Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Get an Alpha out!!
SalamanderAnder (DayZ) replied to Karmaterror's topic in DayZ Mod General Discussion
1: No they don't. Coding is still intensive and every new model that you implement usually has some gameplay feature that has to be programmed along with it (I believe that's what you would define as CONTENT). They are not separate. Take handcuffs for example. Please tell me how you would implement working handcuffs without programming? Please tell me how you would implement items that can degrade without programming? Tell me how you would implement items that can interact with each other, such as warmers that you can place canned food inside and heat up, without programming. Have we all forgotten that one of the large improvements from the mod was turning items into vehicles? Your can of beans is literally a vehicle, in terms of code. As are guns, as are anything else that has interchangeable parts or damage states, all of which must be programmed. 2: communication implementation? What is that? Do you even know what you mean by that? 3: map design tools do not "reduce the amount of work that needs to be done." So by your logic, a broken car would suddenly become less damaged just because someone is holding a wrench in their hand. You still have to do something with those tools. Perhaps you don't comprehend how large the map is and the kind of issues that implementing new models can have, or have we all forgotten the horrible screen artifacts that DayZ used to have in the early mod version? 4: The gameplay is not minimalistic. First, the SA supports over 3000 zombie ai. That in itself is incredibly complex (the mod can only handle a max of about 500). Also, you've got players interacting with each other in increasingly complex ways, like trading with each other, restraining each other, ect. You have to worry about preventing combat logging. You have to prevent hacking as that will destroy the multiplayer experience. You have to make sure that every single item players pick up or put down is saved and registered by the server so they don't simply vanish into thin air. I don't get this misconception that a lack of rules makes a game simpler. It doesn't. The more freedom you give a player, the more contingencies you have to plan for, as their behavior becomes increasingly unpredictable. 5: GTA 4 was not built from the ground up. It's a sequel, moron. "The game uses Rockstar's own RAGE game engine, which was previously used in Rockstar Table Tennis, in combination with the Euphoria game animation engine." - Wikipedia page which I LINKED which you clearly DID NOT read. Just because they made huge improvements does NOT mean the engine wasn't built on an improved version of the previous one. Half life 2 is a sequel, built on top of the Havok physics engine, which already existed. Skyrim is a sequel, built on the Creation Engine, which is a revision of their previous engine used for Fallout. And even where you are correct - Chivalry was built from the ground up, on the UNREAL engine. So again, basically a sequel. Not really built from the ground up. The examples still stand. You have literally no idea what you are talking about. No modern video game is "built from the ground up." Game companies constantly revise old code and use engines that they didn't even make, as it would take decades to program a whole new engine from scratch, to the same exact effect of revising an old one. This is the norm of the video game industry. \/ This man speaks wisdom. Stop waiting for the game people. Do your normal life. Get fucking LAID for once. -
you must buy license from brand when you make pay-ware intended to sale (game, not mod), when you make mod Terrorviktor you do not need, when i make VBS addons (those cars for example were earlier made for VBS , than i remove brands in VBS and they are "coupe, seat, combi" not Mercedes, VW Passat, Kia Ceed") so it looks different for GAME (as standalone) and for MOD , addon etc. (like GTA addons of cars) Addons for ARMA are freeware addons (mod) which are intended to be used for free in Arma2, problem is that lots of dayz mods are making money on free addons, they make : - big server payments, - pay-win content (to start game with M4A1 instead of Makarov pistol) - make hacks "vip mode, god mode" for money, i seen in internet guys who wanted to charge money from players for playing my addons, everything would be okay if those mods were not collecting money, if they were just free pure fun gaming like it used to be in past, when players were not paying to use addons which supose to be free or if someone donates MOD than creators of content should be donated, not the way "mister X made addon, mister Y collects money for playing it" everyone can play addons in Arma2 FOR FREE, but when i see mod makers collecting money on stuff they not made (guns, vehicles) i get angry, especially when it stops me from doing addons (cause when i release addon, soon it is put in few dayz mods who start to collect money on it) i understand donations for creators, i do not accept donations for third parties like persons using addons without even asking me before regarding Origins - in this mod content which is used is made by authors and team (models, weapons, island) not made by others who were not even asked (like i was not asked about use of my work by dozens of dayz mods which use it ) every mod can use its own content (models, textures, scripts, configs, maps) but using other people content to collect donations is somehow not good, cause orginal author not made it for others but for himself (like for example guys making weapons for mod X made weapons for mod X not for mod Z or Y) my addons were made by me and i wanted to say that i have right to decide about my own work and not others
-
[SA] Drastically increase vehicle number, make fuel currency
Karmaterror replied to Xianyu's topic in DayZ Mod Suggestions
I don't see anything wrong with people stashing vehicles on the map edges and stuff. Dosent take that long to search em even on foot and its better to find a nice fixed car with some loot than spend hours trying to repair a fresh spawn. More cars would just mean that those clans would have the best of the best vehicles. but at least there would be some crap cars for everyone else. Rare fuel means that the big clans will stockpile fuel inside there cars (and/or any fuel containers). Now they are just painting a target on there backs for people to join and find there camp. To me fuel is just too abundant, restricting it could make the big clans play a more defensive game. Instead of going out looking for someone to ambush they may wanna protect there epic fuel stockpile. Because all it would take is 1 guy to find there camp....put all the jerrys in one car....blow the rest to hell and drive off ;) -
[SA] Drastically increase vehicle number, make fuel currency
cywehner1234 replied to Xianyu's topic in DayZ Mod Suggestions
Ehhhh. Everything else seems to be easy to find, which is why vehicles are the holy grail lol. I want military equipment in the SA to be HARD to find, not easy like it is now. Adds no excitement to the game. Otherwise, I would agree with you. -
[SA] Drastically increase vehicle number, make fuel currency
Charb replied to Xianyu's topic in DayZ Mod Suggestions
