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Showing results for 'Vehicles'.
Found 41868 results
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TheTacomaKing strikes again, taking out a bandit using vehicles to bait people in! Enjoy http://www.youtube.com/watch?v=XkB0j5KE-1U
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The Survival Gaming DayZ server has been around since the beginning of February, 2013. Since then, players have had numerous memorable interactions, a few of which were bad, but most of them good. Players have experienced the excitement of scavenging for their first can of beans, the thrill of crash-site hunting, the adrenaline rush of engaging in shoot-outs with NPC bandits, and the feeling of utter despair when death knocks on their door after being eaten alive by a horde of zombies. The SG DayZ server is about cooperative gameplay, teamwork, and semi-realism survival with a small group of survivors against the environment. We are a community of gamers who are looking to live out the zombie apocalypse in a non-competitive virtual world our way. There are several different playstyles on the server, such as scavengers, bandit hunters, minimalist survivalists, solo-ers, high profile badasses who take names and seem invincible, low profile stealthers who sneak into town without a sound, people who just want to see what kind of shenanigans they can get into with others, and more. Don't just survive... live... Currently, the server is using a version of DayZ called DayZ Epoch (obtainable through DayZ Commander) which adds numerous well crafted and deserved additions to DayZ, such as:- Over 200 vehicles in various colors; Armored SUV, multi-colored SUVs, Hello Kitty Smart Car, MV-22, AutoGyro Ultralight, Mosquito Ultralight Helicopter, fuel trucks, UH1H, police vehicles, Land Rover Special, and more.- Currency System: gold, silver, copper, tin, and aluminium bars.- Base Building & Crafting System: ability to craft certain items such as; wooden sheds, fences, tents, hesco barriers, deerstands, arrows, etc).- Tree Cutting System: Ability to harvest wood from a tree, then have it fall down after. You will collect more wood the taller the tree.- Tag Friendly Players: Get a visual identifier for those you have made friends with.- Traders Towns: Buy and sell weapons, ammo, tools, food, vehicle parts, vehicles, and more.- Dynamic Road Debris System: DayZ debris system replaced by random vehicle wrecks and debris that spawn on roads with loot.- Debris Removal: Ability to remove road debris and get a chance to receive a random vehicle part.- Vehicle Ownership: Purchased vehicles come with a key that is used to lock/unlocked the vehicle.- Cargo Check: Ability to check the free storage space available (vehicles, tents, safes, etc).- Salvage Parts: Remove wheels and window glass from vehicles. The higher the damage to the part the higher the chance the part will break and be destroyed.- Siphon Fuel: Fill Empty Jerry Cans on vehicles if they have enough fuel.- Some Custom New Items: currency, gold, silver, copper, tin and aluminium bars for trading; keys used to lock/unlock vehicles; keymakers kit used to copy keys to lock/unlock vehicles; personal 4-digit lockable safe storage; 30 meter plot pole used to enable building structures; fishing pole to fish for food in the ocean; fuel barrel with a much larger fuel capacity; energy drinks; zombie parts bag after gutting zombies used to make bio meat; bio meat adds 1600 blood when eaten but high chance of infection.- Tons of wearable clothing for both male and female characters.- Ability for infected players to become zombies that can: walk or crawl like a zombie, practically invisible to other zombies both sight and hearing, can run very fast without sprinting, cannot use any items or carry weapons, cannot bleed, cannot drive or ride in vehicles, and can raise a horde of zombies, perform melee attacks, feed on player bodies and dead animals, and have "zombie night vision."- Encumbrance system: Everything has a weight value, if a player carries too much for too long they could start to to become fatigued and eventually go unconscious for a bit. In addition, we have a variety of other customizations and enhancements, such as:- AI/NPC bandits which dynamically spawn around the map in addition to scaling difficulty static spawn points at BAF, Cherno, Elektro, Berezino, NEAF, and NWAF. In addition, there are bandit camps/strongholds spread around the map for survivors to raid. The AI/NPC bandits have a large variety of weapons and are a challenge for the most hardened of players. I am constantly balancing and tuning them, but numerous so-called "veteran PVP survivors" have rage quit the server after getting flanked by bandits or having their vehicle blown up.- Custom debug monitor with FPS & numeric blood value.- Loot set to a 30 minute respawn, rather than the default of 10 minutes for item scarcity.- No vehicles spawn on the map, survivors must purchase them using the monetary system within DayZ Epoch.- Self blood bag; 6,000 blood, 5 second action, 30 second reuse timer, for -1,000 humanity- Disabled sidechat, survivors are encouraged to use the TS3 server.- Vehicle towing and lifting; trucks can tow other ground vehicles, helicopters can lift other aircraft, and sea/ground vehicles.- Helicopter fast-roping- 6 hours of day.- Vodnik bus that travels around to numerous bus stops.- Bridge to Skalisty Island- Self-managed dedicated server for fast updates, and improved performance located in a Chicago, USA data-center.- 1,000 ms ping- Empty objects (vehicles, tents, certain built structures) are deleted after 21 days.- J.S.R.S. sound mod supported. Server rules:- No PVP- No stealing- No douchebags Sound like fun? That's because it is! Visit the site, read the forums a bit, and if you are interested, apply to be added to the whitelist. We look forward to seeing you in game. http://www.survivalgaming.org
