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Found 41868 results

  1. King of kong

    NoobZ survival guide.

    Hello noobs, welcome to King of kong's epic survival guide, i will share my survival tactics and hopefully help you survive chernarus. Enemies: This section will teach you how to avoid/combat enemies in Arma 2: DayZ Infected: These are the inhabitants of chernarus, they have been infected by an unknown virus which causes a hunger for humans. These lovely individuals can be killed like a normal human, so head shot's are not advised unless the infected slow down when you lure them into buildings. Being hit by an infected may cause you to bleed (Signified by spurting blood) if you bleed you will need a bandage, bandages will often be in your inventory when you spawn. Escape and evade: The infected can be avoided by crouching (X) or proning (Z) this will greatly reduce visibillity (Indicated in top right corner of your screen), if the infected detect you they will shriek and moan and become agitated,itis advised that you forget stealth if you are detected. Players: Many players will KOS in DayZ (kill on sight) so if possible you should avoid people at all times, if the opportunity presents itself you should ask if they are friendly (Only when you have a tactical advantage over them), players in scarfs or ghillie suits should be avoided at all costs. Scavenging: A scavenger should always be wary in DayZ, this section will provide tips for novice scavengers. Planing: When approaching a town, find a vantage point and watch for activity, if the infected are annoyed it often means there is a player about. When in said observaion point, plan a scavenge route, have a plan B and C, if possible have a friend provide overwatch. Vehicles: When approaching a town such as chernogorsk, leave your vehicle in a forest a good way away from said location, anyone could hear the grumble of an engine and decide to investigate. DO NOT: Run across open field's near cherno or elektro or airfield's, be wary of other players, even if they wear the hero skin that is not a confirmation that they are friendly, they may have earned it by healing their friends. King of kong recommended loadout: M14/DMR 4 rations, 2 water bottles, map, compass, watch, GPS, matches, hunting knife, 4 bandage, 4 pistol ammo, unsilenced M9, military flashlight, 2 painkillers, 2 morphine auto injecters, 2 blood bag and flares. :beans: :beans: :thumbsup: :thumbsup: Hope this helped.
  2. Hi, When i restart my server using "ArmA 2 RCon" all my vehicles and tents disappear, but if i shut the server down and reload it my tents and vehicles reappear. Is this happening to anyone else? Cheers.
  3. Vicco

    Melee is now Pointless

    Yup. I quit playing on public vanilla servers. My partner is an excellent axe man, but he got tired of getting infected. And nearly always dying from the infection. "Excellent axe man" is my subjective opinion of his skills. He's a very good and long time gamer. But I'm sure he's NOWHERE near as good as the SUPREME axe men I see replying to you. My God they are good. Of course they don't mind endlessly watching zombie patterns, crawling around in the dirt, and spending 15 minutes to loot a barn to score that excellent flare. My partner just won't play this kind of game. Me either. And being Gods, these SUPREME axe men never have a viral glitch and infect them just before they strike with the axe, or after they strike with the axe, or teleport from outside of axe range to infect them. Axe Gods suffer no such indignities. Me and my partner have no issue with this. We are mere mortals, and accept that Gods get treated differently. So the Gods have their game, and we have ours, on my own vanilla server. Well, the loadout isn't vanilla. We spawn with a 24 slot Coyote. With 24 anti-biotics. Infection problem solved. We don't use many anti-biotics, because as you suggest, we now disdain the axe. It just gets you infected. Since we have all the anti-biotics we need, we spend our time searching for ammo. Ammo to kill zeds. We kill them in the open, leaving zed corpses scattered everywhere we go. We lure them into buildings and mow them down, filling rooms with their finally dead bodies. It's rare they get close enough to infect us. And it's fun doing it. Zeds are abominations. Not to be avoided, but to be killed whenever seen. That's what REAL MEN do in the so-called "zombie apocalypse." They take back their world from the mindless, filthy zombies, and procreate to repopulate the world with their own kind. Doesn't have to be in that exact order either. (Will Rocket implement fucking in the stand-alone? I mean, a zombie apocalypse won't stop that, right? Just a question for those always talking about "immersion.") The only time we're particularly careful around zeds is when we are running low on ammo and collecting more ammo to kill more zeds, and to kill the random AI bandits we encounter. The AI bandits are much more dangerous than the zeds, just as bandits were on public servers with the "old" DayZ. DayZ is for everybody. Some have fun playing as we do. Others enjoy crawling around in the dirt trying to avoid infection. I say live and let live. You can find 1.7.6 version servers, so go for that. Or any non-vanilla mod. One with a lot of vehicles could work, because vehicles are excellent protection from infection, and good for killing zeds. You are far from alone in not enjoying the current vanilla mod. Hardly anybody has made YT vids with it. Those who tried didn't last long before dying from infection. They could do it, but nobody would watch it, as it would be excrutiatingly boring. Some like it as it is. They make their own arguments.
  4. AP_Norris

    I'm on a boat.

