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Found 41868 results

  1. matschii

    brand new player

    I would recommend this server for you, I play on it for some time now. I especially like that there are save bases. That are bases from which no one can steal you something. The people are nice and helpfully, not all but most of them! The only thing u have to do is download DayzOverwatch via. DayzCommander.The DayzOverwatch Mod brings some new Skins,Vehicles,Weapons and Helicopters into the Game, its AWESOME :-) http://dayzmod.com/forum/index.php?/topic/145396-dayz-overwatch-023-103719-300-vehicles-self-bloodbag-auto-refuel-save-bases-antihax-morecrashsites-customweapons/ Btw sry for my bad english^^ i gave my best.
  2. Lady Kyrah

    Car Keys

    And why is it a problem that people can steal your car, it's up to you to ensure the safety of your gear. For gameplay reason no security should EVER be ultimate otherwise you have to deal with the "litter" from players that left the server or simply do not come online enough to deserve the benefits of a persistent asset, maybe a key per vehicle type but making a skeleton keyset wouldn't be that hard really. Well technically if you hotwired your car, it is still hotwired when you exit it. It's some form of "repair" or modification in a way ( If you consider a keyhole to be a faulty element :) ) Ownership beyond crude lock and key systems is a very bad idea, this isn't the kind of game where you want ownershipo to be built into the game code. And for vehicles, if you have a look at some lockpicking youtube videos, you will realise that car locks and ignition locks are very very very easy to bypass (for most of them). The reason it's relatively secure is because it's instantly suspicious looking to do that anywhere but on the side of a deserted road. Of course there are electronic locks now, but then you only have to hack into the onboard computer. Which, as has been shown in hacking conventions, is painfully easy if you have unrestricted physical access to the vehicle.
  3. GOON951

    Looking for a server

    I would recommend DayZero. Its the good of Vanilla with low loot and not a bunch of people running around armed like they are in the military. There aren't many vehicles (if fact I haven't seen one in the 4 days I've been playing the mod and have only seen 1 helicopter flying over head. The servers that run DayZero seems to have a few different population sizes on them. The main server is usually full with around 60 players where as the others that I play on seem to usually be around 30. The other improvements over vanilla Dayz is a lot of small bugs/problems have been fixed and parts of Chernarus have been remade to add a bit of a new feel, but nothing drastically different.
  4. LilBambi

    Car Keys

    I still don't understand why you would need hotwiring if a vehicle doesn't require keys to run, lol. Several other people are saying yes to hotwiring but no to car keys, when hotwiring is useless in a world without the need of car keys (such as it is now in the DayZ mod). I don't know too much about cars, but I believe the world Chernarus is set in has old vehicles (all of the models look at least 1970s) aside from maybe the SUV. On a newer car such as the black SUV, a more elaborate hotwiring process may be required (making them more valuable).
  5. IkaikaKekai

    Car Keys

    Clotheshanger + pliers = jimmy tool (keeps pliers) Jimmy tool = stealth way to unlock car (avoids breaking window as well). Also, don't most military vehicles have push button starts to prevent a 'lost key' from making a FUBAR situation? The way I would make keys (as unrealistic as it seams) they would be separated into types (sedan, pickup, truck, ect) and a chance to spawn in buildings (and in the vehicles themselves). Once you use a key on a vehicle it'll be bound to that vehicle (IE I used a Sedan key on a Skoda it will only work on that Skoda, if it gets blown up the key is worthless, and that Skoda will not accept any other keys ((can still be broken into and hotwired)) ). Vehicles will have a chance of being locked when first spawned, and non open cargo bays will be locked as well (IE you need to unlock the trunk of a sedan or unlock the cabin to check the gear in there (and get in ((keys in vehicles will spawn in the cabin, so there's a chance you'll break the window/jimmy the lock and then find the keys)) ), but you can check the back of a Ural or Pickup no problem. You can lock or unlock the different 'doors' (IE you can leave the trunk unlocked, and lock all the passenger doors ((leaving the driver's door unlocked)) ). You would need tools and time to hotwire a car or jimmy the lock open. EDIT In a survival situation, Im not gonna take the 2014 BMW Z904hfapeDontLookAtMySmallPenis, I'm gonna take the 86 Nissan Pickup.
  6. -Gews-