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Do you like the world? Want to save it? Maybe just live on it so you don't really like it but would like to save it so you and whoever you care about can go on living your lives because without a world you would thus be unable do carry out functions in which to live and therefore would be counter-constructive? Well then you're at the right place. This thread, right here, is dedicated to the Balota Buddies server group. You might be asking, right now, what does planetary endangerment have to do with Balota Buddies? Well, stop asking useless questions, and just TRUST ME. What is a community without trust? Moving on. --------- I believe that this community would be more populated if people had a push. So here it is; the push. Think of this thread as not mine, but the whole forums'. (Awwwwww :wub:) While being titled "Hell on Earth", Balota Buddies HQ is housed on the 13th Floor of Terror Tower in Disney World, Orlando, FL. Unfortunately, since power is not an option in such a place, BB engines that are used to run our equipment is fueled by the lost hopes and dreams of children who are unfortunate enough to wander that far off the ride. And you know kids, they're dreamers! Needless to say, we get a lot of power, though the problem is that all unused power from the dreams is squandered, so we're unable to sell the power back to the power company. This means we still need donations for our server to run. Our community though, is just too lazy to push you to donate, so don't worry, you won't be locked in a dark room in Mexico while beaten with a pillowcase full of onions (they keep us safe) and that security, I think, is what keeps our members confident, and encourages the ones who can financially contribute to do so. BusinessmanD' The extents of our terror and controlled locations stretches from the US (United States) to EU (Europe, primarily UK), and AU (Australia). The people who live in these lands are happy and are compulsive liars; if they tell you any different they are trying to gain sympathy and this should be reported to either Inception., Star, Delta, or Derpy_Hooves to be dealt with. We thank you for your cooperation in keeping our community safe. Servers are well run, usually manned by 1 or 2 admins at a time, depending on server pop. If not, you can count on the snitche- I mean the wonderful people who help clean out the trash- to report to admins and moderators. It leads to a very consistent world with the player base, as people develop habits such as medivacs or kill teams, and things can go as far as you can gather intel of personnel and even plot against them! You know, if you're a creepy person and you can manage to find a pair of binocs.... Though it's mostly between habits when the real action happens, and in that you'll prove yourself. Interesting about the consistency, too, there's often been times where a vehicle I find and lose one day will appear again in my possession, a few days later! It's always interesting, I'll give you that. Take your pick and team up, as this section of the Inferno has a Wasteland server, complete with server-side spawning (might still be in-development, but otherwise there), which runs very clean and fast. BB owns its own Factions server- a modded version of DayZ to increase playing as a group. Features such as custom faction skins and GUID-activated gates is on the AU Factions server. If you're a dirty American, don't worry, you fat, filthy pig! BB is working on getting a Factions server active for US! Cold winds have been known to sweep through occasionally, and the all too often scream of a player getting his/her guts ripped out by a bloodsucker. Namalsk is an option here, as well. Scripts are being worked on every day to enhance the DayZ experience, such as refuel scripts and taking the good car parts off of vehicles! There's a supermarket in Kamenka that is full of anti-depressants (to avoid the high suicide rate of that area), and there are scattered medical camps in remote locations. NEAF is now a hotspot with a total of -more than NWAF- barracks and is frequented by snipers. I'm not going to spoil it, just know that you'll learn quick what to do. Team up with regulars, make some friends, and have an adventure! Develop the world around you and take advantage of the consistency of the server. Safe zones, strongholds, and etc are all an option if you have the manpower and the know-how. I challenge you to change the face of this place! Make it ugly! Right now, all we have on are cute puppy faces asking you to join: ...oh, and... don't mind that last one... that's just Steak (& Potatoes).... Also, before I just ask you to do some random thing that you have no commitment of actually doing, let me start off by showing to you a short list of what everyone loves: rules. Rule #1- The cake is a lie. Rule #2- We don't talk about Rule #1. Rule #3- We don't talk about Rule #2. Rule #4- Respect, love, and hugs is our motto! Rule #5- Use common sense. Rule #6- The world is flat (so we may all be on the same 'level'). Rule #7- More on how things work, Balota Buddies has a system to make sure everyone is doing the right thing as they're doing it. Being in the TeamSpeak (ts.balotabuddies.net) is essential when playing on BB servers. Don't worry, if you like another TS, you can open BB in another tab or window and head over to the AFK channel while you talk on the other TS. Be sure to answer if someone needs you, though! Being on TS assures that players can be appropriately handled. Also, it ensures that, since one of the TS rules is that anyone in your channel is henceforth removed from your rampage of banditry and destruction (otherwise known as you can't PK your channel buddies), players have a chance to get into a safe zone from you. Or talk some sense into you. Etc etc. Side chat is enabled, but voice is not (allowed), and side chat has a sort of functionality replicating a bug zapper. It looks pretty, and you get closer, and all the noobs make funny noises as they fry at your feet. You'll see what I mean eventually. And so, if I've managed to keep you interested thus far I have done my job, and there is still more to be done, so I will continue to pursue in your interests! The purpose of this thread and the relevance of its placement is regarding the fact that I will not create a very long run-on sentence explaining what you must do while I write it out in my head as the mind-narrator progressively grows faster in speech with less and less air- *gasp* in which the purpose of this sentence is to inform you that since people need a kickstart to get into something, this thread introduces somewhere to hub, where new players can come into BB and not feel alone, and start amazing groups, whether it's RP, objective-based, or just fooling around! Or maybe you want to be a lone wolf and be registered as such? You can now have that title, if you just reply to this thread and follow whitelisting instructions. What I'll be doing is anyone who shows interest in this can PM me