First, I understand the concept of putting fuel solely on the loot table. I also understand what bullshit a RNG can be. You ever spend all day looking for matches? You repeated some of my key points in your response so I think we are on a slightly similar standpoint. These are my more precise thoughts on vehicles as a whole. I just don't like the idea of having fuel super rare. I think what you are doing is actually creating a penalty for people for not putting in enough time. I'm not a casual. odds are I probably will put in my entire weekend playing DAYZ SA. I have on multiple occasions (i'm sure we all have) walked a good 2, 3, 4 hours just getting across the map to our friends/camp. I'm also sure we have all done that multiple times in the same day. Restricting a persons gameplay to being forced to walk because they haven't had the "LUCK" of finding fuel seems fairly unhelpful. Vehicles aren't renewable? Technically they are.... if a vehicle is destroyed. it will be respawned. resource renewed. isn't it? The solution seems rather simple, we come up with a way to destroy the car. That is why I would like to see vehicles have a life span. That way there is a penalty for driving it all over the damn map for weeks. You drive it to death. It dies, and it will respawn. The vehicle will lose value every time you repair a key component, run over fencing, hit a tree or wall etc... What we need to do with vehicles is the exact same loot spawning principles we are going to see with general items. Currently if you lose your GAZ in a firefight, and you obviously know where it is going to spawn you can easily check all the locations for it. You also have to consider the horrid abuse of admin tools to view EVERY vehicle on a server. watch this http://www.youtube.com/watch?v=NA7uaPstcdI We need to avoid this in standalone. Vehicles should be proportioned to the amount of players on a server. perhaps some server hosters with 50 player caps can shed some light on the traffic of unique ID's they get each week. 100? 200? 300? what percentage of those players should be able to obtain a vehicle? I kinda pulled that clunker idea out of thin air, but I think it is possibly a useful addition to the game. you said a newbie should have a chance of repairing a vehicle. It is a pretty big task to repair a vehicle on a new server. The countless hours I've spent looking for that one last wheel, or finding everything I could ever wish for.... EXCEPT a toolbox... Having 50 "almost dead" unrepairable vehicles scattered on the map might be a nice feature to both new and veteran players. The players will ultimately determine how vehicles are viewed and treated. servers with strippable cars just end up with an overwhelming amount of cars completely raped for parts. servers that have high vehicle count normally end up with a player base with no respect for them, and happily will destroy a car to enjoy the corpse loot piñata that will be available from the fiery wreck. Who cares about what is in the trunk? most players wear their best gear so destroying the car doesn't matter. I can only assume with the new damage system dying in a car that explodes will destroy all your gear. This, hopefully making highway murder spree's not viable at all. Players should be rewarded for their hardwork and time shouldn't they? Players also should not be allowed to maintain a monopoly on a server. The only way I can think of to break this monopoly is to have cars completely break down and have them respawn randomly on the map instead of the current static system. Having a life meter will not penalize someone who logs in daily and uses their car as an extension of their camp. They aren't hoarding it if they are legitimately using it. This will introduce a new life cycle compared to the mega clan with a dozen different car parts already on hand. Players that can fix their same cars over and over and over again. Hopefully when the car does respawn it can be for someone else to enjoy. I see vehicles having a myriad of problems. I've lost track of the current dev standpoint on what is making it into the alpha release, but I can imagine vehicles being a big task to get done correctly. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos posted a topic in Mod Servers & Private Hives
This thread is now limited to posting changelog/version updates. The poor performance of dayzmod.com has rendered these forums a chore to post/reply to. DayZ Redux now has our own forums up just for this mod. Please try and shift all discussions related to DayZ Redux to that forums. Thanks! Forums: http://www.dayzredux.com DayZ Redux v0.4.0 DayZ DIAF (Die in a Fire) has been renamed! To what I randomly named under suspicion of nobody being interested in the mod, it now has a proper name that communicates the intentions/goals of the mod. It's the same mod, just renamed as a result of this patch. Please note that those who had played DayZ DIAF will need to make sure they setup/reference the new mod directory "@DayZRedux" instead of the old "@DayZ_DIAF" Before you read through the change log, I want to explain what DayZ Redux intends to be. It's goals are: [1] Fix bugs/exploits [2] Introduce and change mechanics/features to appeal to DayZ "purists". By this, I mean people looking to play in the spirit of "post-apocalyptic survival". You'll never see changes introduce things like "100 vehicles!", "golden weapons!", "tanks!" and other bullshit. I am to keep DayZ difficult and frustrating, if not more so! I love Rocket's design philosophy for DayZ and am attempting to stay reasonably close to it. All in all, this project *will* fork from vanilla DayZ and take its own direction (it won't just be a "bug fix" release for stock DayZ). But it will try and keep in the spirit of Rocket's design. If I ever start adding ridiculous things, please smack me! GETTING ACCESS: The server is now up and available for play! It is a WHITELIST only server based on GUID. To get access, you need to visit http://www.dayzredux.com and register on the forums. Then, follow the instructions in the "Whitelist" section. While this may be a bit of work, it's intended to be more work than the average hacker would bother with. INSTALLATION: http://forums.dayzre...um/4-downloads/ RECOMMENDED LAUNCH OPTIONS: Just set your launch options in Steam or make a shortcut with: TROUBLESHOOTING: - If you get an error about not having the proper Arma2 version, be sure that you have the latest Beta client (See install instruction for link) and that you've copied "Expansion/beta/arma2oa.exe" over top the regular arma2oa.exe in your main 'arma 2 operation arrowhead' directory. This will make sure Steam launches with the beta client. - If you get something like "ca_dubbing_counterattack" missing, you did not merge your ARMA2 and ARMA2:OA Addons. Launch "Combined Operations" through steam once to have Steam do it, or copy "Addons" from your regular "arma 2" directory to your "arma 2 operation arrowhead" diretory. - If you get something about keys not being approved by the server, you likely still launched the game with "@DayZ" as a mod (which the server won't allow). Make sure you're only loading "@DayZRedux" and nothing else. DayZ Commander seems to force load @DayZ no matter what :( AS OF 0.3.0 ALL RELEASE NOTES ARE JUST GOING TO BE ON THE MAIN SITE. PLEASE GO THERE: http://www.dayzredux.com/download * RELEASE v0.2.11 * Begrudgingly tuning back Zombie spawning mechanics closer to vanilla, as they seem to be the primary cause of all of the remaining lag/desync/redchain. We'll see how this goes. * RELEASE v0.2.10 * Fixed loot based logic mistake relating to checking if players are near/in a building during attempts to spawn loot. * RELEASE v0.2.9* The "improved performance" adjustments for loot seem to have made loot entirely too rare (this is different