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Found 41868 results

  1. WELCOME TO JUNK FOOD CREW DAYZ Junk Food Crew is hosted on a dedicated server. We run Overwatch! With 300+ Vehicles in the game, you are bound to find a car soon enough. Custom Antihack: We are running BlurGaming's antihack. It provides us with in-game material so we do not have to go back and fourth into an Rcon. NO DEBRIS: This is important to have! It can boost your FPS by 10-20! Plus it feels good to fly down the road in your Off-Road Active Admins:This is always good to have! We constantly have admins watching the logs just in case battleye and gotcha cant catch something! Common Restarts: This allows for vehicles to be spawned in, and the old broken ones to be removed. Thus, keeping a good amount of mildly repaired vehicles! 300 Vehicles: I know some do not like the pampering of 300 vehicles...but this is Overwatch!! If overwatch didnt pamper you, it wouldnt have guns... ADMINS: Our admins can usually be found in-game. Whether they have a [FL] next to their name or not, they are always here to help. TEAMSPEAK: We are currently using a teamspeak with 512 slots. Feel free to join anytime, we jsut need to pull you down into the DayZ Overwatch Channel. IP: dkun.us
  2. Hi I´m searching for new player´s for my DayZ server. Server is online since feb. 2013. This server has 4 Active and friendly Admins and a lot of cool server feature! Loadout: M9 with 4 mags Machette Map 4 Bandage 2 Painkiller 1 Morphine 1 Coke 1 Baked Beans Extra feature: Autorefuel on gasstation Car stripping JSRS Sound Mod Costum antihack Debug Monitor Kill message More loot More weapons Server Info: #1 DayZ Chernarus (1.7.7.1) DE, Autorefuel, Car stripping, More loot, More weapons, Antihack, 24/7 Day, Active and fair Admins, JSRS Sound Mod IP: 176.57.138.244 Port: 2302 Chernarus (original map, no custom buidlings) 40 Slots Server 24/7 Daylight Veteran Infection reduce ~ 10% 300+ Vehicles and many choppers and plane´s Server language english and german Pictures and TS coming soon!
  3. h3l1x

    1.7.7.2 last update before standalone?

    Last update ever? Says who? There's a bunch of people who will keep playing the mod after the SA gets out. Remember it'll be an alpha version, no vehicles, bugs, etc. Also as far as I understand progression of the mod doesn't stop when SA becomes available, either in alpha, beta or whatever version.
  4. In the SA everyone should look slightly different with the clothing system so players could gain reps on servers amoungst players. I think this would be effective and better than having skins, it would also force bandits to change clothing regularly so not to be identified. I envisaged a map like Chernarus where the numbers and difficulty of the zombies increases the further inland you went and with the military targets furthest inland, players would only be able to get to them in groups. A river would bisect the map with the bridges being roadblocked to stop players from using vehicles to get to the inland parts too. Not sure how viable this would be in the mod but maybe something similar in the SA?