    I hope we can stand on the upper deck without being flung off when its moving :) It would move slow so there shouldn't be too much lag right? Maybe let us drive vehicles onto it? The cell is a great idea aswell. Above all we need a big dock for them.
  5. AP_Norris

    Shooting while stationary on a ladder

    I think let us move around on vehicles, especially boats or back seat of car.If you can put your head down in a car while driving aswell :D use A+D to slide across the back seat shoot out back window if its broken and also the side windows. Boats should be more free walk if it accelerates quickly you might fall over, but you should be able to move at most speeds especially along sides while crouching. Oh oh I almost forgot planes running around C130 cargo hold :) and then barrel roll :D
  6. Chaingunfighter

    A A List Of Buildings That Would Be Fun To See In Chernarus

    1. A larger style market than the one we have now sounds fun, I doubt there'd really be any 'Walmart' sized stores, or Department stores, but a larger place with more possible loot spawns would be interesting, albeit with lowered loot chance. 2. While a car dealership as a unique type of building just to make the map interesting would be nice, I'd reckon that having more than one or two car spawns at any of these would just be unrealistic (and annoying, because people would flock here for vehicles), as people would want to steal these more than ever given the chance post-apocalypse. Also, (From what I know) large car dealerships are not common outside of places like the United States, so you'd only expect a few to spawn on the map. However, it's still an interesting idea. 3. I believe it's been discussed (Although I'm not sure if confirmed) that the devs want to have buildings like a police station, so you're probably in luck. There will be a prison, at the very least, though. 4. In the standalone, most of the buildings are going to have fully explorable interiors, like (probably) the office building. However, some differences in the ones that exist such as a 'high-rise' sound like a good idea. 5. They've actually shown screenshots of the expanded interior of the hospital, but I don't know that a huge hospital would really fit for Chernarus. The hospitals that there are as is are quite sizable for a small place like Chernarus. Even in the US, hospitals are rare in towns that are around the size of Elektro/Cherno, most would have smaller clinics and the hospitals would be in the surrounding metropolitan areas. Of course, that's not to say that they wouldn't have one, as Chernarus would still have the need for hospitals. 6. I don't think any post offices would have a pharmacy connected to them, but having one on the map seems cool. Though there really isn't much potential for unique loot (Unless they want to add 'lost' mail or envelopes as junk.) However, they would add to the aesthetics of the map, just as the train-stations do. 7. The mall is the only one I'm really against. For one thing, it makes very little sense in an almost-entirely rural country, and it would be one of the most camped areas on the map. It wouldn't fit in anyway, but everyone would see it as a huge opportunity for loot, therefore inciting bandits to camp it.
  7. Hello, wrote a simple beginner guide for my friend, and thought it could help someone else out too :) I've been playing for a long time and hoped that I could pass my basic knowledge of the game onwards to people who need it. I'm going to add more stuff in it when I have the time to do so. Map for locations and spawns: www.dayzdb.com/map Weapon information (damage, ammo they use etc.) alot of other good information too: http://www.dayz.gamepedia.com/ A good launcher to help connecting to your favourite servers and updating the game: http://www.dayzcommander.com/ Weapon comparison: http://dayzdb.com/database/weapon-comparison Best Day-z youtuber in my opinion, you learn alot from watching vids: http://www.youtube.com/user/FRANKIEonPCin1080p Alright, wrote some basic guides: Looting: http://pastebin.com/raw.php?i=5avUEhjr Vehicles: http://pastebin.com/raw.php?i=Kw4pBCiL Weapons: http://pastebin.com/raw.php?i=8Xj7xECF Moving around and navigating: http://pastebin.com/raw.php?i=YapDLu6Z Other players and communicating: http://pastebin.com/raw.php?i=4A48Qdmh General stuff: http://pastebin.com/raw.php?i=4rCpCGdU Cheers Walsu
  8. Hello, I'm an experienced veteran with the DayZ Mod with over a year on my belt, and I've decided on setting up a group of my own. To start, I'd like to work with one of you, and gradually as we become more comfortable with each-other, we can bring in more people one person at a time. I'm not looking into setting up a large group on the get-go. My specialty on DayZ is stealth, strategy, leadership, looting, and raking in working vehicles to use on a daily basis so that we always have a means of transport at anytime. I can be contacted via Skype, or you can leave a post here; otherwise, a private message on these forums will suffice. My work keeps things in operation throughout the day, but some combat-savvy people would be nice to have alongside me! :) Skype: Clerkius I do have a TeamSpeak 3 server of my own, too! :)
  9. Going to keep this sweet, short, and to the point. Myself and a few friends play Day Z regularly with about 5-12 people who are skilled at the game. We play as bandits but do favors for people by giving them rides and whatnot every once in a while.We play on several maps but tend to stay on a chenarus server with max vehicles. We also play several other games, come check us out! Here is some videos of some of the shit we do, this is my youtube channel. http://www.youtube.com/watch?v=GoxfVhdauAo http://www.youtube.com/watch?v=BfjRHA28h7o A longer video of a kind of lets play. If you're interested join our Teamspeak Server: 66.135.59.124:10587 - Website: www.rm-gaming.net - find anyone with a Day Z tag and get the killin'.
  10. Remnant John

    dayz sniper recruitment

    US 1994 Hosted by The Builder's Union, hosted by a group of fulltime bandits, we have 'roundabaout 6-7 people in our group currently? we have camps filled with shit, and vehicles to follow. you must have mumble and a satisfactory mic to play with us mumble.tbuservers.net:7090 www.tbuservers.net P.S. we also host servers on a bunch of other games if you're into that
  11. kingofcrafting4