with their group or lone wolf "application". All applications will be accepted. They must include a wild, silly, wacky, or otherwise outrageous -relevance to topic is optional- name that is fun to say, a bio and/or list of objectives you have for BB included. A member list can be set up if you so wish, and to start off, I'll be asking the gracious members of BB who have a group to make their own bios and such and posting them here for you all to see! Pre-existing BB groups will be marked with a [bB] to see who has how much of a foothold in the wasteland. If you're STILL not convinced, then take a gander over to all the links I have to track down from the BB members of their wonderful videos displaying their wonderful personality and chemistry, as well as just what goes on in these servers. And if that isn't enough, BB is always looking for talent that can contribute, and will be sure to use resources you give them (if actually DO have the 'talent', not like the "mom-posted-your-stick-figure-drawing-on-the-fridge, good job" kind of talent). So make stuff for us! Anyway, the links will be here soon, I'll put down some of the ones I know without the permission of the authors, now.... We have our own meme's! (best to look at these once you've been in for a week or so) http://balotabuddies...-buddies-memes/ ...and pictures! http://balotabuddies...72-screenshots/ ...and imposing ideas! http://balotabuddies...-bb-propaganda/ Flaming Defibs (it's short for defibrillators, presumably) videos, here! Quite an unfortunate -and a little disappointing- of an event: Honey Badger Kill Feeds - I'mjustgoingtolinkyoutohischannelbecausethere'ssooomanyvideosforit!! http://www.youtube.com/user/fingerfelder Sumthin' About Factions Here! (by Nugo) The People of BB: Bill Nye the Science Guy -a few words from him: (More coming) Oh, gosh, I forgot to link you to the foothold of our operation, our site! (http://www.balotabuddies.net/) And if you're a bit of a dunce and forgot the TS.... (ts.balotabuddies.net)
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If your using the Dayz DB and having issues locating vehicles its time to start camp hunting. A large amount of players tend to set up camps along the edge of the debug plains. Loot up some hunting essentials and a water bottle then edge the map within 200 meters of the Debug starting on the west side from Zelengorsk then head north and around following it. Your bound to come across a stash of Hilux's. Once you get a vehicle take it to one of those main areas for parts. Since you want to make it last as long as possible head to polana or sol factory to loot back up parts and put them in your vehicle as there might be less opposition then the major cities.
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Knowing spawn locations of vehicles and getting vehicles are two different things. I use DayZ DB all the time. Thank you for the parts recommendation, now any tips on getting a vehicle? when do I look for one, re-spawn rates (if any). Things that could help me but arent found on the wiki or DayZ DB
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ApocolypseSimulations is now hosting a modified DayZ Epoch server up and open for new players. http://www.gametrack...31.51.154:2322/ http:// We are running a heavily modified Epoch server where we have combined all of the Trade Cities into just Klen Hill with a redesigned trade post and expanded trade options. Additionally we have added in dozens of apartment buildings to give Chernarus are more populated feel as well as two General Stores, two more Firestations, and an additional Hospital. A custom built Prison has been added to the Chernarus country side that is teeming with infected and is quickly becoming the go to location for loot runs and player encounters. I have expanded the trade inventories to have a wider variety of weaponry and additional vehicles. The economy is constantly changing and evolving with the more indemand items rising in price while the more abundant/less desireable items droping in price. Multiple scripts have been added to the server, these include: Fast Rope Trainable Dogs Remove Clothing from Dead Players Knockout Script (by Player2) - needs a weapon to knockout other players Additional scripts are being tested and will be added in shortly. These include: Towing Airlift (very limited) Bandit AI - based out of Devil's Castle and in the Prison We encourage RP on the server but it is not required to play. However if someone engages you in conversation please be polite and play along or tell them you dont wish to RP. As time goes along RP will be required once more of our player base learns to enjoy the interaction with one another. Lastly we support Clans by providing custom bases, custom skins, and prioritized support. The requirement is a minimum of 5 players wearing the same tag to count as an offical clan on our server. For the server rules, news, updates, and to participate please visit our forums at http://apocolypsesimulations.enjin.com/
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Apocalypse RP | NO KoS | Custom Mod | Whitelist | Real Roleplay [TS3 Server]
thetablet replied to thetablet's topic in Mod Servers & Private Hives
We are developing a wiki for the mod on our websites. So far all vehicles have been added with pictures and specifications. WIKI: http://www.apocalypse-rp.com/forum/misc.php?page=wikivehicles -
I have 4 or 5 sets that I no longer need, I have constructed my base and so they are of no use to me. What vehicles do you have?
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- 100+ vehicles - Auto Refuel - Lift/Tow - More Heli-Crashes - More Barracks - Events! & More! Come check us sometime! We are like "BeastZ", if you know that server ;)
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Hosted By - Knock Out Gaming Fallujah PVP - Knock Out Gaming (1.5/103718) [VET]|450+ Vehicles|Select Class/Gear select Script| Custom Buildings/Bases| SelfBB| New Skins| Salvage Parts| Mature Admins| Under Construction [open] Looking for Clans! The Admins are mature and friendly, as-well as our community. We have a Teamspeak for Squad play aswell as custom load out's for every unique member of your Fire-Team/Squad. Hope to see you in game! Happy hunting B) IP 50.97.49.79 Port 3034 Our server is looking for a clan to exclusively play on our Fallujah server to give it that spark. Your clan will get there own base, and clan custom TS! along with your own exclusive skin of your choice.