    Car Keys

    Alright... hotwiring on most of the older cars, perhaps... but how would a player defeat the locking columns, transponder keys and immobilizers, etc, that are standard on most newer vehicles?
  7. The server that was re-open a couple of days ago has now got some extra features to come after the 9th of September when we transfer to a different server. We will be giving options to give custom spawn gear to people who donate. An example of the more higher tier gear would be: DMR (4 Mags) M9SD (4 Mags) 1of each medical (4Bandages) Mount Dew & Steak A full toolbelt Backpack Coyote Gillie suit All this gear on the above is the 3 most higher tier sets at a cost of $7.50. We are choosing to do this so people can help keep the server running and get along with paying for either more servers, Team-speak servers and also for more map edits. The lowest price is £0.50 which is basic gear which is not too overpowered as some people do not like spawning with a load of loot but also do not like to spawn with hardly anything. The only feature that will not go towards the donars way is if they abuse the gear to spawn camp to kill fresh spawns. That will come down to us stripping you of all gear you paid for. The only real thing that varies is the primary but the better the more money the worse the less money. To find out more information and also to help our server be more populated you can share out this message and also the IP and server overall. IP: 109.123.114.188:3357 Name: UK Overwatch | Debug Monitor | Private Hive | Max Vehicles | Self Blood Bag | Towing | REG | Remove Parts | Custom Vehicle Spawn | Active Admins | Custom Gear for players over 1 month Play time | Custom Loot Spawn
  8. BigChef

    Worthless Points of Interest: I Nominate....

