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Showing results for 'Vehicles'.
Found 41868 results
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My time frames are more for exhibiting the relative quickness but if they should be shortened than that further proves my point. Just thinking, what if a heli had a component system of 25-50 different parts? It'd be amazing to see a massive component system for all vehicles so that hypothetically, one could build a vehicle from the ground up from found loot.
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Bicycles! I hope the devs use bikes as the mechanic model for vehicles or at least treat them seriously and give them their own separate system. And I hope they implement them soon! I love running more than the next guy, but just some bikes would be super nice.
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I like choppers but make them more "duct taped" together. Maybe small copters and not military vehicles.
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I am eager of vehicles in DayZ again,some old derelict east block cars that are degraded and rusty,no fancy shining cars or sport cars,would love to see adding ons on cars for purposes in general ,even a meatwagon (med car) would be nice to use to treat people ,looking forward....
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Ground civilian vehicles only. Nothing flying.
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We need vehicles ( to be faster , maybe only bikes for now ) and tents ( to horde things :D )
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I agree with the hearing distant vehicles adding to immersion and tension alike, nothing better than climbing the Berezino hospital only to hear a convoy rolling in - then let the games begin :D looking forward to a more complex vehicle system once it is implemented, though I hope vehicles are at least as rare as they were in early carnations of the mod
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The game needs a bandit system/rewards for being either good or bad
ZedsDeadBaby replied to alleycat's topic in General Discussion
No, it's definitely not. Perhaps you don't understand what I mean by "tacked on." I mean features which exist that break immersion by artificially rewarding or punishing certain behavior. For example, if giving blood to a dying survivor made a plane fly over and drop supplies for you as a reward, that's "tacked on" and artificial. Likewise, if AI NPCs show up and arrest killers and throw them in jail for murder, that's "tacked on." Me shooting your ugly face off because I feel like it is not tacked on. That's a direct consequence of playing a game which has guns and other people in it. I don't understand what that's even supposed to mean? I encounter dozens of players every time I play. I usually go prone in the grass and watch them pass by. I don't understand what you're trying to say here? It makes no sense. Yeah, no. That's really not true. w/ binoculars and other long-range optics, it's really easy to observe players from a distance and see what they're doing without becoming directly involved. I witnessed dozens and dozens of murders at the NWAF during the mod days, and often while remaining completely unnoticed. You can take point above a town in a deer stand or sniper tower and watch for hours players come and go and they will never know you're there. Just don't make a target out of yourself and you won't get noticed. Provided the activity is rewarded (i.e., you're able to gain information about other players) and equipment is added to the game to support this activity (like binoculars, optics and cameras) then it would happen all the time. Okay? I don't understand how that's relevant to my idea. And as I pointed out before, that's an opinion you're free to hold but is by no means a fact. Collecting gear is important in the first few hours of the game, but it ceases to be a priority after that. For me the most important and desirable thing in the game is trusted friends and after that the second most important thing is interesting stories. Right. Which is exactly what my idea would allow. As more survivors witness someone being a murderer, word and information spreads about them and then when you see them, you recognize them as the killer you heard about. Did you read my post? Probably not. That is very obviously and demonstrably not true based on the fact that there are several very large clans in operation that have a policy against banditry and murder that have existed since the early days of the mod. They never gave up being good, because for them that's what makes the game fun and interesting, and "losing shit" is meaningless. There's always more "shit" to get. Your obsession with gear is not shared by most players. I am betting you don't know what you're talking about. I survived for 45 days during the mod and never once attacked anyone. I had 5 player killers which were all in self defense. I had over 1600 zombies killed and had easily traversed the map 10 times (over 120km traveled). I had a dozen vehicles including two motorcycles and 4 different "base camps" around the map with 3-4 tents in each holding reserve ammunition, food and weapons. I achieved this by cooperating with friends, playing smart, moving quietly and not going in guns-blazing all the time expecting to win every firefight I got into. It was really fun, and I'm more proud of how long I survived than I am of how much "shit" I had. I had too much shit. We all did. We had shit coming out of our ears. It was not important. What was important was the experiences we had traveling together and surviving. If that's how you want to play the game, you can. Nobody's stopping you but yourself. -
do people actually want a complicated medical system?