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Actually, admins can indeed spawn loot - directly into a player's inventory, without restarting the server, depending on the server provider's admin tool set. Admins can also spawn and/or repair vehicles, literally move a player from one coordinate to another, remove items from a players inventory and kill a player without ever logging into the game. They can do all of that and more. I've run DayZ servers of many varieties for months now, and while I believe in as hands off as possible an admin style, the potential for abuse is immensely underrated and very easy to carry out. @the OP, Everything you've listed are symptoms of most online games but glaring nonetheless. The simplest answers are the easiest to answer yourself. Play on a server run by decent people. Move like the wind after spawning in, and if someone spawn kills you time and time again on the same server, leave it. Make friends you can trust and play with them. Rather than complain, react and adapt in game.
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"Can't check map." "Can't spawn vehicles." "Can't spawn weapons." Truth hurts, doesn't it? Also, heres an extra
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First off, I would like to give the Russian Community thread a nod, as their consolidated efforts gave me the inspiration for these ideas. If you haven’t checked out their thread you definitely should. It’s very long but, if you aren’t afraid of a read (which you shouldn’t be, if you’re on the suggestion forum) there is some really great and innovative stuff in there. I’ve also been reading other suggestions on this forum the past few days, so if anything I’m saying here looks like something already posted it’s more than likely because I liked the idea and it stuck somewhere in my mind to the point where I’ve incorporated it into my own ideas here. Let me know what you guys think, and sorry for the lengthy explanations. Summary: DayZ is an incredibly complex mod for a variety of reasons. It operates off of ARMA, which alone is a mountain of complexity, and adds even more to that by introducing the terrors and hardships of a post-apocalyptic, zombie-infested world upon our hapless (or heavily armed) characters. The upcoming standalone seems to be pushing this to the breaking point, and I’m nothing but excited to play the full version. That being said, there are some details that seem to need more attention, things that—at least in my opinion—seem to rely heavily on human sociology, game theory, and complex decision-making. My hope here is to present my ideas that could potentially help to solve some of these issues, or at least give others ideas to tackle some of the complex challenges that face a game like this. I have a lot of experience with issues like these, having designed, tested, and executed numerous simulations for law school students on various issues, and I believe I can apply some of what has proven effective in my curriculum design here. What I am essentially focusing on is what I see as the major components of what makes a DayZ, or any survival game, work. From these simple, established core mechanics I will show that we don’t need complex rules to encourage complex thought and action, but instead we can focus on the fundamentals of the genre to guide us and utilize this foundation in such a way that will minimize chances for systemic error. And while there will be those who think we should leave the game entirely to players, think about some of these ideas. They are meant to be unobtrusive, static, and in the background, influencing players by injecting real-world incentive into a videogame. For DayZ, in my mind there are five pillars, five basic mechanics upon which the rest of the game’s survival takes place and from which the game draws its compelling gameplay and unique social experience: 1) Food 2) Water 3) Temperature 4) Infection 5) Health I have incorporated these fundamentals into my own ideas and those which have been inspired by other posts on these forums in a way that I believe will be simple, straightforward, but deep in its potential for gameplay design. I will go over these in much more detail later, but for now here they are: · Player Traits · Incorporation and extrapolation of established mechanics · A potential fix for the “Humanity” system Design: In my work and in my legal simulation designs I have found that following Occam is almost always the correct way to go. Simplicity is extremely useful for devising complex systems. In my suggestions below my aim in every case has been to simplify each suggestion as much as possible. Less moving parts means less can go wrong, the more modular these rules will be, and the easier it becomes to create complexity through stacking layers of simplicity. I have also tried to refrain from anything that is unrealistic or would not appeal to human nature or compelling gameplay. As much fun as it would be to add in any number of fantastic ideas I’ve seen there are limits to what programmers and to what online videogames can do. And because I am no programmer I have tried my hardest to remain in the realm of what I believe to be possible, which is almost certainly underestimating the skills of programmers these days. While some of these ideas are a bit wordy in their explanation, their execution would be quite simple as most of them should be possible only by adjusting mechanics already present in the game. Focus on Core Mechanics: Food, water, temperature, infection, and health are, in my opinion, five of the simplest forces that regulate how we in the real world act upon instinct and dictate the course of our daily lives. When we are hungry, we eat (or get grumpy, like me). When we are cold we turn up the heat or grab a coat. When we are sick, we remedy that through medicine and rest. We try our hardest to avoid pain, illness, hunger, thirst, and adverse weather, and when all of those needs are met we are better able to interact socially and build computers and McDonald’s restaurants and airplanes. Because these are instinctual forces which we feel and have grown used to in our years of living we obey them without really thinking about it. In a videogame we can’t really do that without the system telling us to, and so my first suggestion is that we focus on these core mechanics as the basis for all other actions in the game. Additionally, there are systems in place which would allow us to regulate these subconscious instincts in a way that is realistic and also mechanically satisfying. Currently in the DayZ mod when our character is low on health or in pain he shakes, causing our use of firearms to become impaired and prompting us to want to seek medical aid, if only to clear the black and white screen, gasping noises, and inability to aim. This is a very simple, but very complex mechanic: you are