    Me...I'm no fan of The Factory, I'm not one that likes to repair vehicles so all that industrial sites are wasted on me, I can find all the axes, road flares and empty cans I want in barns.
  9. http://www.twitch.tv/bikeman Am I allowed to ask about the leaked streams? I don't think you have said anything officially? Well like what am I going to say? I don't think it's fair and one of the reasons we have been killing twitch channels that come up is because it's not fair to legitimate streamers who won't stream it because it's a pirate copy. The other thing is it doesn't really bother me in the long term because it's a multiplayer game so if you can't authenticate with the server because your account isn't authorised on steam then you aren't going to be able to play multiplayer. I think getting really upset and angry about it doesn't really achieve anything because the real focus of ours should be finishing what we are doing at the moment, but man that old gear screen in that build, I seriously talked with Matt about just letting a bunch of people stream so they could see it's not still that awful version being used. It's a really old build, over two months old from before I left for Everest. (some guy was exiting before when we were watching the stream and we saw the build number so know how old it is) Bikeman: There is some weird fascination with getting something early I guess, like they know it's not a game yet right? Rocket: Yeh and we don't want to release the alpha in a state where I wouldn't be happy to buy it, like I love Prison Architect but when it first came out, after about a day I did get a bit disappointed because there wasn't a lot to it yet. I think one of the things I am most excited about is the skeleton and new animations. Yeh, they look a lot better, the ideal situation would be if we could use something like Euphoria but you have to give them a cut of your game so it increases the price significantly and also there is integration time so it would probably take like a year to integrate properly. A lot of people want to know about the sandbox type stuff. Besides looting, hunting and shooting, what other plans do you have? Yeh so since I've been back, Ivan has been handling most of the crafting side of things and I've mainly been dealing with the architecture stuff so for example the other day all the Reddit and forum mods tested out the new radios that we have made, so there are two kinds of radios currently that are heavily inspired by SS13, one is what we are calling a transmitter which you can use to talk to other players and the other is a proper traditional radio that you can tune into internet frequencies with so you'll be able to talk to other players and listen to streaming radio. The transmitters currently have unlimited range but what we have our programmers working on now (after discussing in the testing) is having them limited by distance and doing some kind of degradation at the end of the range and we have a few other ideas for them that we are discussing. When you talk over them are they going to have neat helicopter/muffled voice masks? We don't have filter in yet but that is something we are looking at with the degradation. Do you want to remove side chat if the radios work? Yes, again heavily inspired by SS13 we want to have an out of character chat (global) but server admins will be able to dynamicly enable/disable that so server admins can say no out of chat and then there is no global or side chat, the only chat would be admin chat (like a private message) A lot of people tell me people are just going to use skype or teamspeak and I mean there is nothing we can do about that, we are just providing an option and I think people will use them as listening devices and all kinds of stuff. I've mainly been working on the health system to make sure the prototype is properly working for E3. The way we kind of developed it (and I think this is what a lot of people missed) is the engine was being redeveloped for an MMO. We could get into the whole argument about what is a new engine and what isn't a new engine but it's redesigned for an MMO and when you compare an FPS to an MMO it's like chalk and cheese. So while that was happening we prototyped a bunch of systems and now it's all about merging them together. Everyone always complains it's not using ArmA 3, can you do the same sort of things ArmA 3 does in the engine? It's an honest question and I can see why people ask it but I think those who have done their research know why we needed to go to an MMO. So in December we realised we needed to do this in order to deal with issues like hacking. I think people forget how much of an issue hacking was and still is, the only reason it didn't completely kill the mod was because of private hives. It was a bad situation so we needed to do it as an MMO and our lead programmer Andre (who is like the father of the whole Engine, he started it all) said he would really like to work on turning it into an MMO so we said sure do that and unfortunately that was a lot more work then we were anticipating and the fact that's it's done now is a miracle. Bikeman: Most games I hear in development take 3-4 years, I don't think people realise how much progress you guys have made in such a short time. Rocket: SmashT raised some really good points today that he had concerns about the quality of some of the transitional animations and the camera (clipping through buildings) and stuff like that, so we kind of take some steps back in some significant areas which is unfortunate and I think there are going to be some people who buy the alpha and then are going to be disappointed that some things are quite unpolished. I think that's legitimate and I think we are just going to have to accept that because it needs to get out and we aren't going to delay the alpha indefinitely until it reaches that point. We have reached the milestone we had to which was the server-client architecture and now it's really just making sure we have stuff in a state where people can do something with it. If we completed the large scale test last year then I don't think there would have been an issues releasing with virtually no content but now that it has been so long there is an expectation that a lot of stuff should be working. Bikeman: I'm personally happy you aren't using the ArmA 3 movement system, I really hate that you get winded and move slowly in that. Rocket: Instead of taking the movement from ArmA 3 we actually got the guy who did that in ArmA 3 and assigned him to DayZ for a few weeks, so we talked a lot about it and at the moment we have it so you need to hold down a button to hold up your gun. I'm really not 100% sure about it yet, another idea we have is to have the gun automatically lower after a certain amount of time so you can sort of toggle it, I don't know yet, we don't want people running around with their gun raised all the time but there is still a lot of stuff like that which will be shaken out in the first month of the alpha and now that steam has "early access" we can release on there and not get torn to pieces about it. Are you going to put syringes in game? Yeh, there is a massive list of items, it's huge. What's an example of crafting in the game right now? Improvised grenades. How deep are you going to go with the sandbox stuff, can I fill a syringe with poo, pooing is in right? It's not 100% confirmed. We can do it but again it's kind of like this new control system and the advantage of the alpha is we can just try anything. That was a suggestion on the forums actually and I laughed about it at first and then I read it but then I was talking to my brother who mentioned waste is one of the major vectors of disease in a disaster scenario. It sounds weird. So will there be a poop meter? This is the crazy thing and something I am working on now, you can see in the leaked gameplay videos there is a debug monitor we use but that will be gone, for the moment there will just be textual cues that you are