    banditing ways of epicoscity

    I'd leave some food and maybe a thank you for letting me have your stuff, like maybe something completely useless to him, like another watch or something. EDIT: oh yeah, I think it's kind of noobish to hoard vehicles. Seriously, 10 vehicles at one camp? you don't need all those cars, and your just depriving other ppl of a good experiance. (Or a possible one).
  12. I have just added 160+ vehicle spawn locations all along the coast. There won't be hundreds of vehicles spawning in but it will make it so you won't always find say for example a uaz at balota or a heli in electro.
  13. HeraclesJones (DayZ)

    t.hundero.us Custom DayZ

    t.hundero.us New Chenarus | 50.97.49.79:3119 If you are looking for a change, this is the server I use to test new map ideas, so it gets updated occasionally with new buildings/camps/debris/etc. You can see some of the new areas below. Server is Veteran, US East Coast and is restarted every 6 hours. We prefer (heavily customized) old school DayZ, so when it comes to initial loadout you get minimal gear, but the additional map areas should keep things moving along. New villages to lootNew castle NE of MyshkinoRemote hunting campsMilitary camp at NE Airfield"Holiday Camp" in the Black ForestFirst aid stations in various villages and cities150 max vehicles with a few extra helicopters24 hour daylightHeli patrols on E and SW coasts to suppress spawn camping (only shoots bandits)Etcetera New Villages First Aid Stations Hunting Camps Etcetera
  14. Hello Everyone and Good DayZ. The Love Shack Server brings everything you would want out of DayZ. This server includes: 1. Loads Of Vehicles (Some Broken And Some Functioning) 2. AIRPLANES At NWAF, Balota, and NEAF 3. Clans Welcome 4. Abandoned Military Bases Around Map (Coming Soon) 5. Military Evac. Choppers In Major Cities (Need Green Smoke To Signal) 6.Friendly Fair Admins 7. Non-Battleye 8. Anti-Hack 9.Good Amount Of Loot 10. TS3 Server:174.36.193.150:3851 11. Ip: 50.97.49.66:3000 12. Auto-Refuel So come play with us!!!
  15. CodyMurray

    The motivation to play

    There are two things that I would suggest. 1. Grouping up - you can find a lot of friendly players either on the forums, teamspeak servers, or even in game if you are careful. Having a few buddies to play with makes it a lot easier to find and secure loot, vehicles, etc. Not to mention the added value of being able to talk to these people while playing and becoming more actively engaged. 2. Try DayZ Origins or another variation of the mod with a different map, it really does help to spice up the gameplay and give you a new place to explore. I would suggest Origins because the Taviana map is amazing, it's really big - but everything is close together so you don't waste hours running from point A to point B. The icing on the cake for this would also be the advanced skill trees, progression, and basebuilding abilities that are added in origins.
  16. New server is up from us over at /r/DayZero/ (This is not the mod DayZero, they just use the same name..) The server runs the original Chernarus map but with lots of addons and different customizations for a more realistic feeling. Server info: AI Patrols (infantry, hellis etc..) Streetlights ON Full moon nights Self blood Salvage Vehicles Lootable skins Animated crash-sites New custom military bases Auto refuel Commit suicide option 200+ Vehicles Active admins And more.. This is a public server open for everybody but cheaters. The Servers offers lots of fun game-time with different kind of addons to the server. We have tried to put together a more realistic server therefore we have added different kind of addons and customized the server to our likings. And we have tried to make it as great as it can possibly get. And more changes will come later on. Veteran No Tracers OFF Crosshair ON 3rd person ON Death Message ON Side Chat ON Waypoints OFF Server address: 81.170.199.108:2302 Server name: DayZero Chernarus - |AIPatrols|Street Lights|Custom Bases.... Gametracker server info: http://www.gametracker.com/server_info/81.170.199.108:2302/ DayZero Teamspeak: 81.170.199.108
  17. To the DayZ Community Members, The BlackWatch new Dayz OverWatch GER Server Is Now UP. Fresh Server(Up Since 30 of July). Come and join use make your new home with us. Server BlackWatch UK Multi Gaming Clan - Custom Starting Gear - More than 250 Vehicles (extras). - Active Admins. - Backup (every 2 Hours) - Roll Back. - Experienced & helpful Server Admins all BW Members will help you with any questions or problems you have, we can help with some necessary supplies to all survivors that really need them.You will NOT be kicked or banned for in-game actions against our admins or anyone else, unless we have cast-iron proof you are breaking our rules. Me as an admin and others will try to be online 24/7 you will be able to contact us to ask for help or report any hacking or other issues you can contact us on Steam Group : BlackWatch MultiGaming UK or Steam ID: Icanfish or Email: [email protected] - Day n Night - Modded Towns and new towns (work in progress) - Care Packages - AI Bus - Now you can get a bus ride along the coast. - Bright Nights - Roads Clear from any wrecks and rubble(work in progress) - Customs Wrecks (multi loot) - Events (work in progress) Server Rules No Scripting No VOIP in side chat No racial or homophobic slurs No COMBAT LOG !! If you get caught Ban for 12 hours These rules are subject to change. Name: Blackwatch IP: 46.165.221.97:2312 - GERMANY Keep Surviving. IcanFish - BlackWatch Team
  18. Hey, we are looking for more people to come join our clan on our new server - UK 15658 Chernerus (5.9.124.242:3302) Whether or not you are interested in joining the clan or staying alone that's fine. The server is based around the old classic dayz, no extra mouse scroll options or arma II only items, just a basic load out to get you going and a few extra vehicles around the map. 3DP: ON CH: ON Side Chat: ON We are strong against hackers and so far have no record of any hacks on the server. Only restart 3 times a day.
  19. kanars

    Where are all the devblogs?