wounded, so your arms shake, so your aim is off, so you detect this as an issue because you can’t kill zombies or other players as effectively in this state, and so you desperately hunt for a way to end it. This is just one example of ways we can encourage players in a realistic and unobtrusive manner, giving them choice and direction with a simple change to their status quo while simultaneously making the survival aspect of the game more compelling. These include: - Gun shaking mentioned above - Slight movement speed penalties, enough only to make outrunning zombies harder - Stumbling or staggering - Falling down With this, I suggest that food and water become resources we have to frequently check in on. If we’re being honest, most people playing the game won’t be on for more than 2-3 hours at a time, max. Therefore, at least once per session (about every hour and a half, two hours) your character should need to eat or drink something or else their state will change. This makes sense from a gameplay perspective and from a realistic perspective. We don’t normally get hungry or thirsty every hour, and in fact it’s more like 4-6 hours. However, if we factor in the fact that our characters are running everywhere with multiple pounds of gear, possibly with wounds, up mountains and hills, and occasionally sprinting away from zombie hordes (prompting an adrenaline response and the activation of every muscle in the body) that’s a lot of calories being burnt up per hour. Frankly, a can of beans only has about 200 calories in it. That isn’t a lot. Additionally, this adds weight to the necessity to scavenge and consume food and water. These times should also be low because we are playing a game; the full cycle of events should be a concern just about every time we play, but not so frequent that we find ourselves constantly chugging canteens and scarfing hotdogs. That being said, I’ll get down to what I think the mechanics of these five basics should be. - Each of these should degenerate at a set rate, adjusted by certain specific variables. - Each basic need should have three stages, gradually growing worse as they are not met with simple mechanical penalties attached. If these needs are not taken care of they will degenerate faster, making it more crucial to eat, drink, or stay warm the longer you go without it. - No penalties are involved with the first stage*, only quicker degeneration. - These needs should not kill you, only make it easier to be killed because of the realistic penalties involved. - Penalties from needs are cumulative, up to a cap. For instance: you can have a 5% movement penalty from starving, a 5% movement penalty from freezing, and a 5% movement penalty from dehydration, but you will only be slowed a maximum of 10% from all effects. - Simple, unobtrusive text notifications let you know what stage you are at (or icons, like we have now) such as, “You’re starting to get a bit cold…” or “You’re starving…” 1) Food · Hungry: Every 5 hours at rest, 3 hours of constant walking, 1 hour of constant running/fighting. o Quicker hunger degeneration· Famished: Every 8 hours at rest, 4 hours of constant walking, 1.5 hours of constant running/fighting. o Quicker hunger degeneration o Minor movement speed penalty (-2% or so) o Infrequent stumbling· Starving: Every 10 hours at rest, 5 hours of constant walking, 2 hours of constant running/fighting o Increased movement speed penalty (-5%) o Unable to sprint or jump o Frequent stumbling o Moderate gun shaking2) Water ·Thirsty: Every 4 hours at rest, 2.5 hours of constant walking, 1 hour of constant running/fighting. o Quicker thirst degeneration · Parched: Every 6 hours at rest, 3 hours of constant walking, 1.5 hours of constant running/fighting o Minor movement speed penalty o Minor gun shaking ·Dehydrated: Every 8 hours at rest, 3.5 hours of constant walking o Unable to sprint or jump o Increased movement speed penalty o Infrequent falling o Moderate gun shakingTemperature, infection, and health are a bit more complicated and are governed by multiple factors, but these would essentially operate the same as they do now only with noticeable penalties for becoming colder, becoming sicker, and not bandaging a wound. *Additionally, being infected by bad food, bad water, etc. should not damage health. Basically, as with real life, you’ll need to wait out your illness until the effects are over because your body will very likely become incapacitated fighting off invaders. There should, however, be a separate type of infection that deals health damage and represents the zombie virus. * 3) Temperature · Chilly: o Increases temperature degeneration without a fire, being inside, or proper clothing · Cold: o Minor gun shaking without a fire or proper clothing · Freezing: o Violent gun shaking; you’ll need a fire 4) Infection* · Ailing: 1 hour after becoming infected by bad food, water, etc. without antibiotics o Minor gun shaking o Minor movement speed penalty· Ill: 2 hours after becoming infected by bad food, water, etc. without antibiotics o Gun shaking o Hit to hunger, thirst, temperature (to represent vomiting, diarrhea, fever respectively) o Increased movement speed penalty o Frequent stumbling· Diseased: 2.5 hours after becoming infected by bad food, water, etc. without antibiotics, removed after 10 minutes of 3rd tier effects (it’s out of your system) o Violent gun shaking o Hit to hunger, thirst, temperature (to represent vomiting, diarrhea, fever respectively) o Unable to sprint or jump o Frequent falling5) Health · Scratched: 10 minutes after sustaining an unbandaged hit that opens a cut o Slight health degeneration· Bleeding: 15 minutes after sustaining an unbandaged hit that opens a cut o Moderate health degeneration o Minor gun shaking· Gushing: 20 minutes after sustaining an unbandaged hit that opens a cut o Major health degeneration o Moderate gun shakingWhile some of these are already basically in place I believe just giving these five mechanics three tiers, nullified and prevented by the obvious choices (eating, drinking, antibiotics, wearing a coat…) is simple enough but effective enough to provide impetus for players to scavenge and feel more like they’re surviving the world as well as the zombies and other players. While playing DayZ I’ve had times where I barely noticed that my hunger and thirst bars were deep red, never noticing any adverse effects or penalties for not maintaining myself in a survival situation. Likewise, temperature should play a bigger role, especially at night and while exposed. The times here would be constant but able to be adjusted by any items that are put in. Coats slow temperature degeneration, Pepto Bismol (maybe? =P) slows down illness, etc. This is the basis on which everything else would rest. When you’re avoiding zombies and players like a pro you still have to get into town or hunt for food, find clothing to replace