hungry, sleepy, need to go to toilet etc with health effects if you ignore them. Are you looking at doing them with sound cues or animations? Exactly, that's later on but the guy who did the zombie sounds (Michael Manning) we want to use him again as we think he did a really good job and should have the first option. He's on holidays at the moment but will be back in a few days and will get him straight into it, we will probably fly him over as he is from the UK but the idea is to slowly move into the sound cues but we want to get the gameplay done first. Someone posted about the UI font on twitter and I raged a bit over people complaining about the font, it had been a long week and that isn't a priority at the moment. Bikeman: I think you should just not pay attention to that stuff, you can worry about fonts after you prevent the game from crashing etc. Rocket: Exactly. Actually that's one thing I can say is good, lack of crashes. The game is very stable, I'd like to say more stable then ArmA actually, mainly because the server does everything, when you want to eat a can of beans you will see text for a brief second saying recieving because the server is populating the UI. I'm getting super geeky here but anyone who is a script kiddy or anything like that should realise how important that is, it's not a silver bullet but it's a massive blow to the types of hacks that can be made. So we aren't going to see parachuting cows and those types of hacks in the standalone? The client can't control and tell the server what's happening? Yes that's right and also the client only sees information relevant to it, that helps not only with client bandwidth but also with hacking like seeing other players on the map and that kind of stuff. It's kind of interesting because the server performance has been improved drastically but now it's handling a lot more then it used to so I think the server specs will probably be about the same as they were. What about desync? Desync doesn't happen like it did before, you will still get latency issues but you won't get deysnc. Latency is more a sign of the network rather then a sign something is going wrong. Another issue that happened a lot was when we were going through the code and ripping the stuff out is we discovered all this stuff that was broken, stuff with VON and we discovered a lot of packets were being sent in the wrong order so you would receive a reload message from someone who has already disconnected and a lot of stuff like that, there was a lot. So what about rubberbanding? So rubberbanding is one of the methods used to stop characters warping and was brought in with one of the ArmA 2 patches and we have seen that during the testing, one of the issues is that optimisation is the kind of thing you do quite late in development, we have done some so far but what we found is it's alright if you are close to the server, which is pretty amazing because we are spawning over 2000 zombies and 100,000 items on the map and there is no way an ArmA server would even boot with that. We have found that people joining the server from Australia and places like that are having issues with performance. What kind of weapons are you planning? All items and weapons are being redone, everything. One of our external artists did a lot of work on Grand Theft Auto and was quite a score for us. I'll just open the spreadsheet, we have got bolt action rifles, semi-auto hunting rifles, military style rifles, ruger, remmington shotguns, mauser, mosin-nagant. There is quite a lot of bolt action rifles, there is quite a bit of a mix, there is a lot of stuff you would expect in a Eastearn European country but we have also added in some military weapons like the m4a1. We aren't aiming for realism, we are aiming for authenticity so we make a few concessions, you might find a few scopes that fit quite a few weapons instead of one specific weapon. How rare is loot going to be? I'm sick of everyone running around with an AS50. I really like the idea of a very difficult experience, a lot of people oversimplify this, I don't just like complex games I like deep games. You have probably seen the huge apartment buildings in screenshots, North of Cherno. These building are being redone from scratch and have every room in them opened up, the idea is this offers a massive looting potential, the idea is they have been gutted. They will have massive loot potential but very low percentages. What people will see at E3 is not the spawn ratios we want, everything has a default spawn ratio of 1 so everything can spawn and all items have the same space values (jeans, jackets all have 6 slots) but that will all be balanced and changed. Are you considering a stamina system, I hate to mention WarZ because the whole game is garbage but that is the worst having to wait for your stamina to build up, I think they were trying to make the maps feel larger. We have our burst sprinting which doesn't last very long but you can still run around and there is no attention of having stamina. I think a lot of games worry too much about realism and it takes away from the authenticity and I think stamina is one of those things. I think the way we will do it is looking at complex health effect, so if you run around and use a lot of energy you are going to get cold and malnutrition having medium term health problems rather then your stamina running out, so as long as your diet doesn't consist of energy bars and pepsi you are alright. What about art design, have you thought about adding overturned chairs, skeletons etc. I'm really reluctant to add things like that that after reading someone's post on the forums - this guy heard a dead body buzzing and saw a line of dead zombies leading all the way to the top and then looked over the edge and saw a dead body on the ground, this was someone's last stand and he described it as seeing something you aren't supposed too, nobody designed that, the person will never know he saw that. That is such a compelling experience compared to something else like Left for Dead where there is bus with lots of blood and zombies, that has no effect on you. I think context is incredibly important and so if we are going to add skeletal remains and stuff like that it should be based on the players stories. That's DayZ, when you look at the mod there really isn't any gore at all other then cartoon blood and yet a lot of people say it's scary, I think that's validation that horror is all about context. Do you remember in SS13 when I got the face hugger inside me? Bikeman: To clarify for everyone, we were playing SS13 and a face hugger like alien attached to Rocket and laid embryos inside him, Matt was a surgeon so they put him on the surgery table to cut him open and take the alien out. I was a chemist and I had polytrinic acid grenades walked over saw Rocket was infected so I threw my grenade in and missed everyone but melted all the medical equipment so Matt had to go and order new equipment. Rocket: People use the term emergent gameplay and I had a lot of discussions about that at GDC, I think it's different to that, I can't take credit for the experiences people have in DayZ because all we are doing is providing a platform and throwing stuff in and saying well something is going to to provide a compelling player experience, we don't know what it is though. For example books, why put full length books in the game? What's the point? We don't know we are just putting them in just incase, it adds a little bit a depth but who knows, maybe some will be incredibly rare. People fight over all kinds of things in the mod, imagine what they will do if we add a bunch of crap. Maybe we can sum it up like that, DayZ: It's got a bunch of crap. Bikeman: I was waiting for people to make a currency, like I've got 50 tin cans, can I buy your weapon? It never happened though and I was really sad. Everyone wants to know what are you doing about combat logging? So I talked with Jirka, one of our programmers about this the other day, so what we are going to do at the moment when a player disconnects their character gets deleted instantly, we are going to apply the WOW mechanism for a start and there is some really good stuff in some of the mods for detecting whether someone is in combat or not so we might end up tying it with that so there is a sort of cooldown penalty if you aren't in a safe place and it will be even longer if you just got out of combat but I have to stress, that is not in yet. Now we won't be demonstrating multiplayer at E3 because multiplayer is very difficult at conferences. People really want to know about construction, any update? Nothing. I need to be really brutal about this and need to remember to do this in all the interviews at E3 to manage peoples expectations. I'm being really brutal about two things. 