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Showing results for 'Vehicles'.
Found 41868 results
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SBR's and fighting from a vehicle in Standalone
dulix11 replied to thomas28's topic in DayZ Mod Suggestions
Cars and other vehicles will be in the standalone, just not yet, much further down the road. He's saying that because the only real advantage of a weapon like this is to shoot out of vehicles, it will be useless until (my guess) the full game is released. -
'jesus Lee there's four f*cking satchel charges in the UAZ' exclaimed Beansy 'Yeah I know' I replied pretending not to be as excited as he was 'Why didn't you say owt?' he enquired 'slipped my mind' I lied, in truth I was planning to hide them and bring them out later and surprise him but forgot to put them in my backpack. 'We can do some serious damage with these babies' chuckled the now ebullient Beansy 'Oh yeah, indeed we can' I agreed 'and I know just how we're going to do just that Beansy' So the plan was formed. Beansy had joined the server admins in their teamspeak posing as a noob looking for a community, they were very pleasant and told him to feel free and hop on anytime, Beansy was outstanding as a clueless noob and they took an instant shine to him, if only they knew what a cold hearted calculating bastard he really is and that I was sat only 3 feet away from him putting the finishing touches on our ambush plan. The next day Beansy went into their channel and exclaimed excitedly 'I found a jeep but I don't know if its sniper bait like what I saw in frankies video' they advised him to stay out of sight and keep an eye on it, they would come over and check the coast was clear and if needs be help him fix the jeep up, 'OK, i'll just keep a watch on it' said beansy as he threw me a knowing wink, he then gave them coordinates. I was several hundred metres away ghillied up and watching through rangefinders when I heard the heli fly overhead, they hovered above the UAZ for about 2 minutes all the while explaining to beansy what was going to happen, while he in turn, mic muted explained to me. eventually one of them parachuted down and ran over to the UAZ, he relayed the info that it was drivable then the heli descended. Beansy was already giggling, I scrolled the mouse wheel to 'detonate bombs(4)' and held my breath as the heli touched down a few metres away from the vehicle, right in the middle of our little boom ring. I left clicked and the charges simultaneously exploded, all 5 admins died instantly and within seconds the vehicles began to burn and secondary explosions rang out. Beansy, by now beside himself with joy screamed into teamspeak 'HAHA BURN YOU BITCHES' He then unplugged his mic and we both sat back as the speakers erupted with a symphonic tirade of pure butthurt and pain and rage and fury that was truly sublime and as we sipped our coffee and leant back in our chairs we high 5'd each other, laughing at the futile insults that continued to flow. Satisfied and happy with a job well done we left the server.
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Building, Bases, Power and more Later game Ideas.
McDoogle9505 posted a topic in DayZ Mod Suggestions
Loving the SA right now, which is why its 6am and I cant sleep. In fact, im siked about what the game could become when its released. After vehicles and everything have been added into the game, and we get back to the point at which we were at with the Mod, there needs to be a direction for players to go. Naturally, it was to develop bases, pitch tents and form groups, some quite large. But due to lack of security, raiders and zombies would easily find and over run any bases created, meaning players would be left at square one, like re spawning. While theres nothing wrong with this, after all, it is a survival game, once someone has created a small base, there done, game over until a raider or zombie comes by. One idea was to allow players to gather the resources to build makeshift walls around a particular area, whether it be from wood, sandbags, fences, or even brick(each with its own property,advantages and disadvantages) and allow them to circumvent any zombies or players from being able to enter the base unless they had the use of tools or weapons. --- Walls would become damaged overtime as zombies or players damage them, and thus need maintaining. --- Once a perimeter is created, sealing off an area, zombies would cease to spawn in that area until its no long sealed off, Consequently, this means any loot or fuel would stop spawning in the area the moment the area is sealed, stopping people from farming resources. The only exception would be water wells, which would remain to spawn water --- Wood would be the most common(Obviously) but offer little to no protection, break easily, and wouldn't require anymore than an axe or crowbar to break apart. --- Sandbags would again, be reality common, mostly found at military bases, and while offer better protection against gunfire and explosives as well as better durability, could be broken down without any use of tools by the player. --- Fences, such as that found at military bases, could be repaired as they stand, or constructed using found kits (such as that of the barbed wire kit in the Mod). They would offer no resistance to gunfire, mild to explosive(people behind would of course be harmed) but excellent to zombie(high durability). They would require something such as bolt cutters to break through. --- Brick walls would be the least common, extremely hard to obtain, stacks being rare and each character only being able to carry small amounts at a time, thus a large vehicle is needed. It would of course, offer the best protection of