than the logic error before, loot was "working" here, it just was made too rare). Hopefully this should be last of this! So hard to test the effects of loots long-term with multiple players by my lonesome :( * RELEASE v0.2.8* Fixed stupid logic error that resulted in loot only spawning when the 6 moons of xarthos aligned. Which is to say, not very often. Loot should be spawning normally now. * RELEASE v0.2.7* Actually slightly increased the CZ 550's spawn rate this time (apparently last time I did not actually do it) Introduced basics of "Vehicle Inspect" action. *MORE INFORMATION* Repairing ANY vehicle now requires that you have a Toolbox Toolboxes are now more common in industrial spawns Fuel Tanks and Engine Parts have swapped rarities. The Fuel Tank is now the most rare part instead of an engine. (Vehicles can't move without an engine, you'll just burn through fuel quicker without a fuel tank. I like the rare fuel tank situation better) SuperMarket loot pile chances reduced to be in line with regular residential chance. Parts only display in the repair action menu if they're not already 100% repaired (if it lets you try and repair it, it's not 100%!) Damage to players is now logged server-side. This should help significantly in investigating hack reports. The origin unit who ultimately caused you damage will always be reported in logs. The creation of ChernarusRedux buildings are no longer done like trash/garbage/barricades, but spawned by the server. This should resolve all oddities reported with multiple buildings/loot/buildings not showing/etc Loot spawning has been optimized a bit to improve overall performance and fix the performance problem when in towns Loot no longer despawns in spite of a player being near the pile at the time [ Vehicle Inspection ] Shows up in the same situations "Save Vehicle" shows up. Displays a break down of ANY part that is not 100% repaired. (Individual part damage) Displays the damage value of the vehicles itself (vehicles maintain a separate damage value from parts) If the vehicle's general health is 61% - 100%, the picture is green. If the vehicle's general health is 31% - 60%, the picture is yellow If the vehicle's general health is 1% - 30%, the picture is red. At this point you pretty much can just ignore the in-vehicle HUD green/yellow/red. If your helicopter is leaking fuel, use this tool. Anything that shows up is not 100% and therefore needs fixing! If you have 0.2.6, just get the hotfix patch: http://www.dayzredux....2.7-hotfix.zip * RELEASE v0.2.6* [CHANGE] Chloroform spawn chance increased slightly [CHANGE] CZ550 spawn chance increased slightly (There were 4x M24s in use, but 2x CZ 550s) [CHANGE] Guns now spawn with 1-2 mags instead of 1-3 mags. [NEW] Helicopter Crash weapons spawn with 2-3 mags [NEW] AKS 107 PSO introduced as Heli Crash only loot. [CHANGE] Loot spawning is back to being calculated 100% client side - BUT, it's still customized. *MORE DETAILS* [NEW] Initial preview/testing of ChernarusRedux concept and mechanics. *MORE DETAILS* [ Loot Spawning ] Long story short, ARMA2 can't handle the extra load of calculating loot server-side in spite of various methods/efforts on my part. I guess it's no surprise given that Rocket would've likely done this in the first place if it was feasible. However, the vanilla DayZ loot system wasn't just rolled back in place. I've customized it slightly to hopefully be more friendly/dynamic and less irritating than the bone stock mechanic. Please provide feedback on this. This should (hopefully) spell the end of the loot droughts and desync/redchain Note that there is a mechanic that rewards you for NOT loot piling/cycling buildings. If you don't want loot, LEAVE the pile. It will slightly increase the chances of goodness next loot cycle. If you clear buildings out of loot and pile it out, then you'll have LESS chance of goodness next cycle. [ Chernarus Redux ] The preview of Kamenka and North East Airfield have been placed in game. These are by no means the final product of the towns, and I already have plans for tweaks. But, my intent here is to [1] get things rolling [2] test for any oddities in the method used to add these additional buildings into the map. Please provide feedback on any oddities you see. * RELEASE v0.2.5 * [CHANGE] M240, M249, Mk48 removed from barracks loots. M249/Mk48 left as HeliCrash loot, M240 no longer in game (Reducing to 2 LMGs now bring it in line with the 2 snipers and 2 silenced weapons) [CHANGE] Guns with optics removed from military loot. Now only exist as Barracks loot * M4A1 CCO * M4A3 CCO * AKS 74 Kobra [CHANGE] Food is a bit more rare in Supermarkets [CHANGE] Tweaked drop rates of various items (numerous amount) [FiX] You can no longer change clothes/eat/drink/etc. while in a vehicle (exploit related) [CHANGE] Very slight tweak to zombie spawn mechanic to further try and reduce chance of desync If you have 0.2.4, just get the hotfix patch: http://www.dayzredux....2.5-hotfix.zip * RELEASE v0.2.4 * [FIX] Made changes to eliminate chance of rapid-respawn zombies, also other changes to reduce/eliminate desync If you have 0.2.3, just get the hotfix patch: http://www.dayzredux....2.4-hotfix.zip * RELEASE v0.2.3 * [FIX] Add back in the zombie code that I commented out during internal testing at 5AM last night and forgot that I did so... If you have 0.2.2, just get the hotfix patch: http://www.dayzredux....2.3-hotfix.zip * RELEASE v0.2.2 * [CHANGE] Adjusting some zombie mechanics in efforts to reduce desyncing If you have 0.2.1, just get the hotfix patch: http://www.dayzredux....2.2-hotfix.zip * RELEASE v0.2.1 * [FIX] Woops. The unload patient fix bungled refueling vehicles. Reverted it. If you have 0.2.0, just get the hotfix patch: http://www.dayzredux....2.1-hotfix.zip * RELEASE v0.2.0 * [NEW] DayZ Die in a Fire Edition has now gone with a more serious title given people seem to actually like the mod. It is now dubbed "DayZ Redux" in honor of the mod's goals. [NEW] Combat Status icon introduced to indicate combat status. Combat Status text indicator will eventually be removed entirely. [FIX] "Unload patient" action no longer permanently sticks in the action menu (Untested fix. Please confirm) [NEW] Zombies will still spawn even if you're on/in a vehicle. [NEW] Zombie spawn mechanics heavily modified. *MORE DETAILS BELOW* [NEW] Heli Crashes spawn mechanics revamped entirely. *MORE DETAILS BELOW* [FIX] Heli Crash smoke is *actually* removed now (I confirmed it this time :D) [NEW] Reduced amount of possible loot piles per heli crash. (This will be watched closely for loot table and/or loot pile tweaking) [NEW] Ghillie and Camo no longer spawns at Residential. Moved to military/barracks instead (still spawns at heli crash). [NEW] GPS removed from Military spawn, remains at Barracks and Heli crash [NEW] "Assorted" loot piles will have 1 less item per pile. Weapons/etc. are unaffected [NEW] M240/M249 belts no longer spawn outside of with the gun itself. [NEW] M9 SD/ MP5 SD added to Heli Crash. Just like snipers/LMGs, ammo only spawns with the gun itself. [NEW] Loot spawning system moved server-side and spawning algorithm redone. *MORE DETAILS BELOW* [NEW] 4 new vehicles. They're not particular fancy/game changing, but add some nice change to the existing loadout. [NEW] This is technically not a mod change, but the official DayZ Redux server no longer has waypoints enabled. [ Zombies Mechanics ] Most folks, when modding DayZ, immediately take to the "Dial the zombie spawning to 11" approach and quickly run into mass lag/desync issues. I've taken a different