    I Think that launching on 20+ August is A HUGE mistake. There was an interview in witch rocket estimated that vehicles will come in September so, it is obvious that you can't redo vehicles in 15-25 days. On the other hand launching early would be a disaster but I would like to believe that we are not on the early stage anymore. I know this is a complete remake of an already existing mod but a year of development (even by a very small group of developers) is enough for the poor Alpha stage. I wish only ONE thing and I expect only one thing from this developer blog, Accuracy about the launch date and the progress they have done. After 3 months without official information I (And all honest gamers I know, The true fans not the passive consumers) want something more than an average playthrough. Sorry for the big post.Feel free to hate or like my opinion.
  20. YZ250

    Where are all the devblogs?

    Sorry to go on and try and correct again. The Models of Buildings, Vehicles, Overgrowth etc are dictating this " Are we spawned into something that is just happening ? Happening right now makes sense would explain Food and Drink laying around in Buildings etc, a general state of Chaos . But if all ( Most ) Vehicles in the SA are all Burnt out, Trees and Weeds are overgrowing Buildings and many other tell tale signs , rusted Ship Wrecks etc this leads me to believe we Enter the SA months after the Initial Zombie Outbreak.
  21. SalamanderAnder (DayZ)

    Some thoughts on gameplay in the Standalone.