your damaged or worn coats, shoes, etc., and you’ll have to really think twice about eating bad food or drinking unpurified water. Hell, you could even have items do different things, like soda quickly quenching thirst but after a time actually increasing your thirst degeneration because of the sugar. Player Traits and “Humanity” Before I move forward with this I will admit that in order for these upcoming ideas to work there would have to be a few small features added to the game. 1) Trading: Like in most established MMOs, a simple system for two nearby players to trade. Open up a tab with offers and counter-offers, both players hit accept, deal is complete instead of what we do now where we drop something on the ground and have the other guy pick it up. 2) Random Loot: Although it may seem stupid at first, and having a random rare chance at a better item when you loot a zombie is sort of already in the game, there should be a system that by default for players is turned off but can be turned on through “player traits”, which I’ll get to in a minute. Essentially, instead of a 0% chance of getting a rarer or better item when you open up a zombie with certain traits you’ll now have a 2% chance of finding medical supplies, small car parts, important crafting items, even the awesome gun that the poor sap ran out of ammo for before he was eaten. 3) A “Team Up” System: Basically in-game parties that the game tracks. While I do like that right now you can organically be in a party without pressing any buttons just by finding a random stranger, this will be important for my proposed fix to “Humanity.” Stick with me. My idea is that while teamed up you might get slight (very slight) static bonuses to movement, less damage from zombies, increased chance of random loot, whatever. No advantages directly against other players, but being in a group even if you both just need to cross a city should be better than not being in a group, if only slightly. It basically represents your morale boost at finding another living human being who isn’t (immediately) out to shoot you in the back and steal your stuff. 4) “Player Looting” Virus: This is the most important one. Whenever you loot a player’s body you have a slight chance to catch the zombie virus, a virus that does health damage and can only be cured with the elusive antibiotics (or an immunization shot; it’s weird that antibiotics cure a zombie virus…). For most people this chance is so rare (.5%) it really isn’t a concern. For those characters that the server has deemed bandits, however, the chance is higher, making killing and looting other players a built-in static high-risk, high-reward scenario. It isn’t meant to be entirely “realistic;” after all, we’re playing a videogame set in a fictitious zombie apocalypse, there can be any number of reasons for it happening. Maybe rifling through their stuff an open wound on your hand comes in contact with the dead player’s own open wound, or it represents the growing instability of bandit players who are hyper-aggressive because they’re already infected; looting the juicy corpse just pushes them over the edge. This basically leads into my fix for humanity. “Humanity” and the "Hero" system didn’t really work, because bandits will always bandit. That’s just a fact of the medium; there will always be videogame players who just want to have their fun that way, and there’s absolutely nothing wrong with that. In fact, it’s part of what makes DayZ so exciting. However, a lack of a mechanism to essentially represent morality isn’t present, and it’s difficult to put one in without hamstringing players or messing with damage immunity, player agreements, whatever. But what if we introduced a way to make killing helpless survivors as the bandit king even more of a game of its own? If we have the dangerous zombie virus having a much higher (probably 5%/player corpse loot) chance of being contracted by a bandit—someone who killed another player without provocation—then we’re one step closer. It even makes threatening and robbing people (so you don’t have to loot them and risk infection) more enticing. The next step? Static player traits. These traits aren’t skills that you train, but rather random things that would have a chance to trigger based on what you’re doing. It’s random, so you might get it on your first try or never, and when you do it’s just a permanent, static effect that you know is there but don’t have to pay much attention to. Depending on your status in the server (Survivor or Bandit) your chances might be different, and the traits you receive might be different. And you don’t get some popup or a skill tree, just a simple, unobtrusive, fitting text notification that lets you know the server now tracks you slightly differently. They aren’t mutually exclusive; you can be good at everything. Some examples that would be for every player (I’ll get to bandits specifically in a minute): - Doctor “Who needs med school…?” o Trigger: Small chance every time you use a bandage, pain pills, blood bags; anything medicine-related to get trait o Effect: Small chance every time you use something medicine-related to not use up the itemBasically, people with this perk have figured out that sometimes they don’t need to take six pain pills, that the other guy hasn’t lost a full blood bag’s worth of blood, or you’re really not so sick that you have to take all the antibiotics… - Mechanic “Ahh, so that’s where that goes…” o Small chance every time you repair, tune-up, build a vehicle o Chance to randomly find small vehicle parts (wires, etc.) on looted zombiesReally, this could do just about anything vehicle-related as a perk. Vehicles you build are stronger, repairs are quicker/better, vehicles you drive use less fuel, whatever. - Ally “Stick with me, we’ll get through this…” o Small chance every time you “team up” o Double bonuses for you and your allies while teamed up- Scavenger “One man’s trash…” o Very small chance every time you loot a zombie corpse o Chance of finding random “rare” loot on zombie corpsesThings like this are small and broad, simple but can make you feel sort of specialized in a way. They all happen throughout the course of the game without any need for farming points or experience or buying skills or feats or talents or whatever. They’re just random and make you feel like your character’s life is more important once you get them, because your next character or the five after that may never get to reuse antibiotics or get bonus loot off of random zombies. As for bandits, it seemed like a good idea that in order to further make their role in the world high-risk, high-reward they would need their own traits. After all, even with the player loot virus you could just kill people and never loot a body, right? Now we’re back where we started. But what if your character was penalized for not looting the body because he’s