mercules replied to dgeesio's topic in General Discussion
I definitely want a complex medical system. When vehicles are included I want the repair system to be complex as well. I want to be the guy in my group with 3 medpacks on him and a variety of items to fix up various boo-boos. "Oh, you have an infection, here I have a syringe with tetracycline in it, quick shot and you will be good soon." Dean and crew will have to be careful though and not make it so the solution to most of this conditions is, "Die, respawn, run to body, pick up loot." This is part of the thread talking about making a player's life worth more to them so it isn't the sum of what they have looted in gear. We would have to make it so that someone who is infected wants that infection to be cured and not to be shot in the head so they can run back and grab their stuff. Otherwise it will be like the Mod where someone gets infected without antibiotics and offs themselves in an out of the way place then runs back to their body before anyone else finds it. -
Made some changes and updates to the server: Server is now on a 6 hour restart schedule with a 4/2 day/night cycle Added the ability to flip vehicles over when they have landed poorly. We are also running a promotion where new players that register on the website will receive 375 reward points which can be spent in the donor rewards shop. Hope to see you on the server soon. (playwithsix is currently the simplest way to connect to the server as they have all the files needed for the panthera map. dayz commander does not at this time.) IP: 199.217.115.199:2140
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bicycle is essentially coded the same as a car in terms of resources and such. so basically can we have just 1 fucking car...like a lada or something shite? should be 1 gyro copter and 1 uaz...the end. i wouldnt complain about vehicles ever again
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You cant even spell vehicles correctly....
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TL;DR - Please restrict server options/distribution of server files until DayZ SA is well along in development (preferably something like 6 months - 1 year after full release) to control what happened to the DayZ Mod - abundance of "easy mode" servers and elimination of hardcore servers. I also apologize if any of this post is confusing as writing has never been my strong suit and I'm not a very cohesive thinker; I start writing whatever is on my mind and forget what I wrote prior to it. So again, sorry if it's confusing. :blush: Also, this post may seem somewhat accusing, but it is by no means meant to be that way; I'm just addressing one of the things that I think, in my opinion, ruined the mod. The majority are probably going to disagree with me, but that's what it means to be opinion, right? Just going to get straight to the point and say that, in my opinion, the only option that should be available to server owners is the toggle of third person mode (to help people with motion sickness since at the moment there seems to be no head bob slider). Now let me also say that I respect the decision and applaud server owners for spending their own money to host their own server so that others may have the opportunity to play DayZ. For those of you who played the mod, you all know how there was a nice mix of three types of servers: recruit (crosshairs, nametags, third person, distances, can even see people on the map if they're near you), normal (crosshairs, third person, no name tags, no distances, no map names), and veteran/hardcore (no crosshairs, first person only, no nametags, no map names, no distances); my recollection of some of the difficulties is a little fuzzy, but I think that's somewhat accurate. Eventually, rocket gave server owners the ability to change any settings they wanted, and what happened? Within a few months, the server list was over-saturated by "24/7 daylight, nametags, third person, crosshairs, max loot spawns, max vehicle spawns, etc" servers which completely defeated the point of DayZ. My favorite hardcore servers disappeared or had no one playing on them anymore and I was pretty much required to play on these custom servers if I wanted to have any interaction with other players. I'm already seeing 24/7 daylight servers on the SA server list. This is starting to worry me because I feel like it's heading the direction of the mod - completely circumventing the survival/difficulty aspect that DayZ is supposed to offer. I know Rocket has said that they are planning on doing some specialized databases or something for certain server types, meaning that people who want a hardcore experience can go play hardcore or softcore go softcore, but once the