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Showing results for 'Vehicles'.
Found 41868 results
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Reason enough for the dev team I guess. Want to maybe pick the fuck out of the fact that it takes 40L of oil to run the vehicles? Or maybe that my character and that of another character are EXACTLY the same? Or that there are only about 15 zombie models? Question for you- do you just want everyone to be amazed at the fact that you noticed the engine models are the same or do you actually feel like different engine models will change the game- in the state it's in- in some awe inspiring way?
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Inside the "data" folder you have the vehicles... for the... vehicles. But we also have the events for the heli crash, police car and we have the "dynamic_xxx" which store the tents, walls, ect.
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in the mission folder you have a folder named "storage_-1". It's where your characters, bases, vehicles are saved.
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So far the guys on PC dont seem to be happy with the new update. Gloves ruined after 5 ladder slides big or not Persistence seems to have gotten corrupted for vehicles. Many people are staying vehicles are despawning New vehicle spawn locations weren't put into the game so many are having to put them in manually Lots of game crashes Combo lock issues Building issues A lot of pre 1.03 vehicles you had upon update spawn in damaged in some way Seems if you aren't building or driving the baddest issue is random game crashes This is what I've ready on the stable patch forum so far.
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I was browsing around in the types.xml file when I noticed the vehicles (civiliansedan and offroadhatchback) have their lifetime set to "3". They obviously don't despawn after just three seconds, so is the value "3" some kind of tag to make things last indefinitely, or how does this work?
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S always functions as brakes. You put the gear in Reverse and hit the gas with "W" to drive backwards. I think most of the problems in vehicles originates from server/sync/lag issues, not lack of development. I mean, sure, a car honk would be a nice addition but network problems are more urgent and basic to address.
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I disagree, ARMA 3 driving has been a lot better than what I experience in DayZ. I got pretty good, I think, at driving the pickups in KOTH, entering Kavala at near 200 km/h and sliding around the streets. In DayZ I just avoid vehicles altogether. Btw, ARMA 3 does indeed have engine RPMs, torque curve, etc. Somewhat more advanced than it appears on the surface. A lot of A3 vehicles sucked, but some were pretty nice. It depends on their config. But they can work very nicely, and DayZ I haven't experienced that. And I don't expect to see DayZ kart-racing anytime soon. Feels a lot more "authentic", or whatever, than DayZ, simply because I can actually decently control my vehicles. Of course, it would be nice to have both, but having good control of the vehicle, is to me is more important than having manual transmission mechanics. By the way, sure it has the manual gear-shift mechanics, but DayZ driving really isn't very authentic in the end. Proof? Plug in a wheel, and prepare to cry...
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This is one thing I would strongly defend the devs on. I'd rather have mechanics which strives for 'authenticity' and remains long overdue WIP than drive smoothly like in Arma 3, where vehicles have that distinct feel of Need For Speed from 20 years ago. What I mean first and foremost is, obviously, how the 'S' key works first like a brake and then like the rear gear. What is this? And the whole engine RPM shtick works badly at the moment, but at least it's there. All that Arma 3 shows is how easy it is to implement vehicle driving from 1995 - and why we shouldn't do that. And yeah, currently the cars drive poorly. My solution is to maintain slow-to-average speed - around 50 kmh in cities, at sharp turns, etc. 70-80 kmh at smoother patches, 90-100 on really nice long stretches of road. The cars are actually very sturdy and you shouldn't destroy any car parts even if you hit at a wall at <50kmh. Your mileage may vary with this. Having said, just yesterday I totaled a car at the Chernogorsk blockade after a crash to desktop. It never hurts to ask active admins for help/compensation on community servers.
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is it possible that all the servers are the same? in the sense that everyone puts a thousand mods of weapons and vehicles neglecting the really nice and sensible mods that are there. I can't find one, and I stress a server that is "serious" in the sense that it does not put stupid mods like 5 6 weapons mods total 300,000 weapons that you then only use 4 or 5 at the end. I was looking for a server that was not easy at first hand, WITHOUT TRADER OR IF THERE ARE HIGH PRICES AND YOU DON'T HAVE TO BUY IT ALL AFTER 3 HOURS ... with a basebuildingplus, if it weren't for at least a looser destruction time than that by default and the airdrop that makes this game at least not monotonous in the absence of missions.that is, it seems to me that now the servers are all like this: we put a thousand weapons vehicles and let's go pvp yeeeaaaaaaaaaah .. it seems to me there are other games for this kind of things done even better
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Hatchback_02 is NOT in current 1.03...why?