all, against player and zombies alike, but shows little resistance to explosives GATES AND LOCKS Allowing the player to create makeshift gates, in a similar way to walls, would of course help complete the area. again, wood being weakest and metal being strongest but harder to obtain. Spawn items such as Padlocks and keys, and even house keys, which would give players the ability to lock up after themselves, protecting there base to an extent while they were logged off. Padlocks could be broken using bolt cutters. Houses could be broken into using an axe or similar tool. Of course, if a player dies with there keys, they loose the keys, meaning whoever finds them, can enter freely. This also means dying inside a locked base means you have to break in to get them back. I mention houses because of smaller groups, 2 people aren't going to be able to seal off electro and keep it under raps, but instead will want to seal off a single or a few houses, while still giving them some protection. POWER AND GENERATORS Have generators rarely spawn in certain parts of the map, varying in size from small to large(depending on the power output), have them in need to be repaired using engine parts, electrical parts etc and have them only carry-able by hand (no inventory), and forcing them to slow walk. This means you cant carry a generator more than a few meters without a vehicle,(would take up most of the vehicle capacity depending on sizes). They would require fuel and need to maintained, like everything else, ever so often. This would allow players to place generators inside the walls of a base, and light up the base during night. I'm sure all of us could use the light during the night. This also would be mean you would have to collect lights to connect to the genny,(street lights could be connected aswell). Lights ranging from small lamps to outdoor flood lamps. When turned on, generators would produce considerable noise, depending on size of course, attracting zombies and players. Zombies would also be attracted to lights connected in the same way they are with torches. Stemming from the idea of regaining some form of civilization, once power has been restored, or via the use of large gas canisters, give players the ability to cook food using an old stove. FARMING FOOD Not in the waiting for beans to spawn, but growing fruit and veg. Place hoe's in the game (no not the women) and spawn packets of seeds, or allow players to give up fresh fruit or veg to use as seeds, the main issue is the amount of time it takes to grow, as the servers run on real time, trying to keep the growing rate realistic would be impossible. One other interesting thing would be the use of toiletries, that is, the excrement of matter and urine. How would you feel about your character needing to take a dump after eating too much in the middle of the woods, completely vulnerable. -
How can we make a players life more important than his gear?
mercules replied to knawx's topic in General Discussion
Rocket has mentioned the survival traits as a possible line of thought to follow when they get around to all that. The more you do something the faster you can do it in the future or you get a tiny bump in the results. Cook food a lot and soon your cooked food is a bit more filling. Repair times on vehicles go down the more you fix things. Personally if they go with that approach I would prefer if they gave us a choice of areas and lets us pick 2-3 depending on how many there are where we would improve. It would give not only that life a meaning, but also teaming up with others. Sort of the, "Have Mercules smoke some meat for you, it takes forever to spoil when he smokes it because he has been alive for 40 days and cooking a lot." Then we won't have someone out there farming skill and being better at everything. :) -
[MRI] [NL] Panthera Epoch | Looking for more players!
corkingx replied to corkingx's topic in Mod Servers & Private Hives
Todo list. Add some more custom stuff to the map, small island, Change some spawns around. Add some military vehicles to shops. -
Oddly enough in real life there are sorta classes, or at least skills sets. ;) For example having grown up with a mother who was an RN and had more medical training than some doctors as well as being a First Responder myself I do have a "Healing" skill set. I know what poisons to induce vomiting for and which not. I know how to treat most basic wounds and such. At the same time I would hesitate to have a class system. Rocket has stated he would like to have a system where people might get better at something the more they do it which would give characters themselves value. Imagine you had been doing the bandaging and other medical things for a group of people and now you can bandage in 1/4 of the time it takes others to do it and there is no chance of infection from a blood bag or you get more blood from a Saline drip or something like that. Are you going to want to risk your death to shoot some newspawn who has a flashlight and nothing else? Personally I would love it if we could pick a few "quirks" for our character and then using skills under those would actually gain more utility like Rocket's idea. Example. I get to pick 2 backgrounds out of say 15 possible. I avoid the mechanical ones and focus on cooking and medical ones so that I can get more out of food and do medical actions better. My friend grabs auto repair and gun maintenance so he can maintain the vehicles and guns we pick up, unjam(assuming they ever do) weapons easier and such. This would benefit group play but not to the point where it would disadvantage the lone wolf players. They would probably stick with gun maintenance and medical or something like that and just not have the tiny bonus from the rest.