approach. The avenue taken hopefully will make it SEEM like the towns are much more congested and busy while you're in the town itself, but the actual number of zombies will remain virtually unchanged. Please please report back your assessment of this new mechanic. It is stage one in what I plan to be a two stage process to make zombies matter more and less able to run around town balls out. [ Heli Crash Mechanics ] No longer do heli crashes spawn immediately on server up, allowing those who can login at that time to scoop up the loot. Instead, heli crashes are now completely randomized over the life of the server (as configured by me). Heli crashes are intentionally spawned in such a random fashion that no singular point in time is more advantageous than another to go look for them. You could look for a heli crash and have one spawn at a place you just visited 5 minutes ago. The only way to catch all the heli crashes now is if you scan the entire region 24/7. This should allow more variety of people to find them and no singular person to be able to farm them all unless they dedicate their entire 24 hour day to scanning for them. [ Loot Spawn Mechanics ] Loot spawning is now exclusively handled server-side. No longer do players handle the spawning mechanism. I will *NOT* explain the intricacies of the mechanic to minimize people "gaming" the system. However, loot now spawns 24/7 regardless of players being near a town or not. There are still anti-farm mechanics involved to prevent someone from sitting on a building. "Cycling" loot is significantly less effective than moving on to a new house. Less frequently looted locations have a higher chance of containing more loot. In other words, it is more effective to "loot a town" and move on to another town than it is to stay in town and try and farm respawns. Please note due to the nature of loot being completely redone, it may be too rare or too frequently spawning. Only so much testing can be done alone on a test box and checking only a few towns over the course of 30-60 minutes. PLEASE REPORT BACK ANY FEEDBACK. [ SERVER CHANGE ] Waypoints disabled [ MORE CHANGES ] Added 4 vehicle types. They're rare though! HMMWV_Ambulance (2-seater medical vehicle) GAZ_Vodnik_MedEvac (basically a Ural grade truck that's amphibious) Old_moto_TK_Civ_EP1 (Same as the other bikes, just looks different) VolhaLimo_TK_CIV_EP1 (Same as the GAZ, just looks pretty bad ass) * RELEASE v0.1.2 * [CHANGE] Spawn rate of Chloroform reduced [NEW] Chance of loot piles spawning per cycle has been universally reduced by a slight amount. (This will be watched closely. Please send feedback) [NEW] "Special" Heli Crash gun/tool loot made exceptionally more rare. More common to find lots of ammo/supplies than amazing guns/NVG/etc. [FIX] Removed the AKM's second spawn entry in the "Military" and "Barracks" loot table so that it only has a single entry. Consequently, it will be slightly more rare. [NEW] The crowbar now spawns in its "Toolbelt" form vs. its "Primary Weapon" form (just like the Hatchet) [FIX] Removed CZ550 Ammo from 'hunter' zombie loot table (missed it from before) [NEW] Loot cleanup logic should now clean backpacks/boxes in addition to loot piles [NEW] Loot spawn logic should no longer spawn a backpack/box/ammobox if a backpack/box/ammobox already exists at that spawn point [NEW] Medical Box contents have been halved. [NEw] Medical boxes will spawn less frequently (but still spawn independently of loot piles existing or not) [FIX] Players who decide to try and crawl inside a vehicle before flipping it right side up should be less likely to K.O.d by said vehicle [FIX] You can no longer cook infinite free meat from camp fires [FIX] Survivors should no longer pickup a single item at the same time and both receive it. [CHANGE] Heli Crash smoke has been removed (should be, at least). It made it ridiculously easy to spot crashed helis. [CHANGE] Loot tables have been adjusted to make generic type loot piles more common and 'specific' items more rare. Trying to make it take longer to gear up. [FIX] You can no longer generate multiple tents while packing up a deployed tent. * RELEASE v0.1.1 * [FIX] No longer possible to drink/eat without consuming the food item [FIX] No longer possible to pitch a tent without consuming the tent [FIX] No longer possible to put on clothes without consuming the clothing [FIX] No longer possible to build sand bags/cat wire/hedgehogs without consuming the itme [FIX] No longer possible to consume medical supplies (bandages/etc) without consuming them [FIX] No longer possible to generate free filled water bottles with an unfilled water bottle [FIX] No longer possible to create axes out of thin air if you already have one [FIX] Switching skins no longer repairs pain shakes/broken legs [FIX] Switching skins no longer resets/dupes/screws with your backpack [FIX] Switching skins no longer resets ammo [NEW] Switching skins now properly remembers your chosen weapon vs. switching to the first 'weapon' item you ever obtained [NEW] Picking up a "weapon" form of a crowbar/axe no longer switches you to the first 'weapon' item you ever obtained [FIX] Duping no longer possible through zombie corpses/backpacks/etc [FIX] Vehicles save fuel properly [NEW] Getting in or out of a vehicle auto-saves everything about it [NEW] Adjusting gear contents of a vehicle or tent auto-saves it (Prevents duping) [NEW] Vehicles now save upon taking damage and take proper damage (no insta-repair on getting out/in) [FIX] uicontrol UI error fixed [NEW] Debug Menu removed entirely from game. Not even a toggle. [NEW] Weapons now spawn with 1-3 mags vs. previous 0-3 mags [NEW] The crowbar can be placed on your toolbelt just like your axe. [NEW] Disabled automatic player body cleanup (will leave this to scheduled restarts to give players a chance to get their stuff) [NEW] You no longer start with any backpack [NEW] MH-6J Helicopter added to vehicle spawn table. Non-combat vehicle with flares removed. Seats 6. Very vulnerable! [NEW] "Map" will no longer spawn by its lonesome, but with other residential goodies (just like other tools already do) [NEW] Ability to flip vehicles right side up (MORE DETAILS BELOW) [NEW] Combat system introduced as Anti ALT-F4 mechanic (MORE DETAILS BELOW) [NEW] Many loot/item spawn changes modified (MORE DETAILS BELOW) [NEW] Added new item/mechanic "Chloroform" (MORE DETAILS BELOW) [NEW] It should now be impossible for a new spawn to spawn unconscious (wasn't too uncommon when dying/respawning in stock DayZ). [ DETAILS ] * Ability to flip vehicles right side up * When any ground vehicle has been flipped over, it can now be flipped right side up by getting up next to you and using the new action menu "Flip <Vehicle Name>". -Vehicles can only be flipped when nobody is on the vehicle. -It takes 6 seconds to flip the vehicle. -If anyone is touching the vehicle other than the person flipping, they may take severe damage. Stand clear! * Combat system * As a means of eliminating ALT-F4 and force combat, this new mechanic has been introduced. If you are subject to ANY of the below criteria, you will be put in combat for 30 seconds. -If you fire a weapon/throw an object -If anyone else within 70m of you fires a weapon or throws an object -If any bullet or object impacts within 50m of you An indicator in the upper-right shows your combat status. The "Abort" button is disabled while in combat to prevent accidental logging. Any disconnect for any reason while in combat ensures the player is instantly killed and a body produced. This will be highly subjective to