  5. Some things may be familiar, but please read through the whole guide to see if you come across something you have not tried yet. This helped me and I want to help others. This guide is intended for users who play DayZ regularly and want to do every possible thing they can short of overclocking to maximize their resources for better fps on DayZ. This guide is for both low end pc users and high end pc users. I've collected alot of good information from around the web and credit goes to those great people who shared their information. So lets get right into it. Firstly the easy stuff most of you have probably tried and know about: The config file tweak: Please backup all files to a separate folder before modifying. I am not responsible for any problems this may cause. Find your ArmA2OAProfile. If you never made a new profile it will be in documents\arma2, if you made a new profile it will be in Documents\ArmA 2 Other Profiles\"ProfileName". Mine is Cobs.ArmA2OAProfile, drag and drop this into notepad. Do a "ctrl f" and find sceneComplexity= Here is a snippet about this value from ArmA 1 on the bistudio forums. Thanks Cap n Joff The very low, low, normal, etc are referring to the in game object detail settings. After setting this value do not change those settings, and I would even go as far as to say make this file "read only" so it can't be changed again. I would try a setting at 100,000 or 75,000 to see results. Second Config file tweak: Open your ArmA2OA.cfg (located Documents\ArmA 2) in notepad Find: GPU_MaxFramesAhead= GPU_DetectedFramesAhead= Put both of these values to 1. It will look like: GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1; This is from http://community.bistudio.com/wiki/arma2.cfg, many guides say to change this, some say to put the file to read only. I actually left mine at 3. From there you should go to your graphics card control panel and make a new profile for arma2oa. Find the detected frames ahead setting and match what value you have in your cfg file. Here is an older picture of the bistudio forums: Hyper-threading: If you have a processor that has HYPER-THREADING you must disable this in your BIOS. For almost everyone this will increase your performance in many games. I would never have thought so but it does. Commandlines: If you use DayZ commander, go to settings then additional launch parameters. If you use something else to launch dayz you have to put them in manually. Here is my launch parameters: -world=Empty -noSplash -high -maxVRAM=3062 -maxMem=2047 -skipIntro -winxp -cpuCount=2 -exThreads=1 -high is for cpu priority, -maxVRAM should be set to about 10 below your actual VRAM, -maxMem should never be set higher then 2047. If it is not set apparently arma 2 only uses about 1.5GB. If your computer only has 2GB of ram set this value to 1024 or 512. In game settings: Head over to a great post by GrumpyGat: http://dayzmod.com/forum/index.php?/topic/141305-a-simple-guide-to-getting-the-most-fps/ Now that hyper threading is disabled, and you have all these great tweaks that are borderline sorcery it's time to do some real magic. Real Magic: You are going to need more than 4GB of ram for this, I recommend 8GB or more. You need to install the free version of ramdisk. Ramdisk is easy and free and I've had no problems with it. You can get it here: http://memory.dataram.com/products-and-services/software/ramdisk You are also going to need link shell extension http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html to link your files back to your game directory. Follow this guide for RamDisk by OshiSeven : http://www.youtube.com/watch?v=Vkdp07a9Doc And follow this guide for putting more than just the @DayZ files on RamDisk using link shell extension: Big thanks to liquidpinky. I used files from both arma 2 and operation arrowhead. this is my file list: Files from arma 2: \@DayZ\buildings.pbo\buildings2.pbo\buildings2_Ind_CementWorks.pbo\Ca.pbo\chernarus.pbo\chernarus_Data.pbo\chernarus_Data_Layers.pbo\misc.pbo\misc2.pbo\misc3.pbo\plants2_Bush.pbo\plants2_Clutter.pbo\plants2_misc.pbo\plants2_Plant.pbo\plants2_Tree.pbo\Roads2.pbo\rocks2.pbo\signs2.pbo\structures.pbo\water.pbo\water2.pbo\weapons.pbo Files from arma 2 OA: \buildings.pbo\buildings2.pbo\PLANTS_PMC.PBO\roads2.pbo\STRUCTURES_PMC.PBO This was on the free 4GB RAMdisk. For low end PC's that can't use ramdisk, you can use the same idea if you have more than one hard drive by splitting up files across multiple hard drives, and linking them back with the link shell extension. If you don't have multiple hard drives and you're playing on a pretty slow computer, the best thing you can do is lower your interface and 3d resolution down. I mean really down. I used to play DayZ on 640 by 480 I kid you not. I played like that for almost a year. DayZ was worth it to me. Hopefully this helped people boost a few fps. I know towns and cities still lag, the best thing you can do is find a server with under 400 vehicles and the less people, usually the better fps. Again thanks to all those who I quoted or linked to. If there was a tweak I missed please feel free to share it with everyone. Edit: Be sure to set audio samples at 16 as well for lower CPU usage. Edit #2: Unpark CPUs If you have a newer CPU chances are power saving options are in effect called parking, and may be causing issues with older games. This guide shows you how to unpark your CPUs very easily with a tool that does all the registry work for you. http://www.coderbag.com/Programming-C/Disable-CPU-Core-Parking-Utility
  6. Exactly, I recently had the opportunity to fire some pretty awesome guns, one of which included a black Siminov SKS made somewhere in the 1960's/50's and it had a customized, lightweight stock and a westernized optical sight from the 1990s (Not sure exactly which one). You can bet that not everyone there is going to be using completely Russian-based firearms. Also, his post gave me hope that the M-14 or M1A will be in the standalone :-) Based on the general state of destruction and overgrowth, it's quite obvious that it hasn't been very long since the outbreak began. All of the roads are (for the most part) completely fine. While the asphalt and concrete roads would obviously last a while, most of the dirt roads and paths seem fine, so not enough time has passed for plants to overgrow them. Hell, even quite a few of the houses and lawns still have short-enough grass, so the general outbreak probably occured less than a year before DayZ takes place. However, a lot of the cars and vehicles are heavily destroyed, but my only guess is that they were probably set on fire in the destruction and spread around, or just picked apart from other survivors.I'm probably thinking into it too much, but the signs are there.