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if rocket would put out bounties like unique-characterbound clothing ("hackers hat", whatever) or some other gifts and provide a testing environment, i guess that would be more likely. but for now id rather like him to work on vehicles&tents, you cant expect a bounty system like similar services are providing 3days after alpahrelease.
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Dayz - The engine of disconnected unresponsive controls
Frell replied to Zacharybinx34's topic in General Discussion
That was a hardware limit because the console it was released on was outdated but yes it was part of the reason Buuttttttt SA doesn't have vehicles and pedestrians populating the world so the argument holds no water. -
Dayz - The engine of disconnected unresponsive controls
Karmaterror replied to Zacharybinx34's topic in General Discussion
In Games like GTA the vehicles/civs only spawn in a radius around the player. They aren't populating the entire city all the time. With dayz you can have 40 people running round spawning stuff in (well when it gets turned on). Imagine GTA trying to populate its map with 40 player radius zones to populate. Im not blindly defending SA im just saying it can at times have a hell of a lot more AI in it than a game like GTA. -
Dayz - The engine of disconnected unresponsive controls
Frell replied to Zacharybinx34's topic in General Discussion
I know the acceleration toggle will be added soon, no worries But client optimization I'm wary of. Arma 3 went from alpha to release with barely any performance increase, even though there were many complaints. Yes, ON HARDWARE FROM 2007 .... ......... DayZ crawls around 30-50 fps on near lowest when you're in a small town with a GTX 770, that is SAD. Lets compare that to GTA 5 running on a toaster with tons of AI and vehicles in a packed city of LA and holding 30 fps with AO/accurate reflections and good post processing. And the ONLY reason GTA 5 is limited at 16 players is because of 1. The consoles were outdated, going over 16 wasn't really advised 2. It used a P2P networking solution to sync vehicles and AI which is limited by players upload rates in many situations. I may be wrong here but the small bugs I noticed seem to be related to p2p, as I've experienced the same when network debugging in the past. -
A lock-out timer still allows for loot farming, it just would take longer. I don't really like the idea of a lock-out timer. The only viable solutions that I've seen (through long debate) are as follows (in order of my personal preference)... 1. Lock the characters down to the server. No more persistent characters. It undercuts far too many systems to be further accommodated/worked around. 2. Upon switching servers, have all gear (or certain high-value gear) disappear entirely. Stats (such as kills, blood, etc.) are persistent. 3. Upon switching servers, the player's position is reset to the coast. Every time. 4. Make tents (whenever storage is implemented) disappear on a server swap. The only problems I see are servers which fall out of favor and/or become outdated. The former would be less likely i everyone was forced to play on one server at a time. The latter seems to be a non-issue with the ease of updating to a new version of the game. In my opinion, having persistent characters completely cheapens major systems of the game. Including loot, any possible construction/storage mechanic, and vehicles. Likewise, it cheapens the experience in combat where one constantly is unsure of what happened (i.e. Did that player combat-log? Did I get killed because he server hopped? Hacks? Lag? Bug?) Granted, it's Alpha and I don't foresee this problem being addressed anytime soon. But it will have to be addressed one way or the other.
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People whining about PvP in DayZ is beyond me. Firstly because that's trying to dictate how other players should play the game, and secondly it's undermining the essence of the game. I enjoy trying to be friendly as well, because I find that as a much fresher take on the experience the game brings about, but I realize that not everyone has my exact needs and wants. Most players I've met unarmed have been more than friendly, but most players I have met with guns have been hostile. I don't think it has anything to do with PvP per se. I think it's human instincts of fear of losing your progress that drive players into that kind of behavior. When it comes to coast wipers and bambi killers, I'm having a harder time seeing their rationale, but I guess there's someone who enjoy that as well. How to counter this? Well, the quick-fix would be to make guns and ammo far more rare. The devs have obviously done an effort in this regard when it comes to the new weapon system with modular addons, bullets and magazines. I'm fairly certain that is bound to fail. What my DayZ days has tought me is that idle hands are the devils workforce. When people have looted all they can and are geared to the max, then of course their focus turns to other things. And in DayZ there are no other things to do than to hunt other players. How to solve it? Look to Epoch. Add activities. Vehicles, base building. Something to do besides PvP. And then, naturally PvP would re reduced.
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Poll: What are your thoughts on the Standalone?