distance/duration tweaking. Eventually a DB will be setup to track combat logging for purposes of considering item reimbursal when a legit connectivity problem is implicated. * New Item: Chloroform * Rare item spawn. Find for yourself where it spawns (won't take you long to find out!). One use per item. Activates like giving someone a blood transfusion. Knocks the player unconscious for 3.5 minutes (subject to change). Useful for bandits looking to screw with people or survivors/heroes looking for non-violent ways to escape a situation. * Many loot changes * REMOVED FROM GAME: -FN FAL AN/PVS-4 -L85A2 AWS -M9 SD -MP5 SD -M4A1 CCO SD -Bizon SD -DMR -M14 AIM -SVD Camo -M107 -AS50 -Cat wire (was only really used for building griefing) -Hedgehogs (was only really used for building griefing) -Satchel Charges (so rare that they were only used by hackers/dupers for griefing) -Flashlight (removed from spawn tables, but everyone still starts with one!) Most of the snipers/all of the silenced weapons were removed to foster more squad interaction and less one-sided instant kills. Just because an item was left in or was taken out does NOT mean that's how it will stay. Community feedback/testing will help direct what goes on here. SPAWN MOVED: -M24 -> HeliCrash ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!) -CZ550 -> Deer Stand ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!) AMMO BOXES: -The two ammo boxes were removed and replaced with a single ammo box carrying (10x Stanag / 10x AK / 10x AKM) HELI CRASH LOOT: -With the weapon removals, you can now find Rangefinders, GPS, M4A1 Holo, M16A4 ACOG, and the M24 here. BACKPACK CHANGES: -As mentioned, you no longer start with a backpack. Backpack loot, in my opinion, was also jacked up. Bags have been relocated. + Residential bag spawns changed from Pouch(4), Czech(16), ALICE(20) TO Pouch(4), Patrol(8), Assault(12) + Military bag spawns changed from Assault(12), Patrol(8), Coyote(24) TO Czech(16), ALICE(20), Coyote(24) (The "best" pack from a supermarket is now the 12 slot Assault. You can only find an ALICE or better at military spawns!) SPAWN CHANCES: -Coupled with the item removals/changes, some loot was adjusted to spawn a bit more frequently/less frequently to try and keep high-end guns quite rare. Exact changes would be too numerous to enumerate, though.- 967 replies
-
- 52
-
-
[The Idea:] Implimenting groups of AI controlled Survivors (Bandits, Military, Civilian) into Day Z to increase gameplay. [Argumentation:] To put it simply; Due to the vastness of Chernarus, a lot of time spent in the game is running around just holding W for 10 minutes or longer. In fact; 70% time is running, 25% is scavenging, and 5% is avoiding zombies and/or engaging human targets. What we need besides a auto-walk button (Future suggestion!) is more unpredictability in gameplay, such as running into variably enemy, neutral or friendly targets besides other players. This would modify gameplay immensely ofcourse, due to the fact other survivors can also be just AI. These can be moving patrols/convoys, or stationary targets like castles. It increases chances of something random and unexpected to happen (Such as AI bandits engaging a group of players, whom could gain support or yet more harrasment from an AI military unit depending on them being bandits themselves) and many more possibilities. As how it is now; Smart players will not usually fire on zombies because it would only attract more and they are easily avoidable, and besides the main cities the chance of running into somebody coincidentally are slim. There are also only zombies found near structures, which makes anywhere else relatively safe. Having the possibility of various random groups potentially running into you would increase the level of constant paranoia Day Z is looking for. The way things are now, it means running around a lot with a full clip and pretty much never losing ammo. This is ofcourse discounting certain clans having wars with eachother. Ergo; quite boring for an fps for an average player. [implimentation:] AI groups with varying numbers (Say 4 to 10) and various default allegiances, exampled below: Allegiances; Bandits: Allegiance with other bandits (including player bandits, unless fired upon), hostile to civilians, non-bandit players, military, Black Ops, infected wildlife and moving/spawned zombies. Engage on contact. May disengage and flee from certain enemies. (Such as Black Ops) Military: Allegiance with other military, civilians, and non-bandit players. Hostile with bandits and bandit players, Black Ops, infected wildlife and moving/spawned zombies. Engage on contact. Civilian: Allegiance with military, civilians and non-bandit players. Hostile with bandits and bandit players, Black Ops, infected wildlife and moving/spawned zombies. Do not engage unless fired upon. May disengage and flee from certain enemies. (Such as Black Ops) Black Ops: Allegiance with Black Ops. Orders to terminate everyone else. Engage on contact. Infected Wildlife: Allegiance with Infected Wildlife (Depending on species?) and moving/spawned zombies. Hostile to all other AI and players. Engage on contact. Moving Zombies: Allegiance with infected Wildlife, moving/spawned zombies. Hostile to all other AI and players. Engage on contact. Weapons; Bandits: Variety of all available weaponry, but only the ones possible from scavenging others. (Rarely if any Black Ops Items) Military: Military equipment. No camo or 'specialised' weaponry. Civilian: Low grade equipment. Varies between Makarov to Lee enfield (Farm weaponry, etc) Black Ops: The 'specialised' weaponry mentioned earlier. May or may not include NV. Infected Wildlife: Claws and teeth. Possibly hooves. Moving Zombies: Same as spawned zombies. Interactions; - Patrol at random through Chernarus, possible with various missions assigned to them (?). May also be stationed statically at certain locations. - Do not spawn zombies. All groups will however engage player-related spawned zombies, besides the zombie-groups. (Which, due to the fact the zombies would keep spawning if a player was close enough, could lead to the demise of said groups.) - Once an AI team has been neutralised, a new group may be spawned at random at a specified interval. Due to the scale of the map, quite an amount of groups could be deployed simultaniously. - May respond to external stimuly such as gunshots, radio chatter, movement, possibly wildlife and lakes? (Food + Water) Groups each respond differently to vehicles. Some will flee, some will ignore, and some will engage. - Military may or may not have access to vehicles. Recommended keeping those low-armored due to low likelyhood of AT armaments. - Have fixed or random salvage-able spawned gear. - Do not have player-specific targets. Can therefor usually be easily avoided when encountered, unless ofcourse already spotted by that group. (Increases player awareness of surroundings at all times to avoid unwanted contact) - Have HP equal to players, may or may not have additional stats and conditions for temp, blood, etc. - Limited ammo, will flee when depleted. May or may not re-ammo themselves from fallen comrades when possible. - Military medics can heal fractures and make blood transfusions when a patient is below + - 4000 blood, may also apply this to other military units, civilians, and non-bandit players when they happen to be near them. (Perhaps only with hero status?) - Possibility, amount and density of roaming groups may or may not be configurable per server. - NOTES - Edits are due to continious updates on idea.