    Well you pretty much stated what I just said. Individuals who had certain specializations could "pass on" their knowledge by completing actions with less experienced players. It's synergy. That's the whole basis of the concurrent part of concurrent cooperative actions. Also, what makes you think it would even be easy to find enough construction materials to build 1000 sandbag walls? That many sandbags probably don't even exist on a server. It's just not possible. Furthermore, the more material you waste on simply farming, the less you would have to complete a productive endeavor. Again, why would you build a pointless wall when you could simply build a useful wall and also gain the experience from it at the same time? The scarcity of materials and tools is what your "farming" issue fails to take into account. If there were infinite sandbags lying around, then yeah, it might be an issue. But there isn't. They're hard to find. Moreover, each one you build would cause your character to burn calories, and become more dehydrated, meaning you would have to be constantly locating more food and water while you constructed all these pointless walls. But remember, the water is poisonous, so you have to boil it or something first. Meaning you have to find said equipment. Meanwhile there's dangerous zombies and other players pretty much everywhere. Oh yeah, lets not forget your shoes degrade over time, so you might want to keep an eye out for more of those. It's like saying players would deliberately damage their own vehicles in order to practice doing repairs on them, in order to gain skill. But why? Wouldn't you just save your valuable, scarce car parts and use them when your vehicle inevitably takes damage due to some life threatening circumstance? Plus, you might damage it beyond your capabilities of repair. The same goes for walls. Sure, you could just build a wall in the middle of nowhere for no reason, but this could very well be the first sandbag you've encountered in days. Why would someone waste something that is scarce? Even if they do, why stop them? It's not like there's thousands of sand bag kits just lying around. I rarely ever find one. Even if that was their goal, the probability that they would die while just going around looking for construction materials is pretty high, which would negate a great deal of the positive effects of their "farming" attempts. It's just not worth it. Might as well bandage yourself when you're not hurt, just for the skill. It's just a waste of a bandage that you might need later. Also death would set back your skills, which already makes suicide detrimental. That was in the original post. I don't remember applejaxc saying anything about respawning or base character attributes. He was arguing against the humanity system. Totally different. I don't see how "re randomizing" a players skills every 6-12 hours would do any good, seeing as most players die within an hour. You'd probably just end up mucking up someone's existing character stats with basically no rhyme or reason. They might be in the middle of doing something and then they'd hit that "6 hour" mark and suddenly they wouldn't be a doctor anymore? It makes absolutely no sense. Death is the only thing you can hold over a person's head. It's the fear of losing their current base attributes and a good chunk of their skill - that gives death real consequences.
  22. First off, I think a few issues must be addressed. We talk about issues like "KoS," or "PvP," a lot. We talk about it because in the state DayZ is in, there isn't much else to do. On top of that we talk a lot about things like "realism," "authenticity," ect., ect. I think we tend to discuss these things because we as human beings are innately aware of a few realities: 1: Human beings have countless limitations. We experience pain, fear, fatigue, hunger, thirst. Because of these limitations, cooperation with other human beings is literally the only way we can accomplish certain tasks. Your home, or apartment, for example, was not built by a single man. 2: Death is completely permanent. Meaning real human life is actually highly valuable, since every individual has unique kinds of knowledge and capabilities that others may not have. These facts are just a few of the logical bases for what we call "morality" in the real world. (glazing over things like procreation, ect.) Moral decisions are generally cooperative in nature; cooperative decisions are moral because they contribute to the survival of the species as a whole. Now obviously, death is not permanent in DayZ. You as a player continue to live, while your character is respawned. Well, if we examine why human life is valuable in the real world, we can come up with a way to make it more valuable in the game world. I'm going to attempt to tie my suggestions as closely to the Standalone as possible, since most of them are based on my rough knowledge of the current features of the Standalone. Humanity I've thought much on humanity. It's almost become the basis of the entire game. As it is, I actually like the way the humanity system works. However, it's obvious that bandit skins are not going to be implemented in the standalone, since players can choose their own clothes. However, I still want to be able to detect the difference between a player with high humanity and a player with low humanity. I propose a system based on body reaction. Body language is a powerful tool in human communication, and our human intuition is highly attuned to it. Body language can reveal a person's true intentions. The system works thusly. - You're character would react to different humanity levels. These reactions would only work inside a certain distance, and while you are looking directly at another player. So let's say you cross paths with a high humanity player. As you look at him, your player would automatically go into the relaxed state, lowering his weapon. If you are also high humanity, he would also go into the relaxed state, lowering his weapon as well. (Keep in mind, you can always raise or lower your weapon manually, so it would still be possible to raise your weapon and kill a high humanity player.) Also, high humanity players would automatically wear a grin at seeing a neutral or high H player. They might frown at Low H players. (again, keep in mind: You can change your facial expression manually. This, along with gestures, were already confirmed by Rocket to be in progress.) - If you encountered a neutral player, your stance would remain neutral, meaning no automatic change. - If you encountered a bandit, your gun stance would either remain up, or (if you happen to have your weapon lowered) would raise automatically. You're character might also start to quiver just a little, your heart beating heavily, warning you of danger. (again, this only works within a certain proximity, and only if you are looking at another player.) - Players with low humanity would become immune to these types of reactions, and would automatically frown at strangers, once inside their transmission distance. They would not automatically lower their weapon for high humanity players. (Though they could manually lower their weapon to try and trick other players.) Humanity would have it's own attributes that it would contribute to the "skill pool," which I'll discuss later. All players would have a certain "detection range" (perception) and a "transmission range" for their humanity. - High humanity and neutral humanity players, after playing for some time, would gain detection range and also would gain transmission range. - Low humanity players would gain detection range, but lose transmission range. This is what I call "guile." Basically, it allows bandits to get even closer to people before their humanity is revealed. Of course, older players would have a higher detection range, allowing them to spot bandits from farther away. I'll provide a visual example. (This chart assumes that each example is the same skill level.) Concurrent Cooperative Actions - Constructions should be implemented. We need to be able to build walls, barriers, and possibly even small buildings. Such objects should be completely persistent, unless the server removes them, or unless they are destroyed with explosives. Constructions like this would require two or more players to simultaneously interact with the "construction." (Perhaps this could be accomplished with a transparent preview of the object a player is about to place) - Each construction