  7. Before i Talk about the Event, ill Give a little Bit of information For Those That have not played Balota Buddies PvP Utes Server Yet IP: 184.164.146.210:2332 Obviosuly Its on Utes, And Runs Day. It Has a Lot of Cute Stuff. Things like Custom Buildings and Custom Spawning Gear I mean you can Simply go to http://pvp.bbhive.net/login And You can Choose What Skin/Wepon/Backpack you want to Spawn with. There are 18 skins And 53 Guns to choose From. To Use this system you Must Have Logged into the Server at least once, When you do your Debug Monitor Displays Your Player ID, Simply Put your Game name and PID in after you have Spawned on the server And Your Set You an also simply View http://pvp.bbhive.net/ to View the Leaderboard and Look at the Delicious Negative Humanity Currently You Do not need DayzUtes to play on the server, As Zabn Made it so it Is Running Standard Dayz, However it Will Be Changed to DayzUtes in the near Future Before the event The map Already has a Heap of Extra Stuff Added.. Well now ontop of the mass Graves, Fortified Mosque's and Big castles, it Now Has Docked Carriers that Spawn Choppers and Osprey's, and One Further out at Sea that Spawns Attack Choppers.. And More Osprey's Also.There Will be a Script on the Server Where it Delete's and Respawns All vehicles After the Restart Now Enough of talking about The Map Event time! The Event is More of a Challenge than event. At 12am GMT/UTC On the 20th of July The Current Stats for the Server Will Be Reset and the Event Will Start, The Window of the Event will be 24 Hours, And at the End of THose 24 hours the Winner Will be Decided. Here is a Link to help you with the Window:http://www.timeandda...440&ah=23&am=55 Obviously no one is expected to Stay for the whole 24 hours. This is Simply The Window So that All Players Across the Globe have a Fair Chance and Reaching Number 1. This is exactly what is it, And it Shall Be Glorious With Many Many Thanks to An Anonomoys Do-Gooder of Balota Buddies Who is donating A Copy of Dayz Standalone And Dr Shade Who Has Offered to Donate 3 Steam Games for Prizes. 1st Place Shall Recive a Copy Of Dayz Standalone 2nd Place Shall Receive 2 Steam games 3rd Shall Receive A Steam Game The Winner Shall Get Bragging Rights, and a Special Spot in my Heart.... Maybe even a Cuddle I Hope Everyone Will Enjoy this Event, And i for one Will Be Looking Forward to Shooting you all , With Bullets of Love Of Course This Will Be my face looking at the Leaderboard at all the Death at the end
  8. This is an extract from Gnasher's diary, 2i/c T.F Knight, stationed in Klen, Eastern Chernarus, written one week into the outbreak "My name is Gnasher. This is probably the last you'll hear of me, but f**k it, people are gonna know my story. I'd like to tell you the story of our apocalypse, before they get in here and it's too late. Chernarus. A peaceful, obsolete landscape situated far into the depths of the Ukrainian soil. At it's peak, Chernarus was top of the pile when it came to medicines of the world. At one point, Chernarus was the world leader in supplying first-class medicinal drugs to third-world countries. The chemists behind the medicines were of the highest quality and education, and success was their native language. But it went wrong. Something changed, mutated, transformed. The development of the Repulsive-Active-Growth-Embryos (R.A.G.E) was tainted with a fatal ingredient causing the induced patient to suffer at the hands of experts. R.A.G.E was commonly tested on the unworthy, prisoners and escapees from HMP Devil's Castle, and HMP Black Mountain. During the broadcast of the world reveal of R.A.G.E, the show hosts involved were subject to...cannibalism. Their test subject had seemingly changed in body, in mind and in spirit, and not for the better. The disease...illness...malfunction whatever you went to call it spread like wildfire. In two weeks, Ukraine was in their control. Prospectively, in another 2 weeks, the