1. The architecture - we want to get it right so are spending extra time designing stuff in such a way that it's extensible and we can do other stuff with it later at the expense of content now. 2. Quality - I just reamed our artists out before about our current character because there are a few issues with it. I basically said fix it or we are cancelling E3 - that's how bad we want to fix some of the stuff. I am really pleased we are able to maintain that and the only reason we can is because how well BIS did with ArmA II and the amount of anticipation for DatZ. For example, if we want a bottle of water we can pay three artists to create that and then only choose the best one. You just can't do that normally. So with the construction I'm not even letting anyone think about it until we have the alpha released, same with vehicles. We might leave the vehicles in just so people can drive around but they will be entirely ripped out at some point and replaced. Are vehicles going to be rare like in the beginning? Yeh, I don't want to piss anyone off by mentioning DatZ Origins but you have to admit the vehicle attachment system is really cool, I know how difficult it is to do stuff like that so full credit to all the different DayZ mods that have surfaced. Fortunately, we don't have to deal with any of that anymore because we are an MMO now so everything occurs on the server so I am really excited about the stuff we can do. Can you put the rumour to rest that the alpha is being released this month? There is no defined date, we are really pushing a milestone based release. We could pick a date but what if we aren't satisfied that people are getting their money worth on that date, then we have to let people down and delay. We have hit our blocking milestone which was the client-server architecture so technically we can do our release whenever we need to now. We would like to push it out as soon as we can but we don't have a date. Will you be able to shoot from inside cars. No, we looked at doing that, the technical basis for that is significant but again we are looking at removing the cars entirely and redoing them all from scratch so that is something that is definitely on the list for that. Will server hosting be available on day one? Yes. There will be some degree of customisation and settings but one of the unfortunate by-products of dealing with the hacking is we had to lock down a lot of that sort of stuff (modding) initially. Will there be helicopters? Again, all that stuff comes after. The first thing we want you to be able to do is run around, find a weapon, find some gear, craft some stuff etc. Basically the idea of the Dayzmod when I first had the idea, all the stuff I thought was important in a survival gear. From there we will follow the Minecraft approach and pump out weekly updates that add new weapons, LOS only radios, battery usage etc. I think that point is really important and I need to manage peoples expectations. Would you say the crafting is similar to Dont Starve, where you start with stuff but it's not useful until combined with other objects? We have built the architecture. The architecture is fantastic but because it's such a departure from anything we have had before in the Real Virtuallity engine we have a lot of ways to do stuff and so we have a lot of options on how we approach stuff and that's why it's important we don't do too much before the alpha because then we can say does this approach work for crafting, if it doesn't we can change it. Any wildlife besides zombies? Yep, we got an artist and animator to do a deer. Bikeman: Anything that is a threat to the player? We wanted to do that, again the main problem is animation and syncing the animation, again with a few million dollars and being prepared to give away a massive chunk of the royalties we could use the Euphoria engine but you would also be talking about another year or so after release. I would say it's highly unlikely based on the animation, having said that there are some animals we can do that don't require complex animation. We have looked at dogs a lot, it's a yes for the player but how the attacks are going to work is a difficult one and how the attacks are going to work in terms of looks and whether they achieve the quality we want. What about ragdolls? I originally had it as a must have, but MMO won. When I found out we could remake it as an MMO I was like ok screw ragdoll and I think anyone who appreciates the difference between an FPS engine and an MMO can understand that. What about clothing variation/colors. Yes, lots of variation in colors, t-shirts, hats etc. You can really customise your character. What about streamers and standalone access? I think we were a bit naive about how we handled that but I think we did a pretty good job overall. It was based on how many people were needed and we are giving them free copies of the full game we couldn't just give it to everyone. It wasn't really based on importance or anything like that but mainly based on necessity. When all the leaked streams were happening I said to Matt, the best way to deal with that would instead of reporting them all just let the testers stream, why would anyone watch the old leaked build when they could watch people playing the most recent build but we just aren't at that point. The chance of us breaking the build is so high right now as we are just building for E3 and use steam internally for distributing the build. I don't think it's necessarily a bad thing if people see the leaked footage and get turned off by it, people always keep telling me on Reddit the hype is over and I'm like well good, I don't get a dollar for every person that gets hyped up by DayZ. The hype income department don't turn up and pay me because I made a thousand people hyped up about it. The best thing for us is if we have a fairly soft release on steam, I don't think there will be any kind of announcement about it, it will just be there one day. I'm not a video game hippie but from a pragmatic standpoint, if we make a good game, we don't need to market the game, the game will market itself. Yes we take down all the streams and youtube videos showing leaked footage but it's a multiplayer game, we have less of an issue then say Prison Architect or KSP with piracy. How are you able to lose zombies now with them running indoors and better AI? It's line of sight, so I've been testing that a lot. So at the moment (again at a quite simple level) if you run out of line of sight for a period of time, the zombie will change into it's alert phase. So the zombies have three phases right now, loiter where it stumbled around, alerted which is where it's moving fast and then frenzy where it breaks into a sprint. It will sprint to your last known location and then it will search around for you, if it finds you it will continue sprinting. Even if it loses you completely it will retain some aggro so it will still move around in an alerted state but it won't sprint. How modified is the engine, how different is it to the RV3 engine? ArmA 3 is an FPS, DayZ is an MMO. They are complete different. The DayZ engine differs from the rest of the Real Virtuality engines in the fact that all the multiplayer activity is