should require a certain amount of "materials," certain tools, and a minimum sum of "skill" to build, which would be taken from all the players collectively, when they build it. Meaning this system could be flexible. A small sandbag wall would only require one sandbag item, and a shovel, and a basic level of construction skill. Therefore a lone player with a shovel and a sandbag could do it, but it would take the lone player twice as long to construct the wall. (let's say 60 seconds.) These actions would also burn calories, increasing his hunger. He would also gain construction experience from success. But let's say there are two players. Player A has a shovel, and player B has a sandbag. Player B could start to place the sandbag (since he is the owner of the object) and player A could simply walk over, interact with it, and because he has the shovel, the construction can begin. However, for the two guys working together, the wall would only take 30 seconds to build, and it would only burn half as many calories for each of them. They would each gain the same amount of construction experience as a lone individual would - meaning that between them, they created twice as much experience total. This means that when it comes to more advanced projects, since they've both increased their skill, they collectively have a better chance of building that 6 foot high wall, or whatever. It's synergy. Larger constructions like high walls, buildings, (and maybe even small towers?) would require at least three (or more) people to accomplish, and would work on the same principles: One player places a "proposed" construction, and other players interact with it. Assuming that between all the players involved there are enough of the required tools, materials, and skill, construction will begin. - Heavy objects and resources like vehicle parts should only be transportable by hand or by vehicle. What I mean is that we should have to literally hold large objects in our arms to transport them. This would practically necessitate teamwork to accomplish certain actions, which I think is rather authentic. - Vehicle repairs should work similarly to constructions. Multiple players could concurrently work on a vehicle, thus combining their knowledge, tools, and materials, to accomplish the task at hand. - Cooperative movement actions. I want to be able to lift my buddy over a wall, or on top of a small structure. I know developing this is probably a lengthy process, since it would require animation and scripting. But think of it. If people can literally help each other from point A to point B, then you've created a quick, completely believable incentive for sustained teamwork. A lone wolf would just have to find a way around. It would also make breaking into other players constructions easier. The intensely debated "Skill" System - Each character would spawn with different "base attributes." Certain characters would have a background in medical knowledge, mechanical knowledge, construction expertise, military or police experience, hunting knowledge, ect. Each of these "base characters" would have different positives. Furthermore, players would have no control over what kind of character they spawn with. - As a character completes certain "challenges," i.e. repairing a vehicle part, performing a medical procedure, successfully killing another player, constructing a wall, ect., that character would gain some "skill" in that area of expertise - meaning you would have less likelihood of failure at that task, or you might gain perception, or guile. (your base attributes would also affect your probability of failure at related tasks) - Upon death, your character would spawn out of a variety of random "backgrounds," gaining new "base attributes" and retaining all of the "skills" of his past life, minus a certain percentage. (My guess would be something like 20-30%, but I would leave it up to the devs to make those kinds of balancing decisions) This means that not everyone would be able to, say, repair an engine. Not everyone would be able to perform advanced surgeries, or build walls. Meaning each individual character is valuable. Not because of his material possessions, but because of his individual skill. It also means that death is even more unknown. Maybe you won't spawn as a "mechanic" next time, which would make it more difficult for you to repair vehicles. Maybe you won't spawn as a "doctor" next time, which you probably found hugely beneficial. However, after repeated deaths, your experience would begin to aggregate. Players who persist will inevitably gain all the skills they need - but not until after many, many attempts at those certain tasks, and many deaths in between. The "Comfort" System Certain variables should affect a general level of "comfort" for your character. Actions like sitting and resting, being near a campfire, being inside a building, eating, drinking, or using certain consumables (like cigarettes or alcohol), ect. Should add to your comfort level. Things like exposure, cold, injuries, stress (i.e. being chased by zombies, or being in combat) should lower your comfort level. Comfort would govern certain player capabilities. Being comfortable would slow your hunger and thirst increase, as well as speed up your blood restoration. It should also add to your player's ability to overcome illness, and/or heal broken bones. (I don't know if letting broken bones heal is an existing feature, but I've consistently seen "splints" mentioned by the dev team, which leads me to believe that it is at least one way to repair broken bones.) Environment changes - Shorter day/night cycles. I think the whole 24 hour thing is pretty cool and all, but let's be practical. The experience should be slightly condensed. I just don't have 12 hours to play a game waiting for it to be night time. Also, night time should be one of those things that we simply must deal with. As it is, almost every server is "24/7 daylight." I would personally like to see a 6 hour day, followed by a 3 hour night. (Or something to that effect.) That way, night time is not avoidable, but also isn't too much of a burden. Maybe offering servers variations on set day/night cycles, rather than allowing them to simply make their own (thus making it daylight constantly), would be a fair solution. Conclusion These are just a few ideas to help create a more believable game environment. If you will notice, none of my suggestions prefer any one "type" of player from another; they simply impose authentic limitations on all players, equally. I'm sure some of these ideas have been suggested before, but I wanted to draw them all together and point out how a serious, multi-faceted approach can alter the gameplay to make it more based on cooperation survival in a bleak, dangerous world - and less on just "killing bandits" and getting to the "NWAF." The point of these suggestions is to create a more authentic zombie survival experience, which I think is the ultimate goal of DayZ. Let's presume all of the aforementioned game mechanics. Let's say you're a "bandit" - a serial player killer, and you found a car for the first time in the standalone. Let's say the car needed, at minimum, an engine to run. So you go east to the factory and find an engine. But you can't just shove this thing into your backpack anymore, and you don't have any tools. Right then, a man steps into the building. You have a gun, and he has a gun. You're in a stand off. You are a habitual player killer, and you know that at this distance, he might be able to detect your low humanity. So you decide to shoot first, killing him. And what do you know, he's got tools! So you walk all the way back to your car, lugging the engine parts in your arms the whole way. You finally arrive, as the sun is setting, and crouch down to fix your wonderful, wonderful vehicle. But what's this? "You have failed to repair the engine." You try it again. "You have failed to repair the engine. You lack the necessary skill." Your character doesn't even know how to do it! But, what if the guy you killed back at the factory did? What if, between your combined skill, you could have actually pulled it off? Right about now, you might be rethinking your actions, but it's probably too late for you; while you were carrying that engine back through the woods, a zombie attacked you, and now you've contracted a nasty disease. The tough shit is that you don't even know which disease it is or what medication to take for it.
  23. YZ250