greedy? What if you even get a brief bonus for teaming up with a survivor then shooting them in the back? The bandit traits I’ve come up with essentially represent the character’s mental instability after the normal, ordered world has gone to pot. Some people crack after they accidentally kill their best friend (I know I’ve been axed in the back on accident a few times), some people are taking advantage of the zombie apocalypse for their own anachronistic ends, and still others are simply insane, thriving on the chaos of the new world order where their penchant for violent, unstable behavior makes them the top dogs. I like the idea that bandit traits would encourage them to take more risks for a higher payoff, and that they could even be a fun way to challenge yourself after your third month of taking pot shots on respawned players at the beach. There will always be campers, griefers, trolls, you name it, but having a system that gives them their own little brand of insanity would make things a lot more interesting. Besides, the most interesting post-apocalyptic villains always have something creepy and twisted wrong with them. You can balance wanton murder flavorfully. *You have to already be a bandit to gain a bandit trait - Greedy “I’ll just be taking that…” o Small chance whenever killing a player as a bandit o Higher chance of finding random loot on player bodies, but whenever you kill a player you get (penalty to be determined) if you don’t loot the corpse within (x) amount of timeNot sure how timing would work for killing a player, if at all, but I think this would make bandits with the trait more likely to risk getting the player loot virus both because they might find something nice and because they’d be easier pickings for other players if they don’t. - Turncoat “I didn’t need him anyway…” o Small chance on killing someone you’ve “teamed up” with o You no longer receive bonuses for teaming up. Instead, whenever you kill a player you’re teamed up with you get double the team bonus for (x) amount of timeIf there’s no system in place for easily identifying bandits this could be an interesting way of getting your loots and moving faster, especially if teaming up gives you a chance at random loot. The choice here is really up to you and allows you to be tricky with your timing. You may team up with someone and be nowhere near a good area for loot and have to hang out with them until you reach a city or they’re surrounded by zombies. - Cannibal “Mmmmm, I wonder…” o Small chance when killing a player o You now receive 1/3 the benefit of normal food, but double the benefit from eating flesh off of slain players.Just something fun, flavorful, mechanically simple and 100% static that would adjust the bandit’s playstyle and perhaps make them even more aggressive. You may just wake up one day with rumblies only hands can satisfy. - Addict “Jonesin’ for a fix…” o Small chance when using a medical item o You gain double the effect from medical items but begin to slowly gain infection until your next use of a medical itemA new reason to hunt through towns for supplies, a new reason to rob and kill players in the hopes that they’ll have painkillers… Really, these could be anything. The whole point of my idea for the bandit traits, really, is to encourage those players who don’t care about morality or finding other people to survive with to go over the top but also have risks involved with doing so. It’s flavorful, sure, but on the other hand it also makes constant killing have a drawback that makes sense; you can still do it, but you’re losing some of your composure and sanity in the process. Being a greedy cannibal means you almost have to go loot player corpses to survive. I do realize that a lot of players want DayZ SA to be just like the mod, but so much more can be done that isn’t obtrusive in the slightest. At some point we have to sit down and accept that we’re playing a videogame, and if something isn’t working out for a lot of players (like the difficulty in banding together with other survivors because of the kill on sight mentality that’s been bred into the game; it isn't even PvP, just that we've been trained to be suspicious) then there should be a fix. I’m sure a lot of people won’t like my ideas, and that’s fine, but I think they’re an elegant background solution that silently nudge players towards mini-goals throughout their gametime.
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Old player coming back - Worth spending time?
enaver replied to enaver's topic in New Player Discussion
Well as long is its close to Vanilla im not too fussed, I just want an even playing field and somewhere I can play without being constantly hacked. Extra buildings and more vehicles I don't mind. Another questions, whats the difference with DayZ Origins? Whats the deal there. -
Old player coming back - Worth spending time?
novogeek replied to enaver's topic in New Player Discussion
Correct me if I am wrong, but Balota Buddies are not that Vanilla. They have extra buildings and more vehicles ... a little away from Vanilla. :) -
NEED PLAYERS FOR DAYZ TO PLAY WITH
boxman80 replied to rouselle's topic in DayZ Mod General Discussion
Check us out mate @ The BSB Network, friendly bunch of guys who are stable and well established. Mostly UK based who like to just have a laugh and a bit of banter as we play the game. We have been around since 2002, have our own website and comms server as wella s Day Z servers. We mostly play Epoch at the moment (with base building, trading, currency, personal safes, extended vehicles, fuel siphoning etc) but will be supporting Stand ALone from launch too. Feel free to come check us out and get some games in with us, best join our comms server though as it makes it easier, no obligation to join, everyone welcome to come along and join the fun. All we ask is for a bit of common sense and fair play! ALl our details canbe found at our website @ http://www.bsbnetwork.com -
looking for a group/clan to play with
boxman80 replied to MrFailface's topic in Clan / Group Recruitment
Check us out mate @ The BSB Network, friendly bunch of guys who are stable and well established. Mostly UK based who like to just have a laugh and a bit of banter as we play the game. We have been around since 2002, have our own website and comms server as wella s Day Z servers. We mostly play Epoch at the moment (with base building, trading, currency, personal safes, extended vehicles, fuel siphoning etc) but will be supporting Stand ALone from launch too. Feel free to come check us out and get some games in with us, best join our comms server though as it makes it easier, no obligation to join, everyone welcome to come along and join the fun. All we ask is for a bit of common sense and fair play! ALl our details canbe found at our website @ http://www.bsbnetwork.com -
Old player coming back - Worth spending time?