entirety of Europe would be subject to the wrath of these...creatures. The disease spreads through biting and contact, passing through the bloodstream, person-to-person. There were still survivors. People without families, friends who took things very seriously when it came to things like this. Bandits, local heroes and John Doe alike somehow managed to survive. The Ukrainian military had disappeared. They were nowhere to be seen, and still with a handful of survivors to look after, maintain, just incase things turned out even worse than they already are. They left behind men. Lots of men. Men with the capability to fight back against the outbreak. They left behind over 100 still working vehicles, including more than 10 helicopters. They abandoned their bases at the airfields, leaving behind all their weaponry, kit and ammunition. Tons of dedicated control systems keeping the population under control, acting as The Silent Warriors of the virtual world. Instead, the Czechs sent us (T.F. Knight) into the heart of Ukraine in an attempt to contain the outbreak, with marginal success rate. We can succeed, but we need YOUR help! Have YOU got what it takes to survive? Have YOU got what it takes to beat the infection, and re-generate Chernarus back to the glorious state it once was? If anyone, ANYONE thinks they have the strength, the drive, the determination to fight back against the onslaught of cannibalism, the uprising of the Bandit population, and stand as one against infection? Then join the fight. I'll be waiting for candidates. Klen. Eastern Chernarus. Wait for the distress signal, code: 146.185.30.234:3408. When you hear that code. You know what to do. But be warned. Not everyone is going to be as friendly as you. Not everyone is going to feel the same sympathetic values as you. They don't care what you lose, what you leave behind. Some are only interested in death. So be warned. It's a hostile environment. At any time, a bullet can hit you in the chest, and you'll be left exposed to fend for yourself. On your feet soldier, WE ARE LEAVING! T.F. KNIGHT ADVISES YOU TO MOVE NORTH AS SOON AS YOU HIT THE COAST. THE INFECTION IS WORSE IN THE SOUTH, AND FOR THE GOOD OF THE POPULATION, MOVE NORTH. T.F. KNIGHT WILL ADVISE SURVIVORS ON THE HOSTILE ZONES AND CITIES WITHIN THE STATE THROUGHOUT THE DAY. IF YOU'RE SMART, YOU WON'T STICK AROUND IN THOSE AREAS. IF YOU'RE LOOKING FOR A FIGHT, WELL THEN GOOD LUCK TO YOU.
  9. foofighting

    DayZ 1861 at Taviana

    DayZ 1861 We are a small server who has just started anew. We had a Chernarus server for over 3 months, but decided to try a new map. -Goal- We are hoping to one day have a large stable population, with people suggesting on what we should add to the server. -Features- Self BloodbagsGreat Anti-Hack softwareNoob friendly!3 Hour nights!Auto-RefuelingFriendly atmosphereMultiple adminsOver 300 vehiclesMultiple types of attack helicopters! (AH-1Z, AH-64D,and MI-24's)Custom bases full of loot (still working on this)We have the option to add armored vehicles if requested enough​If you are interested in joining, just search DayZ 1861, or look for our IP- 50.22.217.221:3068 -----We are a Taviana server, so you need to install the map before you can join!----- -Insanitee
  10. American host, the server is new, modified with loot and 180 vehicles, the server has admins online 24 hours, the server is half and half pvp survivor, the loot comes with an initial m9SD, food, drink and some items from the toolbox. The name of the server is FnK and ip is 192.169.68.122:2312 ================================================================================================== host americano ,o server é novo , com loot modificado e com +180 veiculos, o server tem admins online 24horas,o server é meio pvp e meio survivor,o loot inicial vem com uma m9SD, comida , bebida e alguns itens da toolbox. O nome do server é FnK e o ip é 192.169.68.122:2312
  11. Bat (DayZ)

    Where are all the devblogs?