Weyland Yutani (DayZ) posted a topic in General Discussion
In cfgeventspawns.xml there is no Hatchback_02 present. Why were we not informed and how did this get past QA? The following assets are present and in their proper order: VehicleCivilianSedan StaticHeliCrash VehicleOffroadHatchback StaticPoliceCar VehicleV3S ItemPlanks VehicleV3SChassis I've added enough modded vehicles to know that the Hatchback_02 should be somewhere in the cfgeventspawns.xml. Why has the V3S been in the files for so long now? I have to zero out the V3S parts out of the types.xml every single dag'on update. It's not a case of Oo we forgot...because y'all didn't forget to get the Ikarus out. -
I kind of doubt they will change it, because most players won't notice, or care, and it would take a fair amount of work to create new models. I could be wrong though. Apart from existing vehicles we did see the planned Multicar with a different engine. Due to the location and size, a different model was more a necessity. The Skoda sedan also has a different engine: Didn't see for the 1203 van yet.
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is it possible that all the servers are the same? in the sense that everyone puts a thousand mods of weapons and vehicles neglecting the really nice and sensible mods that are there. I can't find one, and I stress a server that is "serious" in the sense that it does not put stupid mods like 5 6 weapons mods total 300,000 weapons that you then only use 4 or 5 at the end. I was looking for a server that was not easy at first hand, WITHOUT TRADER OR IF THERE ARE HIGH PRICES AND YOU DON'T HAVE TO BUY IT ALL AFTER 3 HOURS ... with a basebuildingplus, if it weren't for at least a looser destruction time than that by default and the airdrop that makes this game at least not monotonous in the absence of missions.that is, it seems to me that now the servers are all like this: we put a thousand weapons vehicles and let's go pvp yeeeaaaaaaaaaah .. it seems to me there are other games for this kind of things done even better
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Dear developers! I guess that everybody has already noticed that all existing vehicles in DayZ SA 1.03 have one and the same engine model, taken from NIVA 4x4 (Offroad Hatchback). Is this a placeholder for Volga24's and Wolksvagen Golf's engine models? Will it be changed?
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Fellow DayZ modders and players, Since the introduction of the Enfusion engine to DayZ, we have been keen to explore the potential to create game content for the community to enjoy. While the base game already offers a variety of gameplay elements, many of us want to broaden the DayZ experience by developing maps, items, vehicles and new mechanics. The Enfusion engine and Enscript introduced as the new scripting language both have proven to be a powerful foundation for this. However, as much as players want to see more features added to the game, we also have a serious interest in receiving updates to the DayZ modding platform. As a result of a constructive discussion with the lead producer /u/EugenHarton, some of us indexed a list of suggestions that we think are paramount for the future of the DayZ modding community and compiled these into a prioritized list. This list currently contains 43 entries that are prioritized from 10 (very important and essential for DayZ modding) to 1 (nice to have, but not a deal breaker). We are sharing the list now so that those of you who are awaiting the release of certain mods get a feeling for what could be blocking us from releasing them and also informing modders that might not have seen the list before about what they can expect to be added to DayZ in the future. The list has been sent internally to the development team a few weeks ago, and we already have some great feedback from them regarding some of the items on the list. If you want to examine specific details about some of these entries, you can click the feedback tracker links and subscribe to them if you want to be automatically updated on their progress. The list will receive further revisions to possibly add more wishes and to display the current status of each entry. If you feel that something is missing on the list, you can comment down below and/or join our Modding Community Discord (https://discord.gg/F8WjXXK) to discuss your ideas with other modders. Direct link to the list: Google docs - DayZ modding priority list
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Generic item labeling instead of fantasy names
pilgrim* replied to Blafirelli's topic in Suggestions
Yes - sorry to be so flippant - but the next topic up from this one is headed << Want to trade LAR for AK >> .. see what I mean? The guy wants to trade a KA for a FAL .. ?? I think, for weapons and cars in DayZ, it's obviously a trademark thing .. I spent a few years wandering around DayZ with an AKM and never really noticed that this gun I LOVED is actually of course called an AKM in the real world BUT some other weapons DONT carry their IRL name.. A FAL used to be a FAL.. er.. as far as I remember.. ? I guess it might be a big pain in the neck to get written legal permission to produce a realistic 3D model of a weapon for use in a game, on internet, AND call it what the makers call it themselves.. it goes a bit further than just using text to describe a trademarked object. And naturally - PEPSI - would do their nut - they have offices full of teams of people paid to specialize in that (doing their nut) . Surprising that BI haven't been jumped on for having a can in the game that "looks like" a Pepsi ca .. a LITTLE BIT. Seriously - true story - there was