done server-side, that is not a minor thing, it's very significant. What about books/diaries? Yes to both, again we focused on the architecture, the architecture is in there to do all that, we can store a variable about any item, it's like SS13 if it were persistent. It just really means we need time after we have confirmed the base game to add in all sorts of crazy items. How was Everest? How long were you planning it for? Did you hear about the Sherpa fight drama? I made a big Tumblr post about it because I get asked all the time, it's hard to describe really. The company I went with was really good so oxygen really wasn't an issue, my main concern was about ten minutes before I got to the summit despite having electric and chemical boot warmers my right foot got really cold but it all ended up being fine. It had been a dream for about 15 years, I had been planning it for over a year and even got it written in my contract to take an unpaid sabbatical for it. I was at camp 2 when that fight happened and saw the crowd but ended up going back and reading a book, drinking mango juice. The mountain just attracts so much drama, I'd never go back if I didn't make it to the summit tbh, I was just done with it. Are we going to have to clean our gear/magazines and all that kind of cool stuff? I know I've mentioned Space Station 13 like a thousand times already but that and OpenTTD both added lots of cool stuff over time and that's what DayZ is going to be able to do. Things like going around and filling a syringe with poo and injecting it into someones blood stream - we can code that kind of stuff in. I've got a lot of ideas and I'm trying to use them as motivation to get the alpha out. We can start all the cool stuff after the alpha is out, there will be no really cool stuff when the alpha first comes out. Don't buy the game when it first comes out! What is the max player count per server? There is no limit really, well it's only limited by the server bandwidth and map size. I think Chernarus will start to struggle with more then 150 players but that's just me. If we put in underground structures later on we can expand that greatly. I think it's more going to be design limited but you are always going to get that one crazy server. We are aiming for 150 players though. I think latency will also become an issue but more then 150 players and Chernarus just gets too full, we did have a 150-250 mod server once - that didn't work out to well but things are a lot more optimized now. We are probably going to need to add more testers actually to find out. Are broken bones going to stick out of your character? No, well maybe, I don't know. A lot of the graphical kind of stuff, bleeding for example it will probably be in the alpha but not initially because we prototype a lot of stuff and then go back and do it properly. Are the zombies going to be a threat? Ok so zombies, there has been a lot of work done on them but there is a tremendous amount of work that still needs to be done on them. In terms of are zombies going to be a threat, I think there is a very complex range of factors that are going to decide that, the short answer is I don't know and the long answer is that now we have more factors to make the game more complex in terms of the experience and I think that will make not only zombies but the game itself more of a subtle challenge. For example looting is more difficult, now instead of walking up to a pile and pushing g and seeing everything, our inventory system populates the vicinity menu based on as a minimum of what you can actually see, that adds a whole element to looting that wasn't there before, then there is all the health aspect, what if you run around without shoes on, what if it's hot and you are wearing lots of clothes or cold and you aren't, what if you catch cholera. Can we hurt our feet on broken glass? That's a fantastic example of something that might take an afternoon and will appear in a weekly release, another example being wearing a bicycle helmet to prevent getting knocked out by zombies or a motorbike helmet to protect you from melee weapons. That's the kind of stuff that would appear in the weekly updates. I think the zombies are going to present more of a challenge because they are less munted, like the jumping attacks are really cool. I need to do a video of that actually - hopefully our animator is finished with that so I can make one. If I can sort of finish up by managing peoples expectations on what we are trying to do. 1. We're not going to meet everyones expectations with the alpha release, it's just not going to happen. 2: I Know that's going to affect sales and I know that's going to affect the hype but we are ok with that. If 200k people play DayZ and we get maybe 10-15k concurrent users, that's a good result and would be fantastic numbers for the first 2-3 months of the game. 3. We have this real insistence on quality, we aren't just throwing things in from DayZ or other mods but that doesn't mean that it looks quality, the animations initially might have problems but the individual components have a lot of quality. I hope that makes sense. Bikeman: Be real with your expectations people, we've seen the Dayz forums and Reddit, insanity. Rocket: Yeh, I think we have a really active community which is the reason DayZ was successful. It doesn't mean they aren't a bit rabid sometimes. Bikeman: There are a lot of really cool people on the DayZ Reddit but then there are the insane people and we all know the insane people. Rocket: Also the Dayz forums, I don't post much on the Dayz forums but I read it a lot, I've spent a lot of time on it because there have been some really good suggestions about things like the medical system. The next six months are going to be awesome, I'm really excited about it, it's going to be good to finally get it out there and start doing weekly updates, you boot up steam and find an update. We just need to stay the course and if everyone keeps the end state in mind, where you log in and find an update each week where we have added stuff, that's where we want to be.
  10. Hi all ive* recently started a new Amc DayZ Overwatch server heres a few details : Active friendly admins who can be killed just like everyone else on the server and you will not have any reprocussions Server events i.e Player hunts,car races and battles with custom loadouts as a reward. Over 160+ Vehicles Regular server backups on a server that is not going to be shut down Free Teamspeak server for all players Static server time so its day 24/7 Debug Monitor Custom Spawn's - Players can decide every month on what starting loadout the server will have per month All forms of PVP are welcomed (it is a PVP mod after all) Anti-Hack installed on the server. A few rules we have are : No spamming side chat. Do not moan to admins if another player kills you,takes your gear or destroys anything you may have, but as this is DayZ im sure your all aware of what can & does happen sometimes. No racisim. Anyway come and check us out at: 92.48.90.164:2812 We welcome feedback and want to let the players have their say in the server too *Special thanks to AmberHelios for all the help in setting up the server*
  11. That journalist actually understands what the fuck DayZ is all about. Bravo. BRB, joining AwesomeServer#1 600+vehicles|Full Weapon Loadout|Extra Barracks in every town|Auto Food and Drink|Auto Self Blood Bag|God Mode
  12. It's not just about other players. You can see infected before they can possibly see you. You can scan a compound before actually entering it even when not in a position to do so. Don't even get me started on vehicles. Landing in a tight clearing should be difficult. Backing a truck in a tight spot should take some skill, maybe even someone outside the truck to guide you.It's not just about other players. EDIT: would love to discuss in more detail but Im on the phone and the touchpad is murdering my patience. Please forgive me for being short and maybe incoherent. :)
  13. IkaikaKekai