SneezeJunky replied to Fold's topic in General Discussion
Really love the game so far. I have not encountered any game breaking bugs. But.. What I think is missing: - Vehicles - Basebuilding / Something to store items in so you can make a camp - Zombies!.. These are my highest wishes as of right now. I know some of this stuff ain't coming out soon, but i'm just saying what I think the game is missing to give the player some sort of purpose, faster travel time and challenge. No bitching -
Map of Dayz SA + Loot spawns
TheWillyMonster replied to TheWillyMonster's topic in General Discussion
I guess your right, Just without vehicles its a pain having to run for hours and hours and not know where to go to find good items. I guess I just wanna know if the loot spawns are the same as the mod. Like do m4s spawn at NWAF n stuff? -
When Dayz Standalone gets an Update does the mod get one too?
Fuziion replied to Fuziion's topic in DayZ Mod General Discussion
That's really good to hear :) Yeah I can't wait for the future updates, for example more weapons being added and vehicles. -
Poll: What are your thoughts on the Standalone?
victusmortuus replied to Fold's topic in General Discussion
What's missing is Vehicles and Chipper crashes. -
It's not an attitude, it's reality. At the moment gearing up takes no time at all and there is nothing to do after this point - no vehicles to get, no parts to get for vehicles, no bases to build, nothing permanent. It's perfectly understandable that people are just shooting each other when there is a chance none of your gear will be there when you log in the next day, to say otherwise is just wishful thinking.
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Then again, people will get tired of surviving and fixing vehicles and stuff and will also end up KOSing. Same story with the mod. Not much to do, lets KOS. Veteran player, already explored the map and geared up, lets KOS. It'll always be like that people.
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While I appreciate the effort you put into this video, I can't help but feel like this is what is 'killing' DayZ. Remember in the mod when there were no videos on how to gear up w/ AS50 in 2 minutes? When you were just some random guy in a cap on the beaches of Chernarus? And you had to figure everything out for yourself? Then the videos came, '20000000000+ vehicles in 2 minutes!', '1000+ weapons in dayz!'....and people learned what to do and how to do it. Instead of being thrown into some place where they could fight and learn for themselves, they are being spoon fed. imho
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Hive System - People are already server hopping
sobieski12 replied to mercules's topic in General Discussion
I wouldn't necessarily say that breaking point has found the solution. If you actually read the break points forums, people constantly complain how server hoppers are stealing vehicles very easily and infiltrating camps with ease. Not to mention that server hopping is a very effective way to flank an enemy group. If the gear is worth it, then don't be surprised that people will wait out the timer. * It already takes a while to reach the NWAF with supplies, I seriously doubt that people will have a problem with a small timer. -
How about you work on the zombies and collisions Rocket? You keep fooling us by introducing small stupid changes but let's face it, this alpha has the same (and some more) bugs of the 18months old alpha. Where did your promises go? There are no zombies, loot sucks, collisions sucks and you work on LICKING A BATTERY? REALLY? LICKING A BATTERY WHILE THERE ARE NO ZOMBIES AND THERE ARE NOT VEHICLES OR ANY KIND OF END GAME? BATTERY.... ok.
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I think the game is great, even more for a pre-alpha. I can't wait to see the final version. Vehicles (can't wait for this one), a better melee, maybe construction, reworked zombies (orly again devs? xD)... But, as I said, I wasn't excepting so much in pre-alpha. I got suprised, really. :)
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First character I met and had to end up killing him :(
Silver Side replied to crimsonsoul's topic in New Player Discussion
Back in the mod there were a few times when I found myself strolling through the countryside with a vehicle full of guns and ammo and absolutely nothing to do with them, plus a tent and/or another vehicle back at the camp site with more... My friend and I were driving along when we saw another dude in a truck. We agreed to form a triangle with our vehicles and trade. We got two sets of NVGs and a Coyote backpack out of him, he got a DMR with tons of ammo out of us. Probably the most successful barter with a stranger in DayZ I've ever had. We went our separate ways while ensuring he wasn't following us to our campsite, and that was that. Luckily I think I've always placed trust with the right people :) With how bad the hunger meter is right now in SA, and how scarce food loot seems to be, I haven't been in a position to give away food, lol. Anyway, I guess the moral of the story is DON'T LOSE FAITH! :D -
Things you want to see in SA updates first.
Zarathustra (DayZ) replied to ZlobaRUS54's topic in General Discussion
Hunting! I don't care for military weapons, vehicles, base-building, etc. I really enjoyed the wilderness survival aspects of the mod. I hope the hunting, skinning, cooking, etc makes a return fairly soon. Tangentially related: wildlife. We needs lots more wildlife. -
It's not like there is anything else to do at the moment, I welcome a character wipe. Going into cities/airfields and raiding them, meeting players is fun. If there were base building/vehicles then that's a different story.