a hassle I remember about a cartoon series on British TV where the hero drank a pint of milk between fights and said "milk.. I love it" and there were complaints that the Milk Marketing Board (British milk pricing and quality) was secretly hiding commercial ads in children's programs, AND on the other side from the shock-horror watchdog folk complaining that milk was being DIRECTLY linked to violence on children's TV, which would encourage milk drinkers be more violent. So the BBC took it out of the series. No one was being paid for anything, it was a scriptwriter who thought milk was good to drink.. kind of like breathing fresh air.. but, ya know, its a commodity, people buy and sell it, there is quality control and government oversight and it appears in a series where people punch each other.. So the BBC backed right out of that argument. <seriously> So I don't blame BI for side-stepping any of that 'license' - 'ownership' - 'trade-name' - stuff, considering the SERIOUSNESS of arms manufacturers. They are COMPETITIVE b@ggers for sure. And of course saying "A German car" could be taken as an attack on the quality of German car manufacturers, OR a claim that German vehicles are better than "Russian trucks"... (oops!) So really I agree with @IMT - naturally - but I hadn't noticed much that this well constructed 3D design weapon in DayZ is called a KA.. everyone STILL calls it an AK.. I hope BI brings the KAM back, because I LIKE AKMs And a game that gave players - who choose what they like - EVEN the impression that a whatever H&K is better than a whatever Colt .. would just bring lawyers like vultures .. or .. Try making the DayZ teddy-bear look like Micky Mouse.. see what happens.. (heh).. xxp -
Generic item labeling instead of fantasy names
pilgrim* replied to Blafirelli's topic in Suggestions
what we EAT in DayZ is BEANZ what we drink in DAyZ is RASPUTIN what we shoot in DayZ is DayZ weapons with recognizable DayZ names what we totally drive in dayz is totally dayz totally vehicles and their totally uniqueness is totally amazing they are not IRL vehicles what we hit each other with in dayz melee is anything you've got, even if you don't know what it's called BEANZ are good for melee too, you can eat them later A can of Rasputin does not explode if you hit a player in the face with it I don't know why, it's a DayZ thing even if you beat them to death you can still open the RASPUTIN afterwards without it blowing your beard off this is not similar to real world ringpull cans. It has to have a DayZ brand-name, because other IRL brands aren't made to be that useful. IMO natch -
Hello Matteo, You should take a look at this video first, it will help you to understand a lot of things 🙂 "I see CHILDREN happy for the new car and weapons (which are a copy of the mod)" Hum.... ? What mod ? DayZ mod ? You are saying they took the 3d models of the guns from arma 2 dayz mod to dayz standalone ? Well no they have a team who create new objects everyday like wheels, mags, guns, hats... Like any company ^^ And if you mean they are recreating only the guns and cars that were in the mod... Well yes and no... Yes because they are not going to put WW1 guns in a country with mostly Eastern guns and Eastern vehicles. And no because they are adding more civilian weapons like the shotguns, the flaregun or the bow and crossbow. Why do we have less content than in Alpha ? The team had to create a new Engine "Enfusion" because the old one was not able to deliver the final product. But all the work from the old engine could not be imported to the new engine (3d models, sounds and the map were the only thing they could save). So they've created once again the vehicles physics, the player controler, the melee system and much, much more. This is why we don't have bows, grenades or paints for example ! Because they need to redo everything from scratch and they want to do it right. As a example we could have seen the melee system with guns ingame since November but we didnt.... Why ? It was not perfect and now, in the next patch (1.03) this feature will be live for everyone. The physics for the grenades or the dead bodies was bad and you know it. They need time if they want something that feels good 😉 Okey but the guns ? They have to work once again on the animations and the new features that gun could need. Like the flaregun, it's very unique and I don't think we will see this one soon because of that. Maybe they also want new and better sounds effects as well. So why we don't have a "Gun Update" You want 8 new guns or game changer features ? 😉 Why almost nothing changed since release ? A lot changed and I mean it. But in short, they had to redo a lot of stuff like the clouds, inventory or quickbar... This long road was the only way to go on and now we are at the end of this boring road. We can now see in the distance the beach with the girls and the bar ! 1.01 and 1.02 were boring updates because they tweaked a lot of content. 1.03 add a lot of new content and tweak the last missing bits TL:DR Don't worry, they are working on the game ! They don't have the time to write novels, they are making a game 😉
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Hello, I would say its important for you to first understand that some of the mechanics in the game is not exaclty in a desirable state. There is still a shit load of mechanics that dont work as intended and one of the biggest issues is still the vehicles. Version 1.0 is a bit of a joke to alot of people and was somewhat rushed out. You will never be able to fire from cars at this point. i have been safe inside vehicles it just sounds like you had some bad luck untop of half glitchy old dayz.
