners should have as many options as they want, don't you think it's a good thing that 97% of the servers aren't "10,000 vehicles start with guns daylight 24/7" anymore? Just before SA I actually had a really hard time finding any server that wasn't like that. It may be their own server, but giving people too much freedom just means that they're going to go for the lowest common denominator, and make DayZ into something that it's not. I certainly hope that doesn't happen to the standalone as well. Anyways, since we are able to have only one or two items across all servers now, I think there should be a very small amount of news choppers, but completely wrecked. I imagine all of the ones in working order would have already left Chernarus.
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Right, let's put this into perspective. The only reason AS50's were originally in DayZ was because of Arma 2. AS50's are military standard weapons that marksmen train to master. I don't think it's realistic when a random survivor picks up this 50 cal and without any experience goes on a killing spree, beyond the point... This weapon is used to penetrate light armoured vehicles and to shoot through walls. I don't think rocket should even think about thinking about adding it!
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there will be servers for 1st person and third so you will be able to pick n choose, I understand the bullshitery of third and want to try more firstperson. helicopters yeah they are not needed at all, I mean maybe it would be cool to have super rare ones but I mean super rare rare rare ya know and not op with guns just for transport and maybe you can shoot your handgun from the side passenger seats or something. The character per server thing is silly I must say, just rejoin the same server then. what if a server goes down that you play on a lot then well great your home is lost and with base building, stashes and vehicles in the future updates you will return to the same server unless you loose everything. And your other ideas I think are cool.
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Remove thrid person is great for the game feeling at all. An idea for adding choppers: Add choppers but hold an amount limit of 1 or 2, make them realy realy hard to repair (rare reapir parts like main rotor -> Split the item) so most people dont try to begin it. Add a kind of skill system for vehicles (not sure if it is a good idea) but it is an idea. Greetings ReDim42
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are they adding these features in sooner or later?
terrvik replied to nblake1989's topic in General Discussion
Well, vehicles at least. Ability to drive is all up to you. Yep. Whether underground bases are still planned or if it will be something else I'm not sure. I do now that barricades and other player constructed objects will be in at some point. The transitions between animations aren't finished and that adds a lot to the clunky feel. For instance when an action is changed (design-wise) the timing of the animation will be off and hence it will feel unresponsive. It will be polished and tweaked. Can't remember any confirmation but I would assume so. How the will work (as in will they work the same way as the mod?) I do not know. If building and tents are in? Yep! More items in general will be added. Both useful stuff and space wasting crap. Dean talked about growing plants and foraging and stuff not long ago. EDIT: Oh, yes. Animals and the hunting of them will be expanded upon as well. Compared to the mod I would say it already is. It's also known that Dean wants to see other maps in the future. Same as above really. Once it leaves alpha and perhaps even beta and modding is released who knows what will be created? -
*notices pants on head comment... cannot restrain himself* To be -sure- I read this right... you are making a note of how the AS50 is 'gas' operated as in petrol fuel? As in... pour diesel into your rifle for it to work... This comment, much like so many here makes it painfully apparent many of the people here have no experience or working knowledge of -actual- fire arms. The M4A1 is not a "high powered assault rifle". In fact it is not an assault rifle at all. The M4A1 is a carbine, which is a shorter and lighter version of a combat rifle/battle rifle. The AK-47 and it's off shoots -are- assault rifles. People are talking about 'average joes' not being able to handle M4 recoil. -Child- soldiers in Africa operate AK-47's with lethal effects, and the AK has twice the recoil of an M4. During night training in the US Army, we literally fired our M4's at targets slung lightly at our waist using the IR lasers to hit our targets. M4A1 recoil is extremely easy to handle. As noted by others it's also extremely well spread and distributed across the world. Comparing M4A1 standard issue light carbines to specialized anti-material rifles is like... well... comparing a gecko to a dinosaur. As others have said, -why- have a .50 cal rifle in the game? What purpose or role does it fill? The reason they were in the mod was simple... they were in Arma2. Why were they in Arma2? Because that was a full spectrum military simulator. It could be used for all of it's intended roles in a military sim. The only 'role' a .50 Cal fits into in DayZ is for sniping. Ok so you want to snipe for good or ill. Well here is a Mosin. Maybe they will even add a Remington 700. SVD? Sure why not. All of these fill the 'needed' role of reaching out and touching your target without them knowing you are there. If these weapons serve the purpose, someone explain why a .50 Cal rifle is needed or even a good idea? I am sorry, but anyone claiming to use an AS50 for any purposes other than trolling is full of their beans. If you are shooting people at 800+ meters, I am pretty sure you are not running down there to snag their loot. Which means you are just acting like the thumb of God and smiting people for your own amusement. I played the Mod a -lot- and I have had the AS50 and the M107. I purposely used them to kill bandits in Cherno, but found it a better choice to use things like the DMR instead. Even in the mod the .50 Cal rifles just serve no real purpose. I have been killed a lot in the SA so far, but at least they have never been to snap and a 'You are Dead' screen. Also, to the gent arguing that the military had time/resources to import Hummers and 'infinite assault rifles'... Hummers are light vehicles and widely spread all over the armed forces. There are entire motor pools of the things collecting dust in hundreds of bases around the world, not to mention rapid deployment options for the Marine Corps and the like. The M4 carbine is standard issue for regular grunts. Granted not the A1 version, but really burst fire and full auto doesn't make much of a difference. My Drill Sarge emptied a 30 round magazine on target using semi-auto faster than my buddy could dump using full auto. In a containment and civilian centric operation like the outbreak would have been, they would not have had .50 Cal rifles, bazookas (AT4), claymores, or any of the like. Even if there were 'bandits' they had to fight. I have served for 5 years in the US Army including tours overseas and I have seen a grand total of -one- .50 Cal sniper rifle and it was at a zeroing range in Afghanistan. Like Rocket says, it's not about realism, it's about being 'authentic' and a .50 Cal sniper rifle is not authentic to the setting or Rocket's vision of DayZ. Period.
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are they adding these features in sooner or later?
Diggydug (DayZ) replied to nblake1989's topic in General Discussion
There's a lot you can look into to find out this and more but here we og. Vehicles will be added. Some form of base building too. Animations I don't think will be changing much. Try ArmA 2's. Tents I really don't know but wouldn't be surprised considering they were in the mod. Define "camps" There's enough food but animals will be added which you can kill, gut, and eat. The world isn't big enough? Not enough terrain?? Maybe they'll make Altis work and you just won't know what to do with yourself.