    Where are all the devblogs?

    Posting this again , hoping I get some kind of answer from above Clue me up please Rockett , In the SA when do you propose the Zombie Outbreak happened ? Are we spawned into something that is just happening ? Happening right now makes sense would explain Food and Drink laying around in Buildings etc, a general state of Chaos . But if all ( Most ) Vehicles in the SA are all Burnt out, Trees and Weeds are overgrowing Buildings and many other tell tale signs , rusted Ship Wrecks etc this leads me to believe we Enter the SA months after the Initial Zombie Outbreak. So to me atm it looks like we have a mixture of the Two . Any plans to create this back Story ?
  24. Hello everyone! Today I am going to talk about my feelings on scarcity in DayZ. I will discuss weaponry, everyday items, vehicles, and anything else that comes into my mind. This is going to be a WALL of text. Consider yourself warned!! You can listen to this while reading http://www.youtube.com/watch?v=2Dx7xXn9KjI In DayZ game their will be a central server that controls the economy. This central server will keep track of ALL the loot on all the servers. It will be able to tell the individual servers what they can spawn. This is very exciting news because loot inflation can be managed and more importantly, DayZ can extremely rare items! Besides all the common, uncommon, and rare items, we will also be able to have Very rare, Extremely Rare, Ultra Rare, Hyper Rare, Ultra Hyper Rare, Very Extremely Rare, Very Ultra Rare, Very Hyper Rare, and Very Extremely Ultra Hyper Rare, etc etc :D Items towards the upper end of the rareness spectrum would be found so infrequently that they would be mostly Easter Egg items. Rocket and The team should not disclose these easter eggs. Unlike rare weaponry and medical items, which should be disclosed to the community in patch notes, these ultra hyper rare items should be kept secret. First I will discuss firearms. Personally, I think that 15% of the players that survive over an hour should have a gun. Almost all of these guns would be pistols and shotguns will the occasional bolt-action rifle . This is less that the mod. Most of those players would be able to find a decent melee weapon though after an hour of playing from a fresh spawn. In the game, nearly everyone has a gun after an hour. After two hours of surviving, about 30% of players should have a gun. Again most of these guns would be pistols and shotguns. Since these players have likely gotten of the coast, there would be a higher ownership of hunting rifles and shotguns compared to pistols because the farms that they would likely be looting have those weapons more often. Many of these players could use farming equipment as weaponry. Items like hatchets, Shovels and spades, sickles, sledge hammers, hunting knifes, and saws could be would commonly found in barns. After three hours of playing and survivings, about 55-60% of players would own weapons. Many players could make it to an army base or camp in three hours so more players would find weapons. The weaponry would be mostly pistols still in many players. Lots of rifles and shotguns also. Some players would have two guns but not 50% of the players that have survived three hours. Since some of the guns would have been found at military locations, some people would start finding intermediate caliber assault rifles. These would mostly be AK-74s and AKMs. Their ammunition would be limited but an Ak-74 would be a very powerful weapon. A single hit anywhere inside 300m to the chest would cause great wounds and eventually death if not properly treated. AK-74s would be easier to maintain that a hunting rifle found in a barn. Obviously rifles would be deadly too. After FOUR hours of playing 90% of players would have found a firearm. Most players would probably take any firearm they find even if they don't plan on using it because it is easy to sling a rifle over your shoulder or put a pistol in your backpack w/o slowing you down much and allowing to easily use a melee weapon. Characters that have survived this long are probably in one of two boats. They are either surviving great and have really good gear or they are running out of food, water, and medicine and are about to die and have been holding on for a thread for four hours. Of the players that have guns and have survived for four hours or more, most would have a long arm and a pistol. The finding weapons is hard but not impossible. Keeping ammo supplies up is a much harder task. This means that players will want to be very conservative with their ammo. The folks that have survived for about an hour and get lucky and find a gun won't have much ammo at all. 0-10 bullets would be the typical range. This is much less than the mod. Even the guys that have lived longer will not have great ammo supplies. Having 30 rounds for an AK-74 should be considered a good supply. Finding ammo crates would be an extremely rare find. But if the player did find one, it would be full of hundreds of rounds. Having very limited ammo and better zombies will reduce random KoS. People will have little to gain and a lot to lose if they open fire after encountering someone in town. The zombies would be on you before you could loot, you probably wouldn't be able to fend them all off and you would come out worse of then when you started. I expect their will be some KoS but the strategy will not be rewarded because of the environment and will probably fade away. Authentic banditry would be more common and plausible. If you come face to face will someone in town and you have a gun and they don't, you could force that person to drop EVERYTHING. All the way down to the underwear. If they dropped everything down to their underwear you would know they have zero loot b/c underwear has no loot slots. After the person stripped down you could tell them to book it and you could loot their clothes. This kind of banditry is much more immersive and will be much more profitable. Trading will hopefully become more common too. Loot will be too rare to find everything you need in many cases. Some players will get lucky and find food, water, weapons, and medicine but many will lack in one department or more. Lets say there are two groups. Group A is armed with pistols and hunting rifles with one AKM. They have survived a while. They have food and water but no medicine. group B is similarly well armed. and doesn't have enough food and water but they have found medicine. The groups encounter each other on the road between some towns. They have several options. The groups could run away, the could fight, or they could trade. Due to scarcity, neither group would have enough ammo for a drawn out firefight. If they fought each other they would never have enough ammo to survive a