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Correct, but the publisher can invest more money and expand the dev team. I believe this usually requires bringing in some investors and to do so, the product should be promising, or at least hyped. The game IS promising, and we're past the hype, but BI is investing itself in a game that most companies tend to avoid because it's risky and is a long-term development. So far, BI is doing it better than the others, and on it's own pace. I just wish they would prioritize their goals and spend their time on completing and polishing first all PvE features, then PvP (guns, basebuilding, restrain, etc) and lastly - vehicles (land, sea and air).
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why had the frame rate dropped so badly again in 1.02. The game was in its best state for ages on full release and after the small 1.01 update. Now it’s taken a giant step backwards and it’s almost unplayable in every in every single built up area with more than 3 houses. It’s getting really frustrating when the devs add new items and content. Why would you add a new car when the old one wasn’t working right. Now you have two broken vehicles. Please please please sort out zeds glitching and the FPS all over the game.
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The following is just a list of 50 QoL (Quality of Life) improvements or small suggestions for the game that I think could provide an overall better experience for the next update besides new content... Green = Considered THESE ARE MY 50 QOL SUGGESTIONS Nerf the items Duct Tape can repair You shouldn't be able to repair clothing, weapons, hatchets, backpacks or building materials. This makes the weapon repair kit, sewing kits, the sharpening stone and many other items useless and the global experience quite easy. Containers like drybags, drysack, cooking pots, medic kits and tedy bears (not the ammo box or protector case) should suffer damage every time you dig them up People are using those containers - specially drybags - to hide their gear a lot. I mean, a lot. Those are one of the main storages right now in most servers. This would affect server performance and also is affecting CLE, mostly for weapons. I would also recommend to resize drybags capacity to 10x6 instead of 9x7 to avoid you could use them to stash long rifles. Reduce the Handheld Transceiver ("Walkie") and Field Transceiver static sound by 50% [Added] Loud static noise is mainly the cause that the small amount of players who use radios, do not using anymore. None can really be "idling" with the radios if you have that noise, making any posible contact even more unlikely. Resize the slots/size of tipods or make them able to carry in most backpacks 1x7 would be perfect. You can´t fit the tripos in most backpacks. Otherwise, no one really bothers in take them. It would be also great if you could carry them as a melee weapon in your back. Add the ability of turning on/off the headtorch without having to take it in your hands [Added] I'm sure this isn't delivered and just a placeholder for now but, the same scroll system like with the car headlights or "washing hands" can be applied here if you have something in your hands. Reduce the Canned Food spawn rates in general and also the food drop rates of infecteds In my experience - And I take the oportunity to say that all these suggestions are based on vanilla oficial servers - there are too many Canned Foods around the map, so its not really a challenge to stay alive with those high rates. A good balance would generate forcing players to know / explore / benefit fom other sources like animals, mushrooms, fruits, horticulture...) Make cooking with a stick animation a "One click only" animation (Not holding RMB) and allow to maintain players position while changing the meat of the stick Every time you change the steak from the long wooden stick, your character breaks the animation. This should definetly change IMO. When replacing an item from your hands to one in your inventory, the first one should never replace the slots of the second one unless there is no other place to go [Added] Let the explain this with an example: Imagine you have a compass in your hands, an FNX at the bottom of your Tortilla Backpack and some random 1x2 free slots around other pieces of clothing (Vest, pants, shirt). If you take/replace the Compass (hands) for your FNX (Inventory, bottom of backpack) the game usually places the compass at the bottom of your backpack. Then, if you want to take out the compass again, you won´t be able to because there is not going to be room for the FNX. Add the name of the server you've played for the last time (Not only IP) next to the Play button in your main menu screen. Allow to eject the inside mag from your gun (Not only replace it for a new one) by assigning a hotkey to it [Added] If you assign a key to the mag inside your gun and then you hold it, that should eject and put the mag into your inventory. This would allow players to eject the inside mag, take it to their hands, load the mag with ammo, take the gun in their hands and then reload the full mag... all without opening the inventory screen. Add a negative water impact for dry foods such as cereals, rise and powdered milk. This could be modify in the future if you can cook/mix them. Reduce the amount of pills per item for the tetracycline, charcoal tablets, codeine and chlorine tablets [Added] I really think having more than 5-6 pills per item is way to much and prevent players