-
Dawn of DayZ Epoch 2.4 Server (dawnofdayz.de)
oggobogg posted a topic in Mod Servers & Private Hives
hey all, i would like to announce our Server. Running on max Performance hardware. Settings: Veteran Day / Night (UTC -2) Trader safezones costum Buildings all over the map Selfbloodbag Take Clothes suicide refuel (all vehicles) dead body journal side missions (incl. ammobox event) tow (all vehicles) Heli lift (fastrobe) - MI17 / CH only Kill messages modified Trader prices modified humanity system minor colour corrections Server IP: 81.169.253.216 port: 2302 visit us on http://dawnofdayz.de -
DayZEpoch 1.0.2.3 | Custom Addons | Custom Buildings | AI Patrols | Missions
DAYZGO.com posted a topic in Mod Servers & Private Hives
Hello! We are proud to announce our brand new: DayZEpoch Improved Map - Added new missions system - Added new object markers - Added new buildings - Added new objects - Added new vehicles DAYZ EPOCH - EUROPEAN SERVER: DAYZ EPOCH - UNITED STATES SERVER: TEAMSPEAK 3: VISIT OUR COMMUNITY AND JOIN OUR SERVER NOW! WWW.THECUBE.NO / TS3.THECUBE.NO -
Hello! Do you want to be a part of a clan? We, The Cube Gaming, are a small group of about 7 people and we are looking for some new recruits. What we provide: -Our own DayZ Epoch -A Teamspeak Server -Some nice adult people to play with -Our own DayZ Community The requirements: -You should be atleast 18 -You need a microphone -You should be able to show some discipline -You must be able to speak english, atleast enough to be able to communicate with us Every nationality and timezone is welcome, but you should keep in mind that the core of our group is located in central europe between UTC+1 and UTC+3 and our hours of playing are in the evening in those timezones. Well. that was most of the information on our server. We really hope you will take the time to visit our community! If you are interested, please connect to our TeamSpeak 3: ts3.thecube.no "See you in the Wasteland" ABOUT OUR SERVER: DayZEpoch custom addons/objects/buildings/vehicles | mission system ai patrols | active mature admins | auto restarts every 4 hours SERVER CONNECTION INFORMATION: DAYZ EPOCH - EUROPEAN SERVER: DAYZ EPOCH - UNITED STATES SERVER: TEAMSPEAK 3: VISIT OUR COMMUNITY AND JOIN OUR SERVER NOW! WWW.THECUBE.NO / TS3.THECUBE.NO
-
[SA] Drastically increase vehicle number, make fuel currency
Xianyu replied to Xianyu's topic in DayZ Mod Suggestions
The problem I have with vehicles in the mod is that they are the end-game, basically. You have a vehicle, and that's it. You don't need to maintain it, look after it, whatever. Just drive it into the woods somewhere and then drive it wherever you want thereafter. I mean, honestly. Fuel is a non-issue. There are so many magically refilling fuel tanks all over the world that you can safely drive there. And getting SEEN in a vehicle is a good way to get shot. And then your vehicle stolen. because vehicles are already super-rare and require a stupid amount of maintenance to get running, a working vehicle is a goldmine. At least, in the vanilla game. But if vehicles were more common, and had to be maintained to keep going, at least we might see a shift away from the 'horde vehicles in the north' metagame that means that no single goddamn vehicle will ever spawn on the server because they're all stashed in some trees on the other side of the map where no one will ever find them. Vehicles are basically the only non-renewable resource in the game. Everything else spawns in. But a single clan can effectively put a stranglehold on an entire server's vehicles, with no penalty. They don't have to worry about fuel for them, or any maintenance, really. Just hide them in the woods, use when needed. And everyone else in the server goes without. Whereas with this new system, a newbie would have a chance of repairing a vehicle. And getting a vehicle running wouldn't be the one-in-a-million chance of finding an entire car chassis that is capable of being repaired, but rather, the one-in-a-million chance of finding a jerry can with fuel in it. Which is a much more stable, less abusable system than the one at present. Especially seeing how fuel cans can't be horded and removed from the spawn tables. -
| Konvict gaming is recruiting | Epoch | PVP and PVE |
hobbithenry replied to paramatt's topic in Clan / Group Recruitment
Fresh vehicles! -
Hey, Come Join us @ [DzW] Hardcore Epoch We are playing in Hardcore Mode What is Hardcore? Hardcore servers add additional stuff to challenge you to your breaking point. As in extremely foggy nights, super high Zombie damage, and massive PVP. AI scattered around the map and small convoys rolling through just to challenge your game. Join us today @ 70.36.96.106:8302 Or Filter - [DzW] Official TeamSpeak - 2389339.ts3.mpgs.co Key Aspects That Makes Us Different - A very nice Anti-Hack in place Lots of Vehicles Armored Vehicles AI Squads Auto Refuel Epoch key Features: Currency System - Gold, Silver, Copper, Tin and Aluminum Bars. Smelting System - Ability to smelt certain metals from readily available materials. Crafting System - Ability to craft certain items (Wooden Shed, Fence, Tent, etc). Base Building System - Ability to have your own plot of land to build on. By using the crafting system you can create and build Sheds, Fences, Gates, and more to customize your camp. 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. Kill Message Board - Each Trader City contains a Kill Message Board that lists all the kills/deaths in the server since the last restart. Traders Dynamic Vehicle Spawn System - DayZ fixed vehicle spawns replaced with random vehicle spawns anywhere near buildings or roads throughout the map. 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. Custom new Items: Gold, Silver, Copper, Tin and Aluminum Bars. Key - used to lock/unlock vehicles. Keymakers Kit - ability to copy keys used to lock/unlock vehicles. Personal Safe - Owner lockable storage with a 4 digit combination. 30 Meter Plot Pole - ability to build on a piece of land. Fishing Pole - ability to fish for food in the ocean. Fuel Barrel - much larger container to hold fuel in (careful it's really heavy). Energy Drink - very rare (it has wings). Zombie Parts Bag - Gut zombies. Bio Meat - Adds 1600 hp when eaten but higher chance to get infected. More Wearable Clothing Female characters can switch clothes to other female skins. Infected Player Die while infected and you will return as a random infected player. 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. Infected Player Skills Raise Horde - Calls all zombies to your location within 100m.(zombies will detect and attack the infected player) Attack - Short range melee attack causes bleeding, broken legs and/or infection Feed - Only way to gain health is by feeding on dead players or wild animals.