aforementioned 24/7 daylight servers come into play, the hardcore community is going to become kaput. Here are some common complaints, and my responses, about DayZ: But I'm always stuck playing night time when I get off real-life work and night time sucks! There are servers in other time zones so if it's 8 p.m. EST and you want daylight, just try to find a server on the west coast. At the moment, there's no way of telling which servers are which time zone, but eventually I'm sure that server owners will put their time zones in the server name (like the mod). "So you may as well keep 24/7 daylight because people just server hop to daytime servers anyway!" Yes, people server hop for daylight, but if Rocket implements penalties for changing servers quickly, then more people will be on night time servers. There really is nothing wrong with night time other than the gamma/brightness exploit; why circumvent something that the DayZ team worked hard on fixing/improving from the mod so that night time would be a little more enjoyable? Edit: As a suggestion, maybe implement 8 hour light cycle so every day you'd experience both day and night (2 day times, 1 night time; 2 night times, 1 day time, etc). I want to be able to see my character/third person lets me see more of my surroundings. Both of these points are pretty much moot now, especially since you can see your character in the inventory screen, AND there is now a proper FOV slider instead of that wonky fix for Arma 2 that stretched your screen. The only two acceptable reasons I can see for third person mode are: 1) motion sickness from head bob (until they implement a head bob slider), and 2) if your character is sitting down. If Rocket really wants to keep third person, my suggestion is to force people to first person mode if they equip ANY kind of melee/ranged weapon. This seems like a reasonable solution to me as it still gives players the ability to use it for traveling/loot searching/whatever, but they can't get a one-up on you combat-wise. I can't find any loot or (eventually) vehicles; I want to be decked out! Yes, right now I agree that loot seems a little scarce; a lot of buildings aren't even spawning loot (like the giant apartment complexes, or the rectangular dark wood houses with the weird shack entrance), but come on... does no one like the feeling of being on the verge of death from starvation/thirst, only to find that water canteen or well in a back yard and go "SWEET JESUS YES!"? I have a feeling a lot of the complaints on this point are from new players since I've had no problem surviving by going inland and finding towns that no one have even touched yet. Scarce loot (coupled with the loot durability system), creates incentive to trade with players or rob them with handcuffs instead of just outright killing people. I'm hoping military base spawns are even more controller to prevent the influx of military grade weaponry that's so easy to obtain right now (doesn't help that you can server hop without penalty at the moment). I could go on and on about this topic, but Rocket has put some neat mechanics in the game that will help make loot more valuable and hopefully prioritize trading/robbing over killing on sight, as well as making that one item you're searching for super gratifying when you find it. Please keep in mind that I respect how other players want to play the game, up until the point where it eliminates one type of play style or it homogenizes the whole system (read: "easy mode" servers). Right now in the SA, I feel content with everything, except I think third person needs some tweaking. Rocket said in one interview or Q&A that he was going to restrict the server files at first so that there wouldn't be a whole lot of server customization, but seeing as there are 24/7 daytime servers already, I'm worried he's backing away from that a bit. Yes, I understand that server owners are paying their OWN money to run a server. This topic is just a giant grey area and down the line I could understand server customization, but until the SA is completely finished, I think this should be restricted. There are probably more topics I could touch on (and may add to this post later), but I'm sorta crunched for time since I'm moving today. If you made it all the way through my post, thank you for taking the time to read it and I'd like to hear your thoughts on it, or even any additions you have if you agree with my opinion. Please keep it constructive to avoid this topic from getting locked. :)
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Put one foot in front of the other, and soon you'll be walking to Cher-er-no! Really dude, just deal with it. It's and alpha, you won't be seeing vehicles for a while. Just run.