    Will we be able to carry this "network bubble" in our backpacks, or possibly shoot it with the crossbow to make it explode, now that objects are vehicles? also can I ride my hatchet now that objects are vehicles? thx for the response, regards
  12. TLDR- The sooner into release even the most basic stash/base system and/or a party/group system is implemented, the better. edit: SUMMARY OF WALL OF TEXT. people werent really reading it haha. the idea is, upon its release, a base system that hides your tent / stash when you are logged out, will allow for players to start 'farming' for 'end game' items like repair kits and medical supplies right away. The aim of this is for it to encourage social play a little, particularly upon release, which could potentially shape the future of dayz pvp. Any idea im suggesting still offers advantages to everyone, with only one disadvantage mentioned at all, and thats to lone survivors not being able to construct underground bases as large, thus not being able to store quite as much. Thats along the same lines as players not being able to blood bag or epi pen themselves though, some things are quite difficult alone, and so need 2 people in the mod, and likely still will in SA. Adding a few other balanced incentives for group play, that still dont put lone players or anyone at a disadvantage could also be implemented, such as 105% loot spawning for a 'party' of 2. This means they will still only recieve 52.5% loot each instead of the 100% that lone wolf players get. This system doesnt force any changes to anyones playstyle, unless they want to actually be social and need an extra pair of hands to expand a base. Reasons why i believe this is the case. It seems like the majority of players got bored of being kitted out, ran out of things to do, and thats what they said led them to turn to banditry. Many players often added they attempted setting up a base, or stashing vehicles, only to find it was kinda pointless when you have other commitments like working and family, which mean your hard work can easily by stolen while you arent even logged in. Tents were an ambitious idea, but flawed in the fact they would persist in game when u werent there, and would still be accessable to you post death, meaning players can just rearm at their tent after respawning. This game is just about as close to an mmorpg as a shooter can get, yet it has completely avoided becoming a click spamming hack n slash grindfest. With this in mind tho, the same mechanics from a traditional mmorpg can be used to discourage kos hostility stemming from boredom. Even the most basic form of a fair, guaranteed safe while offline stash system implemented means survivors can begin 'farming' for 'end game' items. Time will mainly be spent focusing on farming and stashing things away, like repair tools, resources and the like, and expanding your base, instead of getting bored and pvping. If a system could be implemented which offered incentives to group playing / group base building, but didnt put lone survivors or bandits at any unrealistic disadvantage, this could potentially change the whole dayz player base mindset, making dayz into a more coordinated, welcoming community. This will have an even greater effect if it happens early on in dayz and not 7 months into alpha when the player base is full of sour, hate fueled, bored pvpers getting revenge on the world. This needs to be clarified now too, this concept of stashes entails they will be mostly if not entirely destroyed when you die, so its not just a way to go rearm straight away after dying. A little more depth. So to begin, i gotta say i have been mulling over this entire concept for a long time now, and read over dozens and dozens of suggestions. I've searched round for a while and feel like this suggestion is pretty fresh still. I rewrote this thing bout 4 times, cutting it down as brief and clear as i could possibly write it, and saved little balance issues for follow up questions that anyone may have. All numbers in this post are just estimates too, and im very open to constructive criticism, id like to see how the ideas in this suggestion are flawed and could ruin anyones playstyle or experience cos thatd rule it out obviously. Keep in mind! this system was thought up with sticking to the current plans for base building, which AFAIK are going to be portals to instanced bunkers. The system i am suggesting could be adapted over to this instanced system when it is developed and implemented, or even if it needed a wipe, im sure most dayz players wouldnt mind a few wipes if it meant a hugely expanded base building feature. I am also very open to the idea of losing your entire personal stash upon death, because none of this 'bonus persistent clan stash tab' and fortification salvaging stuff mentioned below needs to see the light of day for the goal of less KOSing to be achieved. I believe merely being able to store gear safely when you are logged out would be enough to make people want to utlize multiple / larger bases for the added benefit