-
whats the max online players a server can have without lag
ersan replied to piffaroni's topic in Mod Servers & Private Hives
On a 3.1GHz i5? Probably no more than 60, maybe 70 if you don't have many vehicles or mods. -
There are 1522 regular DayZ servers on commander atm. You telling me there is not at LEAST 30 of them that are plain vanilla? If you don't like the current mods, no one is forcing you to play them, but there is a reason Epoch is popular right now. It has all the features SA is supposed to have + more. Weight management system, repair/salvage vehicles etc. Try US2254 , It's one of my favorite regular servers. Not a true vanilla, but close.
-
Best settings for spotting people
Ken Bean replied to Ragstorm88's topic in DayZ Mod General Discussion
Frankly, figuring out that you completely lie in the open for other players while you considering yourself kickass hidden, was quite a shock for me. I also stopped using tents and vehicles. I figure this low graphics settings are the reason why you cant hide a thing in DayZ. -
[MfD] Server - Epoch 1.0.2.4 - AI Missions|Auto Refuel|Adv. Lock System|SelfBB|Max Vehicles/AntiHack|+++
Cushaway replied to Cushaway's topic in Mod Servers & Private Hives
Server has already picked up several players, and usually has players in throughout the day/night... We will be adding several scripts, right now we have... AI Missions / Custom Loot in Mission Auto Refuel Advanced Code Lock Anti-Cracking Script (good for anyone building a base) Self Bloodbag Max Vehicles Anti-Hack Salvage Vehicle Parts We will be adding shortly: Ural Towing Indestructible bases (cinder block walls/locked doors) Sarge AI Custom Buildings/Loot Modded Debug Monitor Custom Trader Prices ETC... Come in and have some fun!! -
NEW: Epoch 50 slot server with a lot of nice addons...
dzrealkiller replied to dzrealkiller's topic in Mod Servers & Private Hives
The Deathzone Warlords Epoch |750+ Vehicles | Custom Loot | SelfBlood | AutoRefuel | SafeZones | Custom Traders | Tow + Air Lift | More Weapons. IP: 149.3.132.164:2302 Welcome to The Deathzone Warlords custom Epoch 1.0.2.4 Hosted by a Vilayer high performance server. The Deathzone Warlords is a friendly community and an admin is always on hand to give support to players who need it! List of additional features and customization: Auto Refuel 750+ Vehicles Custom Loot Extended Trader Lists Safe Zones Self Blood Bagging No building degrading time A lot of Weapons implemented Custom Debug Monitor Tow and Air Lift vehicles Active Admins Custom towns Take clothes CUSTOM MAP! COMING SOON More Custom Towns and BuildingsFlip VehiclesExtended Basebuilding This Server is hosted on a high spec dedicated server from Vilayer and is set to restarts every 3 hours! All players are welcome! (Except hackers) -
NEW: Epoch 50 slot server with a lot of nice addons...
dzrealkiller posted a topic in Mod Servers & Private Hives
The Deathzone Warlords | Custom Towns | Tow/Heli lift |Self Bloodbag | Bandit Missions | Bandit bases | Roaming AI | Take Clothes | Custom Anti-Hack | ..And Much More! Server IP 185.2.139.156:3391 Welcome to The Deathzone Warlords custom Epoch sever hosted by DayZ.ST. The Deathzone Warlords is a friendly community and an admin is always on hand to give support to players who need it! List of additional features and customization: Auto Refuel 1000+ Vehicles Side Missions Custom Loot Extended Trader Lists Safe Zones Self Blood Bagging No building degrading time A lot of Weapons implemented Custom Debug Monitor Name Plates Tow and Air Lift vehicles Strong AI bases with great loot Smarter AI with smooth Movements Custom towns Take Clothes COMING SOON More Custom Towns and BuildingsFlip VehiclesExtended Basebuilding All players are welcome! (Except hackers) -
t.hundero.us New Takistan - Heavily Customized Takistan Server
Matsuda_sempai replied to HeraclesJones (DayZ)'s topic in Mod Servers & Private Hives
This Takako_sempai from your server Jones, I thought I'd post some Ideas I have for your server, not sure if you still read this topic but anyway. 1st: I have a list that would make great addtions to your server, Not all are needed but they are definitely worth a look: MP Compatible Fast Rope Addon http://www.armaholic.com/page.php?id=5791 ShackTac Movement http://www.armaholic.com/page.php?id=12540 Two LightS Beam http://www.armaholic.com/page.php?id=16582 Night lighting effects (This one is needed very bad the main reason is the camp and fire barrels cause too much performace drop) http://www.armaholic.com/page.php?id=7137 2nd: The factions idea I have is like this, we need more player skins from Arma 2 and OA for this to work should be too hard to add more clothes, But then again you know more about this type of thing. Once we have more clothes in the loot table, each uniform from the diffrent Factions. (You might have different uniforms from the same faction) Players that find that type of uniform can be in that faction. So far I think 2 Factions would be good to test if it goes well, so for Takistan we would have US forces and Takistan Rebels. The US force players would get money in account only that player could use to get US weapons, Vehicles and buy Npc's that guard the base they set up and the way to get money for the US players would be to kill Takistan Rebels or kidnapping survivors or Takistan Rebels and bringing them to base, and the same for the Takistan Rebels. 3rd: Also I think that You might be able to add "Training books" to the loot table and what they would do is add Classes for Survivors, meaning if a survivor found a Pilot book he could fly a plane, or if he found a Marksman book then he could use sniper rifles and they would stack meaning a survivor could be both, But US and Takistan would have something like that too but it would be in the uniform they wear if a person in the US faction was a sniper and wanted to change classes they would just change uniforms from Sniper to Pilot. so Players would have to choose be a Survivor and be a jack of all trades or be in a faction with better access to gear. -
I have to agree with that. I spend time around Klen because there is a trader base there with walls and a front and back entrance, so to speak, so it is a good place to go if you are going to trade some items away. At this point we mostly collect the more "expensive" guns and make a run every so often in a vehicle to trade them away. It takes a bit and you have to put the gun in as your main gun to trade it so we typically do it in pairs with one guy covering the one doing the trading. We also visit the Hero trader up by NEAF. We hit the Factory between Polana and Orlovets as well as the one North of Solnichniy for building supplies. Same thing for the industrial area near the coast in Berinzino. Our actual base is up near Skalka, which frankly is a place we wouldn't have otherwise visited much but now sees a bunch of traffic. Too open to hide vehicles and tents and too near NWAF to risk except for the fact we can build walls and locked doors and slow people down if not stop the truly determined from looting our stashes. We frequently scan other ares of the map because there are not just helicopter crashes which spawn a couple loot piles but "Mass Graves" which spawn a ton of zombies but have military level gear spawn deep in the pile where it is hard to see and you have to scan bit by bit. There are supply drops which drop useful building materials and now a crate you can destroy that might spawn some vehicle ammo since after server restarts vehicles have no ammo. Since we still like to hit the normal spots and will sometimes hit Elektro/Cherno when we feel the need for a bit more risk we actually use a LOT more of the map than I do in Vanilla where we tend to keep to ourselves out of the way. There are some real hotspots on the map that just are not worth the risk without a lot of backup.