to loot those items again in a play sesion (even for days). Tweaks to the fixing car system: You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably disassembled it before is fully done. Its become pretty discouraging and usually very few people even bothers in fixing a vehicle (Car bugs aside). Reduce the noise / smoke from the power generator by adding Engine oil and/or water. Morphine should affects your wounded animation allowing you to move faster while its effect lasts [Added] This could even work after broken bones feature is introduced. Reduce the amount of steaks obtained from animals by "Skin and Quarter" feature and asign a certain quantity to the different types of knives The amount of meat is way to high right now IMO. Remove the blood bag and saline bag self-transfusion ability. You should always require another player to do it and they can get infected if they don´t have gloves I think the self-transfusion kinda killed that necesary/forced interaction between players that was a really amazing element in previous builds of the game. Prevent players from jumping when they are [Health < 40] and [Stamina < 30%] [Added] Those are just approximate values, but in general, the jumping animation when a players is badly wounded takes away a lot of the game seriousness and realism and it also is counterproductive to the same reasoning of why we tried to eliminate the zigzagging. Enable a "Hold" function for the default interact key "F" to take items from the world directly to your hands [Added] Allow to have a separated key for "Walking" and "Holding breath" [Added] Increase 50% the Construction Light illumination range. Make the "blueprint/precise positioning/ghost system" for fences and tents even more flexible Its quite frustrating not being able to place one fence (Specially the base) next to the other without leaving a gape because the system is too strict. I'm not asking for complete overlapping or a "build anywhere" style here, just a more flexible system. Similar case with tents. Its quite difficult to pitch them in forest, hidden spaces or not perfectly straight surfaces. Reduce Mushrooms general spawn rates and assigns some negative effects (Toxicity) to some of them when they are not cooked (Boil or Baked). Same with the canned foods, I think resaurses in vanilla Dayz is way to high right now, making things extremely easy. About mushrooms, players should learn wich one is safe to eat raw and wich is not. This can compensate a little the huge amount of "free safe food" around the map that, as I said, doesn't really help to the survival element. About unconsciousness, it would be great to add another body position and also allow players to hear more (Though distorted) when they are unconscious. Add the ability to check the map by holding "LMB" (Left mouse button) without the need to enter the full map interface (Click LMB) Players should be able to extract blood from cadavers This is even possible and quite safe in real life and I think it would help to bring back some interest into the dayz medical system. Nowadays, very few players take any advantage from it mainly because of the very low effectiveness / regeneration capacity of the blood bags and saline bags and because there is no efective way to get blood. Increase the sound radio / power of Megaphones and change its size to 2x4 Magaphones have to be the portable equivalent of PA´s IMO, so they should be heard quite well within a medium sized city. Currently they are too big and too week to even bother to use them. Reduce/nerf the drying speed of items to force players to create a fire instead of simply wait 5 minutes while they keep running Remove papers from the ammo boxes, nails and headlights until notes are added to the game Tweak/fix the wooden planks, metal sheet, tires (And others) by removing the colission not necessarily with players, but to each other to avoid stacking and glitching inside bases [Added] This would be considered as part of the fundamental basebuilding general balance changes. Reduce Chickens spawn rates by 50% I'm sorry for being repetitive and insisting on how abundant the food is in this build, but there are too many chickens, and if you add the amount of canned food (Vanilla high pop, oficial) the hunger and survival aspect of Dayz becomes quite ineffective. Tweak / reduce the weapon colissions with walls (Even a little more) Its still quite restrictive for many interiores, windows and speccialy stairs. There are some houses and places that you just can´t go upstairs with your gun up because you get the colission, resulting in very frustrating pvp experiences. Canteens should not always spawn with 100% Water [Added] Increase the "Skin and quarter" animation time according to the animal and kind of knife you are using It currently takes a few seconds to skin and quarter a full Cow. It should last at least 45 seconds of even a minute. Beartraps and locked doors should have their own persistent time when you use / place them, regardless of server restarts [Added] There must be other deeper implications that I do not know so this is not possible so far, but I thought it necessary to mention it. Reduce the amount of rags obtained from clothes in general and add some toxicity value to damaged / badly damaged rags. Allow to grab the full stack of planks / firewood (and other items with the same issue) when drag them to your hands in oposition of take them with "F" What I mean is this: When you want to grab the stack of 6 firewoods from the ground, if you drag