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the problem is that those suggestion threads are almost useless. its the nature of user suggestions, that only 1-5% of the suggestions are realistic, new and will be implemented (the rest is allready planed or rejected). with such a vast community those threads easily expand to so many pages that nobody bothers to read them completely, and thus many of those suggestions are said several times. if you want to make a serious suggestionlist and help the devs, you have to open one thread, and maintain an ordered list of all suggestions (and dev answers, if existent). update the list as soon as a user posts a new suggestion, and maybe ask a mod to pin the thread. Applied Energistics for an example maintains such a list, and i guess it reduces the spam for their devs by a great amount. same applies for bugs: the amount of duplicate threads in this forum and tickets on feedback.dayzgame.com prove that "using the search function" is too hard for most users. if we would maintain a real list (im not saying their ticketsystem is not great, but it fails to deliver a duplicate-free, ordered list of issues. the voting system is great though!) i guess the duplicate bug reports would decrease and the quality would increase, since one would unite every aspect of a certain bug. a thread with a certain amout of pages contains always duplicate information and many useless statements (useless as in: it does not provide any more information than "i got this issue too"), and you cannot expect a new user to read the whole bunch before posting. maintain a nice list(maybe even colorcoded and with links to the feedbacksystem so that users can vote for a certain issue without dealing with the feedback's search function), and users will maybe stop opening the 10th thread about zombies walking through walls. i would gladly help, if you'd give it a shot. we cant expect the devteam to do that for us, since i guess they are throwing every bit of manpower they have on their programming tasks, so that they will have a decent situation before christmas (tents/vehicles before christmas plz :P ).
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Ok i get it.. its alpha.. but this is worse than the mod.
algorim replied to [email protected]'s topic in General Discussion
First things first. Im just deadly annoyed by people complaining in a way they should get banned for. Crying everywhere. They have so little knowledge about how you develop a game in any way. They expected sth. out of nowhere and now they are COMPLAINING about an alpha. They don't say. Well this should be improved they are bashing the devs. So... addressed at your "still a mod theme". This game is BASED on a mod. And it is BASED on the existing engine. You can't expect that it is any different. You shouldn't have bought it. This information was out there. And if you want to take place in the early access, you should have known that. Otherwise its your own damn fault, you dont inform yourself about an EARLY ACCESS game. Btw. The definition of a "Standalone Title" is: "You can play it without any other game bought." Have you ever developed any game for a year and a half? Obviously not. I'll explain to you, what happened there: They took the engine and the mod code. And improved/altered the engine so that it fits their needs. And they kicked out every single piece of mod code and redeveloped and improved it. That is why there are less features in this game. Because they are redeveloping it. The redevelopment is just BASED on the IDEA of the mod. I also tell you what the fucked up alternative is: They threw in the additional modcode. And spend time adjusting this not fully functional code, which they won't use in the end anyways. Devtime wasted. Also there would be incompatibilities, which would insert bugs or consume even more time, if you fix them. And if you say WarZ is greater than DayZ Mod/SA you have absolutely no idea of what you are talking about ( there are many basic principles in DayZ, that makes WarZ unacceptable. for instance bullet drop. Have you played origins?. Housing. Vehicles. I waste my time. -.-) Now Im going to tell you, what I think about this game: Short and simple. It is exactly what I expected. And it is totally enough for me. The problem is, they are using an unsuited engine for this game. The zombie problems, the UI issues, and the unresponsible actions and stuff are engine related. This won't get much better. Trust me Im an Engineer. But: TOTALLY WHAT I PAID FOR! Anything else is just unrealistic. :))) -
XS42 Gaming Community server - 24/7, Dayz+, 64 slots and Veteran
Volumed posted a topic in Mod Servers & Private Hives
www.xs42.net Server Information | Membership Application | Appeal Ban DayZ+ Chernarus - [1.1.2] [VETERAN] Private Hive - [XS42] - DayLight - | Base Building | 300+ vehicles -
Surviving way too easy for veterans
Target Practice (DayZ) replied to DerrocK (DayZ)'s topic in General Discussion