    Your Base Setup

    I like to hide my tents close to (but not in) trees and bushes. If I can I try to go for areas that are near roads but can't be seen from the road, or failing that not easily seen. I usually have multiple tents, (1 for food and medical supplies, 1 for ammo and any guns I might have (i usually keep it simple gun wise) and 1 for vehicle parts). I haven't played since stashes were added but I would probably change it to 1-2 tents and as many stashes as I could find. Before I would try to set up barbwire and tank traps as a designated parking spot for any vehicles I might find but gave up on that. My best camp (so far) was on the top of a mountain on Panthera that had a little depression and trees, you had to be directly over it with a helicopter to find it or stumble upon it. Made it into a base with some friendlies and we managed to fit 2 urals, 2 offroads, a huey/Mi17, and a UAZ and all our tents up there without it being stolen (for about 2-3 weeks anyway). If the woods north of Kamenka were a bit more dense or had more low scrub, (instead of just a cluster of oak trees) I would consider it a near perfect spot. Overhead canopy is thick, watersource nearby, hunting grounds nearby, nearby town (thats sort of a minus actually, even if it is Kamenka), only thing missing is ground cover (bushes, pine trees, ect) because you can see quite a ways through the forest.
  14. This server offers: Scavenge, Take clothes, Refuel, RADIO MOD THAT NO ONE HAS BECAUSE I DEVELOPED IT, AI PAtrols, Self Bloodbag, Blood Trails of shot players, footsteps, Rain Water Bottle Filling, More Weapons and Vehicles and more importantly BASE BUILDING but you need 3 or more players.
  15. I think I would much more prefer a stance indicator (like in Arma3) that shows where you are feeling pain as well as how your body is positioned. Like a red dot on your leg if you get shot there. I can't see my back very well in real life so I wouldn't know if there are a big ol' pool of blood staining the back of my shirt until I find a mirror (something I really hope is added, both on vehicles and in general...) or someone tells me. :) Third person in single player games is a different matter entirely since you need to see all those pretty animations. In a multiplayer game they are meant for others to see. Of course FPV must be improved. People feeling sick due to low FOV or low FPS isn't acceptable, but as I understand this is being worked on.
  16. Why must you resort to hiring hackers when we come into your server and legitly take all your vehicles? I'm assuming TheGrief is your admin and I'm also assuming your a sore loser being as I sniped you last week when your clan attacked us without provocation. After you did that you made an enemy of us and this makes the 2nd time we have taking all your vehicles and relocated them legitly only to have the hackers you hired come and kill us and take them back. Yes we saw the post you made on 4chan asking for a hacker to recover your vehicles before it was deleted. If you ask me its pretty pathetic... Learn to play the way the mod was made to be played or go back to COD. And to all hackers out there: I dare you to turn the hacks off and come after a clan on their home server and try to do everything you do right now. I understand your life may suck and you don't have a girlfriend. boyfriend, cat, dog, turtle, sock puppet or whatever makes you happy but remember this. All of us legit players play this game for one reason, enjoyment. No matter how many times you kill us and make us start over you will not take the joy out of this game for us. In fact it's even funny because now we all see how much we can get before the godmode hacker comes in and wipes us. Just hours before making this post we killed 2 hackers attacking us, then killed the chopper they spawned, THEN killed the 4 guys charging us with axes in pusto and THEN nearly killed the AS50 hacker that shot us all through a wall in less then 1 minute. We are having a blast talking about it and laughing at your patheticness. You cheat...and you still die. So in conclusion, you keep hacking, we will keep finding ways to kill you and then laugh about it for days. Even though this defeats the purpose of why we all got this mod we have adapted to it and are making our own joy out of what we have until battle eye finally fixes everything. No I'm not listing my clan name or server name on here. That would be too easy ;) Have a nice day. Oh P.S. Hackers.... Please please PLEASE blow up electro. No one really likes that place anyway so do us a favor since we are your bullet spounges.
  17. Hey guys so me and my friend have been playing dayz for about a month and we mostly play overwatch. We have always played by gathering gear and getting tents and making a camp on the west side of the map and we basically go on loot runs into nwaf or stary or green mountain and we slowly build up our camp until we have tons of end game gear along with vehicles and choppers. however most of the time you cant hide a camp forever and eventually it will always be found. Im wondering if this is the most fun way to play dayz? we basically keep all of the good gear at the camp and do low risk runs until we have so much stuff and eventually we get bored and switch servers. Should we be playing dayz this way or is there a better way to play it that is much more fun? we were thinking of just never making a camp so all the gear you have is always with you so the stakes are much higher and it would be more entertaining however if we died we worry that it might to demotivating to wont to start all over again. In conclusion i want to know how do you guys play dayz and whats the best way to play it while using end game gear but at the same time having it be really enjoyable.
  18. Personally I disagree with rocket's logic for keeping 3rd person, however, based on his recent comments (see Fraggle's quotes) it seems pretty clear that it will continue to be part of the game. Rocket does indicate he wants to make changes to 3rd person so that it's abuses will be less egregious. Finding a 3rd person compromise that fixes the biggest issues in a way players find natural and acceptable will likely take a fair amount of balancing and tweaking. Therefore I wonder how it would work if the initial release of DayZ was first person only with the promise that 3rd person servers would be added after a few months of reworking, much like vehicles were removed until they could be done properly. I can see several advantages to doing this sort of staged release: Initial developer time required is almost 0.Assures that all mechanics work well in 1st person.Supports soft-launch (presumably some 3rd person players won't want to play 1st person only).Provides time to design a good 3rd person system, rather than just slapping together changes that are easy to code.Delays 3rd person design decisions until more game components are in place, reducing potential rework.Delays player rage about 3rd person changes until they can be seen in the context of a more complete game.Instrumented servers provide baseline data on how players interact in 1st person and how their styles change after 3rd person is made available.Gives players who might otherwise go straight to 3rd person a chance to see what 1st person is all about.
  19. Hi guys, I'm Stephen from SiG clan and I just want to promote my clans new Dayz Server that I have made. Details : Dayz Chernarus , Private Hive, Good start loadout, Refuel Script, 20+ helicopters, 150+ Vehicles, Very Active Admins, 100 slots. 3dp on. The server name is : sigclan.com | Dayz Chernarus Z Private Hive | Max loot + vehicles | Active Admins | Veteran Server ip = 5.9.141.86:231 Our ts = ts.sigclan.com I would love to see this server become popular as our custom wasteland server usually has 60 + people on almost every day. If anyone knows why dayz commander does now show the dayz version but the beta it would be really helpful if they could help tell me why this is and a fix for it. All help is appriciated Thanks guys, Stephen
  20. no surprise what side of debate you are :D 'fun', guys always say 'fun' thousand vehicles is fun, spawn with AS50 is 'fun' maybe is fun but is belong dayz? if you think yes you miss point of dayz I tell you something - first times I play dayz was not 'fun' like traditional game :o was like strange hell and make me scare and angry and confuse but was most intense experience ever in one game :thumbsup: :D 'Fun' is not good argue for 3rd person because this kind of fun don't belong in apocalypse. Dayz 'fun' come at price of suffer and fear time. is no fear in 3rd person, is like skip through flower fields sing 'what a beautiful day'
  21. Private Evans