them from vicinity to your hands or inventory, you would only grab one by one. But if you press F, you would take the full stack for some reason. This should be unified. Same with other items and the impossibility of grabbing more than 10 wooden planks without having to combine them with a >10 stack. Make zombies aggro moving/live targets as a priority or not attacking uncon players at all The game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went uncon with an infected around. This should change IMO. Allow players to Jog while they are handcuffed Another element that makes interactions with tied-up players completely ineffective. The slowness of movement by limiting them to simply walking has been quite negative in this build in my opinion. Allow them to jog and make interactions more "accessible" because of this. Noticeably increased the smoke range/high when campfires are extinguished Possible smoke signs and this could alert other players. Make the camara roll with the player when performing a side roll (Prone + Q-E) Add the ability to move slower when you are crouch / prone and you hold the walk key. (Default CTRL) Make handcuffs unbreakable by preventing players from getting rid of them by struggling This could be also achieved by increasing the struggling time enough. It should always require keys, lockpicks or pliers. Enable precisely positioned for long torches (Standing) Allow to add camo netting to barrels as an attachement When you are about to perform a action to another players (Example: Bandage another player), there should be a external representation on your character, like slightly rising your hand [Fixed] When playing without HUD, in the absence of some animation, we are often forced to enable it because there is no external representation of what we are going to do. Many players heal themselves or even tie themselves as a result of this. Add a soundeffect when changing the firemod and zeoring your weapon As before, the idea is to avoid the need for a HUD to know what we are doing in-game) Military tents should be able to be carried on players back like in previous builds I understand that there must be many performance-related reasons behind the very low rate of tents and the impossibility of even jogging when moving with them. But Dayz has lost a fundamental element: the in-land bases. The posibility of finding a tent in the middle of the forest was something that kept players alert and interested. But now, it has become something almost impossible to find due the difficulty of traveling with tents and their very low spawn rates. We should be able to build a third upper frame on fences (only after building the platform) This could be a good way to avoid players jumping over the fences. The Field Transceiver should become persistent if you place it with the precise positioning system Just like power generators, the Field Transceivers shoud have more than a 6 hours persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequencies at the same time). THANK YOU FOR YOUR TIME
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I give up... Really. The end game is to look for an M4. Not to build a car and have a small community in a happy built base. This weekend i met and talked to over 20 players online, they all had one common intrest. To find an M4. I died 4 times by KOS's. Tried talking but nope... BAM! *searching corpse for M4* We, the community and paying customers, have plead on these forums, on twitter, on reddit to fix the duping problem since patch 1.0. What do we get? New weapons, odd controls, even more broken vehicles, 2 hour days and 1 hour nights, more bugs, gas mask and cosmetic nonsense. What i heard from players and read on the internet is not wanting a new weapon or a gas mask. Nope... what i've read is we want duping to be fixed, RNG to be fixed, custom controls, rendering and fps stabilization, stat tracking and so on. How on earth can you add stuff when the core game is broken? I watched a stream on mixer where a pretty popular xbox streamer stod inside a camp with 4-5 watchtowers, walls and 8+ tents full of weapons. That is cheating and exploting glitches. He should be banned. Console players will NEVER be or play a game like PC players. Most of us want everything right away, preferably with a huge red waypoint showing where it can be found. What this does is destroying a game to the point that it's not fun at all. In this case duplicating. Why not separate the players? You did this with FPP vs TPP servers. Why not add more casual servers with weapons and ammo replacing 50% of the unneccesary clothes scattered all over. Or have locked character servers? If you can’t fix the problem, try atleast to work around it. You could do so much more and could have, these two last patches to make us more happy. But i'm 100% certain that you DON'T listen to the community. If we stop to think about it for 1 sec... why do military weapons, or any weapon, need to be rare? Is it to prevent a massiv shoot out with 60 players in a town? Is it because everyone would go ape shit and shoot at anything(like it is NOW) ? Is it because the servers can't handle 60 players and 60 AR's shooting? Is it to let the player feel left out and scared to get killed? What would happen if weapons was easy to find? I can assure you that most likely it would be 100% better and fun than it is now. If everyone had a fully geared AKM or M4 or SVD would that mean they would go on a killing spree... I highly doubt it. No, what would happen is players would