-
Me and a couple buddies started playing DayZ again a couple days ago, found a nice public hive server (US 2705) to start playing on again and it was going really well. Found new loot, learned about crafting, about how you can finally switch between an axe and main weapon without putting one away, and many other things. Ended up managing to find a nice truck that only needed slight repairs by cherno and started driving that around, found out that the bug where if you drive up to a city or something and no loot spawns is still active... Looted Cherno for a while, accidentally axed my friend in the face and had to get all his gear back, then parked the truck in a discrete location and logged for the night. Came back and the truck was still there today when we started playing again, going around collecting vehicle parts, food, etc., and noticed the admin of the server and two other guys were constantly dying/getting kicked by BattlEye, at the time we made nothing of it. Then when we were on a trip back from Berizino heading to Cherno, we just got around the Elektro mountain and noticed there were two plumes of smoke, like downed choppers, and we thought, "holy crap, never seen downed choppers this close to Elektro before!" So we proceed to check them out and as it turns out, they weren't downed choppers at all, they were crashed AIRPLANES... At that point we were putting the pieces together and realized the admin of the server was spawning in vehicles for him and his friends, on a PUBLIC HIVE server... Never the less, we still proceeded to stay on that server as we loved our truck deeply and hadn't had a multi-passenger vehicle capable of carrying gear before. Then as we were heading through Elektro, up to the factory south of Berizino to look for car parts, we noticed another plume of smoke, this time on the eastern fire station, we figured the admin was still screwing around and continued through unfortunately... As we were almost all the way through Elektro we heard an explosion, and noticed 2 or 3 guys all in ghillie suits in some makeshift target practice area that isn't normally in Elektro. We panicked and I started to turn the truck around away from them. but by then it was too late and we started taking a ton of DMR shots, they shot one guy out of the back of our truck, I proceeded to get kicked from the server, and the third guy managed to abort before he got hit. Now we all know that these guys died multiple times on the server, along with the admin spawning in gear for them as well as the airplanes, what I don't understand is, are admins normally this abusive now? Can they just spawn in a ton of gear for them/their friends and then server hop and go around killing people, and then switch back to their server and get gear again if they die? I hadn't realized the mod has gotten this bad in the time we weren't playing it. So now I guess we're going to look for another server to play on, we're not sure if we want to stay playing on the public hive anymore though with this crap going on... Also, I'd recommend avoiding the server "US 2705" unless you want to hunt guys like that.
-
DayZChernarus Epoch - FR (1.0.2.3/102591) by homelesspeople/HFBServer
kaiserkill posted a topic in Mod Servers & Private Hives
DayZChernarus Epoch FR/EN - (1.0.2.4/102591) [AI / Active Admins / Veteran / Trader Safe Zone) I.P. Address : 195.154.178.77:2412 Hello everyone. I present a new server Legends Epoch community Fr. We opened this day, some new will emerge in the week. - Mission (A.I) - Some buildings added - 200 + vehicles Already present: -Helicopter on the map (bot) on the hot points of the map -Group-survivor For day z commander :195.154.178.77:2412 Teamspeak : homelesspeople.fr There is a forum in french for french spoken people: http://www.homelesspeople.fr/ You can post your support request below, here, in english and french . -
[SA] Drastically increase vehicle number, make fuel currency
Charb replied to Xianyu's topic in DayZ Mod Suggestions
Considering we don't have an alpha, and last I checked dean was skipping vehicles and not including them in the initial alpha release. Can't we assume they are going to do all kinds of cool new shit? We know they are going to add a degrade system. weapons, gear, they all deteriorate. Maybe cars will too. I would like to see some kind of system where you can just drive around and BANG head gasket is blown. I think a big issue with the current system, if you have a vehicle... as long as you don't have it stolen or destroyed, you can technically repair it infinitely. Assuming cars degrade and eventually lose durability, this isn't an issue. With a system like this, it would make sense to have more cars per server. Especially if server max is 150 players. The current vehicle system is rather simple. Hull, Engine, Glass, Tire, Fuel tanks. If we had something that was not repairable it would limit the life of the car. Add something like axle condition (I dunno...). It will degrade the more you drive and each time you hit an object. I also think we need to have car batteries. You say limit the availability of fuel. Can't we essentially do that (and easier) with various quality of batteries? We've all seen the quality of canned food in SA. Surely they can do the same for batteries which will affect voltage/lifespan. One thing i'd like to see are cars that are beyond repair and may only drive X distance before they become obsolete. They are able to drive 1-2km before they just break down and die forever. Another way to increase total cars on a server without trying to make fuel super rare. Throw 50 or more of these bastards on a server. EDIT: Also... THIS http://www.youtube.com/watch?v=JOuWTsvVuBM