zombie emergency. While fighting will inevitably occur sometimes, it will probably not be the first choice and will result from trading gone bad. Trading would be very tense. The group would trade some food and water for medicine and both parties would walk away better off. There needs to be a trading UI in the future. Some Extremely Rare items should spawn will literature explain why they are there. For example, you are looting an abandoned military warehouse. And you find a SiG 550 assualt rifle! Next to the rifle you find a sheet of paper that reads " Mikhail R. Berezin, Commander of the 1st Testing and Experimenting Regiment This weapon has been bought by the War Department for your testing. It is a SiG 550 serial number 43502. Top Brass wants to know how it performs in combat conditions. Get your best men on the job by Tuesday. I expect the report by next Monday at the latest. Ammunition for the weapon is in a crate labeled Ки-43 Vasily P. Antonov, Quartmaster of the 1st Testing and Experimenting Regiment" This brief letter would explain the weapons origins and give clues to its condition. Having exotic weaponry is fine but sometimes finding an AS 50 in the middle of Chernarus is strange without context. I am not going to go into what items I would like to see that are very rare. You can think of those yourself, stuff like vaccines, hightec guns, armor, armored vehicles etc. And Finally something that isn't loot and could be secretly included. That is paranormal activity. I am not talking about S.T.A.L.K.E.R like mutants that are frequently encountered . Stuff that is so rare that pretty much no one will ever seen anything after playing the game for a year. Only Subtle things that would fuel the thread that DemonGroover made about folktales. A man walking along the country roads that disappears if you look away, or if your sight is obstructed by something like a bush. Example. You see the man walking down the road 100m away from you. There are tree and bushes along the side of the road. You start to follow him looking his way. He walks behind a small bush and doesn't come out on the other side. You arrive at the road and find no clue that anything was there 15secs ago. You leave perplexed :huh: . A white Stag that exhibits the same properties as the man. It wanders the deepest parts of the forest. So rare that if you sent 10,000 players into the forests on 2000 of servers it is highly likely that no one will find it. An usual shadow the drifts around the shipwreck when there is lots of fog. A conversation with no logical source at a bar somewhere in Chernarus. A small light deep in the woods at the latest hours of the night. It seems to drift around noiselessly. Foot steps on old wooden boards in a otherwise empty house. No logical source for the noise. \ You tune into a random radio frequency to communicate with your team and you hear one or all of the following strange Russian voices, Morse code, or strange clicking sounds. Examples http://www.youtube.com/watch?v=OJ5UmUOcoWA http://www.youtube.com/watch?v=aOMVdOc9UbE http://www.youtube.com/watch?v=hH6C0kun5DU That is all for now. Might add more later. EDIT 01 Other advanced weaponry. I already mention intermediate caliber assault rifles like the AK-74 and the AKM, but I will go into greater detail on millitary grade weaponry as a whole. Finding an Automat Kalashnikov of any variety should be the easiest military weapon to find. The chernarussian government would have certainly used them en masse for her forces. AK-74s for infantry, AKS-74s and AKS-74u's for tank crews, light forces, etc. Certain high quality civilian should be harder to find than Kalashnikovs. A Mosin-Nagant would be more common, than a AK, but a rifle like a CZ 550 or a Remington R700 would probably be harder to find. Maintenance would be easier on an AK than most other military weapons. After AKs the next most common (but still very rare) would likely be SMGs like the PPsH-41, PPS-43, Arsenal Shipka, PM-63, M56, .Vz 61 Skorpion and K6-92. All of these weapons are Eastern Bloc SMGs used from WWII to current times. It is likely that some of them made their way into Chernarus. Most fire calibers that would be common to the region so finding ammo shouldn't be much more difficult than any other weapon. There compact and light designs would make them highly sought after. While only firing pistol caliber's they would still be very deadly. :murder: Also maintenance would be easy. All other weapons would be increasingly rare. I would have to go with weapons like the RPD, PKM, and RPK as the next most common. Modern armies use these weapons at the squad and platoon level making them possible to find. But just because they are rare, doesn't make them better. A heavy RPK-74 squad automatic rifle, while packing extremely deadly fire power, wouldn't be ideal for long days of hiking and scavenging. I personally would prefer a small SMG over a machine gun or SAW. Also these weapons are very hungry for ammunition and require more maintenance. The SVD Draganov and PSL markman rifles would be the next most common (but VERY hard to find still) . The Russians use marksman rifles quite frequently to increase the killing power of their units at longer ranges where AK-74s are ineffective. Maintenance would be more difficult. The SVD uses 7.62x54mm 7N1 ammunition under normal circumstances. But in the apocalypse you would probably have to make do using 7.62x54mmR which could be found more commonly since it is also used for the Mosin-Nagant, but is less accurate. Then comes the exotic/foriegn guns. M4s, M16s etc. These guns would pack the most punch (to a realistic degree. A M4 isn't a signifigant upgrade over an AK-74 in terms of firepower) but it would be hard to find ammo them and maintenance would be stressful. Of the players with guns (which will usually be less than half the people on a server) only around 5% will have these weapons. Most people will be using pistols, rifles, shotguns, or Eastern Bloc Weaponry. The primary adavantage of these Weapons would be their adaptability. An AKM, for example, cannot mount a scope quickly. It simply lacks the hardware. A M4, on the other hand, can use its rail system to easily mount a scope! This adaptability will give the player an edge than others simply can't match. A M4 wielding player could mount a scope to out range a player with a AK. And minutes later he could detach the scope to fight CQB with some with a bolt-action rifle. That is all I got for now. But as a final note remember this. Rarity, should not indicate quality in DayZ. Just b/c a M9 is more scarce than a Makarov doesn't necessarily mean it is a better weapon to use. :thumbsup: EDIT 2.. Over 550 views!! Wonder if Rocket is one of them?! :huh:
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