start looking at building communities, bases, cars. Gearing up and eventually have base wars and taking over other bases etc. You need to cater to the masses weather you like it or not. You elite players need to understand this aswell or you will run around on empty servers, wishing there were some KOS'ers to fight. For you "elitist" that been here since game preview started, know that changes have been made to make it more casual and easy. No matter how much you scream about it, changes have been done. It's inevitable... Here are some examples: Did we spawn with a soda, a fruit and a stone the first few months? Nope. Did we have an in-game map the first months? Nope. Was it this easy to find mp5's the first months? Nope... Police car spawnables. You might not like it, but most of the player base does. And for this game to grow in popularity, increase income and be succesful... Changes have to be made. So i truly hope we get to see locked character servers, 1st and 3rd person servers, more weapon loot servers.... And even TDM servers. Duplicating is destroying this game because the developers ignore the casual players. The whole community gets punished and the "elitist" are narrow minded and just think about themself. I doubt this game will be populated and fun by Q3 2019.
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Search for The Resistance in DZSA Launcher to download all of our mods to start your adventure! 163.172.16.243:7315 Discord: https://discord.gg/2WCXTan -=Welcome to 'The Resistance' DayZ Server!=- The Resistance is the ultimate modded first person DayZ server. Our mods combined make your DayZ adventure epic, with no day the exact same as the last. We've got safe zones with traders and high loot with over 100+custom weapons, items and vehicles to gear up your character with! In addition to this we have a variety of mods to improve your DayZ experiences, from NVG's to help you see at night to bzReload to help you reload on the run from the undead.. or worse. Our team? A bunch of complete strangers who met at Green Mountain and wanted to create the ultimate DayZ server. Made by players for players. Combined we have over 10,000 hours of DayZ game time on both standalone and mod. We are friendly and fair to all players, no matter where you are from, alone or in a group! The server is new and so we are looking for players to start their adventures on our brilliant server! You can join our discord for more information or to get involved with the community! -=Our Features and Mods=- - First person only - This creates a hardcore DayZ experience (No wall peaking) - Day/Night cycle - This adds to realism with a 1 hour night cycle. - Friendly & Active staff team - ready to help whenever you need it. - Custom NEAF - With spawns close it only made sense to make north east airfield worth looting just like arma 2! - Prison Island Bridge - We have a bridge to prison island, and its pretty cool! - Base Building Plus - This mod brings epoch base building to standalone! Completely changes base building experiences. - Humanity - Killing zombies and bandits gives you humanity, killing heros and bambis makes you a bandit! - FIDOv Weapon Pack - This mod adds over 100 custom weapons including the PKP and M82 Barrett along with a bunch of other cool weapons and items! - Airdrop mod - Spawns a random airdrop in the map every hour containing supplies or weapons. - DayZ Expansion Chat - This allows players to communicate in side or direct chat allowing players to broadcast messages for everyone to see. - Trader - we have two traders with safe zones. You can sell your loot and buy the gear you need. Prices are based on the item's usefulness. - [MOV] Unlimited Stamina - It's needed... no more walking! - Vanilla Plus Plus Map - Set markers and navigate Chernarus! You can also toggle 3D markers to enhance your experience! - VPPSpawnSelection - This allows you to choose your spawn location as well as design your character and loadout! - Mass'sManyItemOverhaul - This mod adds custom weapons and items into the game including a suppressed M110 sniper along with custom clothing! - CPBWeapons - This mods adds custom weapons including the M200 Cheytac sniper and Barret 50cal! - GoreZ - This mod add blood splats and bleed trails making the game even more realistic and bloody. - Weapon Redux Pack - This mod re-enables all the old DayZ weapons before the 1.0 release. - BuildAnywhere - Pretty much explains itself, enchances base building. - NewNVG_Borland - This mod adds NVG's making it a lot easier to explore at night, find them around the map or at the trader. - Uaz Hunter - This adds a custom Uaz Hunter, grab it from the car trader. Warning goes 0-60 in first... - MoreGuns - Adds more custom weapons making your DayZ experience even better! - Sneaky Stashes and Stuff - This mod adds custom base building items and containers making your base building experience a whole lot better. - Better Suppressors - This mods adds suppressors that last a lot longer than the standard DayZ ones having a huge impact on stealth game play. - KillFeed - Player deaths are broadcast across the server. - Code Lock - This mod adds a code lock to base building and lets you enter a pin rather than enter a combination lock. - bzReload - Use 'R' to reload compared to combining your mag with your gun. More mods being added every week! Post suggestions on discord! Screenshots
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Whats your opinion about post 1.0 updates, development pace and game quality ?