    Bases in DayZ: Construction vs Fortification

    Barricade building has been cinfirmed by Rocket some time ago. As far as I remember he was talking about moving wooden planks and stones and of course washing mashines etc etc and use them to buld barricades :I can imagine that we actualy will have to carry the larger pieces in our hands..maybe even use vehicles later on :)
  22. enforcer1975

    stronger cars

    You just add extra weight with no benefit from incoming fire. Those stell plates are not hard enough to stop a bullet anyways. Most HMMWV crews didn't even up armor their vehicles because it just made them a slow target.
  23. Private Evans

    Bases in DayZ: Construction vs Fortification

    instead of barbwire and sandbags ( which was based on a military simulation) we will now be able to collect stuff to build improvised barricades which seems more realistic....you also can use vehicles like the big busses to block passages :) ( which is possible even in the mod) Fortifying and building camps should be done in a creative way, letting the player find out what to use or combine...not some shitty building deers stands out of your backpack mechanics like in Origin..did I say that I really hate this? :P ...the day I find a playermade Hobbit house with a letterbox and a garden fence..i will stopp playing this game....
  24. Ok people a little update and sorry for being MIA for so long :) ok Convoy of the Dead [No PvP] has switched providers due to previous one having too much downtime.So whats new ??.... Okay we run Chernarus atm and have a base just east of Pustoshka which i have protected with iron dome and there are also 2 man bases hidden around the map and lots of neat scripts running like sarge ai,self bloodbag,auto fuel and one of my favorites which is drinking water from wells or ponds using your hands :) (makes it more realistic).there is also a suicide option and other scripts too but too many to mention.anyways donations to the server are welcomed and in return we will provide you and your team a protected base,supplies,vehicles and other things or if u enjoy surviving on the go then by all means welcome to our server.check us out @ 80.86.82.65:2392 hope to see you soon. [TCA] Storeman. TCAGaming.
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