There's an awful lot of stuff that's on the way - and that's just the stuff we know about. I'm sure Rocket has got plenty of plans in store that he's not told us about yet, too. I don't think it's so much a case of 'too easy' to survive, because I could run and find an enormous stack of beans and water, run off deep into the woods on the North of the map and survive more or less indefinitely - the current problem is that there's not really enough to do to justify putting yourself in potentially dangerous situations by raiding towns/buildings to go looting. In DayZ, if you die, it's almost always because YOU made a mistake - whether it was not checking the roof of that building for a sniper or forgetting that pond water is probably not all that hygienic to drink, your survival is inextricably linked to your ability to consistently make good decisions, not what gear you have. Sure, gear can help you get out of a bad situation, but it's unlikely to stop you getting into one. For example, let's say that hypothetically the next update introduces vehicles (it won't, as far as I know - they're quite a way off, but it's an example) - you're fully geared up, but now you've got something else to shoot for. So you start exploring towns for a car. You find one, it's going to need repairs and new parts most likely, so there's more looting runs to be doing. The more times you take that risk of going into a new town, the more chance you've got of making that one costly mistake. Maybe that mistake doesn't kill you - maybe you get away with a few wounds but nothing serious - but now you need to make sure you're healthy and that you're going to get that wound infected. Do you have medical gear? Do you have the right medical gear? The health system is going to get much more complex in future updates. More potential risky trips into towns. Also, don't forget that zombies are very basic at the moment - in time, they'll increase dramatically in both number and behaviour. Then there's the 'nutrition' system that's planned. A man can't (or shouldn't, at least!) live on beans and soda alone, so you'll need to find different types of food and drink to keep a balanced diet. The amount and variety of loot will increase exponentially as well - don't forget that right now, there's only four guns in the whole game. I don't know exactly how many were in the mod, but I'd guess it's well over 50. Then you've got new clothes, items, tools... there's going to be a lot of decisions to be made over what you put in your backpack and what you have to leave behind... So yeah, it's a bit 'easy' right now, but it's only because at such an early stage of the game the incentives to take risks aren't there yet. When those get here, they'll make things a lot more interesting - crawling through a town full of zombies, you know there's a bandit out there hunting for you and that you should turn round and go back to camp, but you saw a car wheel here earlier, and you really need it... but one wrong move and BANG! You go right back to T-shirt and torch mode. :) -
tents>vehicles
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As far as we know american and russian forces had been based on this map (Arma2). I would like to see their "bases" on the Map. I guess the Americans should have containers and tents as base, russians are domiciled and should have buldings. Further more, there had to been a fight taked place, between military and the infection. thats why please add: - road barricade (broken vehicles, tanks... etc) - overrunned convoys - more corpses i hope my english is not to bad, and you understand what i want to tell.
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the mod vehicles had different parts. like every single wheel / engine / fuel / windows etc. if you shot a vehicle you damaged the different parts. if they got red they were destroyed. the engine was the best target to stop a vehicle. hope it stays the same. liked the concept.
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DayZ Epoch - AI Bandits / Survivors - Side Missions - Self Bloodbag etc.
haywardgb replied to haywardgb's topic in Mod Servers & Private Hives
Over the next few days I'll be making some changes to the server, mostly for shits and giggles only. There's really no point in me trying to keep it on track any more. I'm starting by making the AI steal vehicles, locked or otherwise. So make sure you take your vehicles to the edge of the map before you log off, but not past the border or it'll get deleted. I'm also going make all vehicles fully re-armed at each restart. The Skal and NE missions will start much sooner after each restart. Vehicles are going to be much much cheaper and more of them, but be warned that the more you buy and use , the laggier the server will get, so if you've finished with hit and want to buy something new, blow the old one up ;) ... I'll even add some tanks and fighter planes in .... DO NOT make any further donations to the server unless you really like the new way its set up , once all past donations are spent I'm letting the server die. Aregeon is settting up a Standalone server so please contact him for details on that. As most of you know I'm planning a life changing journey in 2015, so this has to be my last dayz project and my last web techie project ... Thank you all for your continued support. Merry Christmas and Happy New year! -
guys come on! there have to be military weapons! because of one reason: somebody had to fight against the infection! and that was the task of military! thatswhy there must be military stuff! and if you want to be taken serious (developer) there have to be more broken military gear (like tanks, vehicles and other Environment) left (not usable)! further more am missing: - overrunned convoys - road barriers - corpses, corpses, corpses, corpses, corpses, now i see just empty streets and its more like a fallout. i want to see eating zombies!
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As far as i know, vehicles are an upcoming feature. I almost never drove them in the mod though, too much trouble to fix and they make a lot of noise
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do people actually want a complicated medical system?
Strategos (DayZ) replied to dgeesio's topic in General Discussion
Good luck doing that without vehicles.