valdark replied to Mantasisg's topic in General Discussion
The direction they’ve taken since they failed to deliver helicopters in 2015 has just been a series of reneged promises and feature cuts. This “new increased speed” isn’t even on par with the speed on the old engine and they are just re-implementing a fraction of what we we got to play during early access but now with crappy useless base-building. The map work was almost entirely done in the old engine so we cant credit that. The vehicles are still next to worthless as far as reliability is concerned and both melee and gunfights are the worst they’ve been since Arma 2. We’ve basically been given the shaft and told we should be happy they put a few pieces of what we had back in maybe if they feel like it. I went from the most enthusiastic and forgiving memeber of this community to just another disillusioned player among millions with the 1.0 and post 1.0 handling of this project. -
Whats your opinion about post 1.0 updates, development pace and game quality ?
IMT replied to Mantasisg's topic in General Discussion
First of all, they PROMISED us a roadmap and we still haven't received it. I don't expect or even want a roadmap where they put hard dates on features or updates because they have a bad reputation with roadmaps. What I gathered from the announcement of the roadmap and what I understood was that we would get a roadmap after 1.0 and the continuation of the development. I was and still am expecting a priority list of 2019 and even beyond that. I want to know the road they're taking with updates, which features are going to be worked on first, which last, etc. That's all I want and expect from that roadmap. They can also state it clearly that it is a priority list rather than a roadmap with hard dates. There is only one big problem with this, they're not promising, they're just "delivering". Based on what should've been 1.0, they're under delivering badly for me. After 1.0 my expectations were that new and old features would hit the game in a rather fast pace. Think broken bones, throwing, climbing, bows, fishing, leather clothing, painting Ghillies, helicopters, you name it. All we're seeing is 2 new weapons, perhaps a new vehicle, some fixes and some tweaks. Why not get those features in as soon as possible and then start tweaking, fixing and adding new vehicles and weapons. If people want new weapons or vehicles, modders can provide them. Totally new features is harder for them so the team should focus on that. Modders can keep the playerbase happy (which they already are doing) while the developers push stuff out for vanilla to keep those people happy. The latter is unfortunately missing. I like to disagree with these statements. Go to the Experimental Patch Discussion forum and go to page 3 through page 5 and see the frequency of updates. They would add some content or features, fix some bugs with the new content or features and rinse and repeat. It wasn't until an half year into 2017 that the update pace started to drop. Yes, Stable was seeing no frequent updates and sometimes up to a couple of months but at least Experimental saw progress. At least we get to see progress and how it should be done, at least in an Early Access setting. I also get that at some point they stopped updating Experimental and Stable because it was of no use because of the new engine and that it also takes time. But why aren't we back at the rapid update pace of 2017 where a couple of features are pumped out, bug fixes are done and rinse and repeat? That's what I was expecting after the engine was done and that was also what I was expecting after 1.0. What did I get? Disappointment! Which core elements? The core elements of DayZ for me are survival elements and I'm not seeing any pushed out by them, at all. If you mean the engine, then why the hell did they release the game when the engine isn't even done? Fully agree with your statements and views. Especially the part about listening to the community. I remember when they put digging for worms in the game. I suggested that it would be a good idea if we could dig worms with a stone knife as well. Low and behold, next update I could dig worms with my stone knife. The biggest fuck up on their part was releasing the game into beta and 1.0. All these topics, messages, etc. wouldn't matter because the game would still be in Early Access. And let's be honest, it shouldn't always be an excuse but as long as a product in Early Access sees any progress then it is a valid excuse in my opinion.