novogeek replied to enaver's topic in New Player Discussion
I actually enjoy playing on my own Private Hive ... every now and again someone joins me ... but I like playing against the environment and the zeds ... remarkably I do everything old fashioned ... like manually repairing vehicles and doing things ... I am weird that way. :) -
Why not a new map for the SA instead of Arma Map....
supermarco replied to supermarco's topic in DayZ Mod General Discussion
Well, thats some very nice screenshot ! I think the community would love to have some more screen like that ! because with what we saw at the E3, I was a bit worried about the SA.. Completely different question : And btw, if rocket come back here, I would like to know about the private hive, if it will be possible to develop some script for the server ? For example: on our server, we add the animated crashsite, remove part vehicles, AI patrols etc... This will be possible with the new architecture ? -
Hallo Leute, ich suche auf diesem Wege noch Mitstreiter um den Stronghold zu bauen. Momentan sind wir 5 Leute im Team Sheldon Cooper ([TSC]), leider sind mindestens 2 Spieler davon nur unregelmäßig online. Für die Festung braucht es aber leider 4 Member die regelmäßig zu spielen. Wir haben schon einen Stammserver und ein kleines Dorf mit Fahrzeugen ist schon vorhanden. Für weitere Informationen kommt einfach auf unseren TS: ts3.philomatic.de Ansprechparter bin ich: Mav im TS oder Rajesh im Spiel Viele Grüße Mav Translation: Hi, I am looking to take this opportunity to search members to build the Stronghold. Currently we are 5 people in the team Sheldon Cooper ([TSC]), unfortunately are at least 2 players from us irregularly online. But the fortress it takes unfortunately to play regularly 4 members. We have a home server and a small village with vehicles already exists. For more information simply come down to our TS: ts3.philomatic.de I am contact person: Mav in TS or Rajesh in the game regards Mav
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UK LONDON SURVIVAL! 400+ VEHICLES - CUSTOM LOOT TABLES - EXTRA CRASH SITES - FULL MOON - ADDED BUILDINGS, SELF BLOODBAG/AUTO-REFUEL & MORE!
darkl3ss replied to SteveMac555's topic in Mod Servers & Private Hives
Server is now up and running healthy! Current Mods & Extra's: Self Bloodbag - 30% chance of infection infection Remove Parts from Vehicles (Working) 10x more Infected Camps 20x more Wrecks New Heli Crash sites every 6 minutes Added Buildings - NWAF, Devils Castle plus Barracks around the map etc. 300+ Vehicles 20+ Choppers Hope to see it populated again with all our dedicated players soon! IP: 94.23.250.120:2302 Feel free to visit dayzsurvival.eu Thanks -
I've run servers before, you on the other hand seem to be completely clueless about what being an admin is. Admins CANNOT spawn loot, spawn vehicles, teleport or kill with the press of a button. The ONLY way an admin can change gear is to get into the server files and MANUALLY edit your save, and it only takes effect after a server restart. So that means it only works on private hives. Also, the only way an admin can spawn a vehicle is by opening the admin map, adding a vehicle and restarting the server. That is the way they make those 200+ vehicles servers, they are all added manually through the server's map. Is someone teleported to you or spawned weapons/items, he's a scripter/hacker, might be an admin scripter/hacker, but he's not using admin powers to do it because admins don't have those "powers". About using the admin map to find a player in a bush, that's just ridiculous. The map is not dynamically updated, you have to refresh it to get an approximate location of any player or vehicle and by the time you get back in game the player might be anywhere from 50 to 250m from the location on the map.
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Why do people store gear?
thengeance replied to Composite Armour's topic in DayZ Mod General Discussion
My buds and I store goods in vehicles, tents, whatever. When we log back in and its gone, oh well. Some of the most exciting parts of this game come from finding hidden caches, like a car loaded with ammo and medical supplies. The way I see it, we're just continuing a really fun cycle of give and take, a treasure hunt that always grants excitement to the explorer and a minor inconvenience to the storer. -
Welcome! British Borders is pleased to announce that our new DayZ server has been launched! It has been in the pipeline for a while but its finally here! The server IP is: 64.31.39.122:2322 so add it to your favourites! The server version is 1.7.7 Go Solo, team up with friends or take on the world as you choose your path in this brutal and chilling landscape using whatever means you stumble upon to survive. As this is a brand new server launched, there will be a lot of updates to follow, you can find these updates in our DayZ forums! Current Server Mods and Features: - Animated heli crashes - Auto vehicle refuel - Base building - Chernarus power plants - Dynamic weather control - Remove clothes from body - Remove parts from vehicles - Enemy AI - Self blood bag - Syphon fuel - Vehicle towing - Helicopter lifting - Improved game mechanics - Ultra Fast Loading - Absolute Zero Admin Abuse - Capture Strong Holds with Special Gear and Vehicles TS3: ts.britishborders.co.uk:9898 DayZ Staff Team: [bB] Ashman (Administrator) [bB] Ryan (Administrator) See you there!
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^ feel the same way Like this setup, far better than 1.7.7 Fixing vehicles is still a pain, so i guess my days of getting a little bird up every few days are long gone....but overall good job