of gearing up a friendly, or them gearing you up when you die. KEEP IN MIND ALSO! Standalone is aiming to have a lot less of everything, particular medical gear, so itll be a challenge just having enough space for each type of antidote / medication, as well as food, water, and other supplies. So a small increase in loot for a group isnt going to affect the amount of loot as much as it would now, and grouping up your camps will probably be necessary just to have enough space to store all the required medical and survival supplies, for all the different in game ailments and requirements. The concept. (when i say stash, base, or settlement, i mean the same thing each time, just a different name for a hidden storage space) The idea im suggesting is an as balanced as possible incentive reward system for group base building and group play. This mechanic must not neglect any lone survivor or bandit playstyle. It attempts to benefit everyone as equally and realistically as possible. A new stash node system, similar to the current, would be linked to your character and spawn in when your character logs in, and be invisible upon logging out. The stash object model + input could be the same objects as the stashes recently added to the mod. A survivors stash will collapse upon death, leaving only ~10% of random gear salvagable. Group owned stashes, with linked access to one another, opens up a new persistent shared storage space, like a small WoW guild bank tab, that persists through death as long as one stash is intact. Both lone wolf survivors and clan stashes can be fortified with an earthquake resistant+security addition, or given an extension, using mats, most likely a mix of harvested wood, and items from industral zones / tools. Fortifications increase the amount of salvageable gear leftover at a collapsed stash by a miniscule amount, with diminishing returns making it a challenge to get anywhere past about 15%. Giving your stash an extension increases total personal storage size, and gives a very small increase to total shared clan storage size. Lone wolf players are capped at a certain extension capacity, as construction requires moving and lifting materials too heavy for one person. When a survivor logs out in combat, or far away from their base location, their stash remains visible for an extra undetermined amount of time (anything above half hour sounded neat to me.. like an hour or 2 for combat loggers, ~30-40 mins when u log off outside of combat but far from ur stash). If a player can get to their stash area and stay close by without entering combat for ~10 mins, they can log off and the stash is 'logged off' with you. Players would feel enticed to make small bases, and share with players so if their buddy didnt die, they could both share from that remaining stash. another standalone feature which has been put on the list for development later on apparently, that this suggestion works around nicely is locks for stashes. If an unkown survivor attempts entry but doesnt have a key or passcode, he can shoot the stash up and collapse it and loot the salvaged gear or he can wait for when the owners are opening up their stash and jump them to get access to the unlocked stash. Group play could be implemented by increasing the spawn amount at an item spawning zone by a small% for each extra player in a party. As a guide to the idea, a building will spawn 105% loot for a 2 player group, 110% for 3 player group, 115% for 4 etc. This means a higher chance of at least 1 person finding the desired item inside a building / area. To make sure this doesnt hurt lone wolf players, the readers of this post should understand, 1 person looting will always get 100% of the loot to themselves. The only way a building would be able to spawn more than 100% each again is in like a group of 20+ depending on the % of increase for group play. The idea of salvagable gear in stashes was mainly to have a way where lone survivors could still rearm themselves some small amount from their last stash spot after dying. The fortification idea allows them to spend time gathering resources, so that in the event of death more gear is saved. The lone wolf player could even spend days, building 10 stashes, and save 10% of each one after they end up dying if they choose to do so. A player who does this instead of fortifying will instead save a higher number of small items, instead of a small amount of large items. A brief(ish) summary of the idea in action You go to town, meet up with 2 friends and begin looting in a group/party. Loot spawned at nearby buildings is increased by 10%, so each player recieves ~37% each of what theyd recieve if they were going solo, instead of 33%. After looting enough materials and supplies, you have enough to construct 2 underground stashes, similar to the mod currently. Player 1 builds a stash, that takes 10 minutes of standing in an area for it to build. 1st level stashes grant say, 20 personal invent spaces or somethin. Player 1s brand new, tiny stash has been already filled with gear, but the other 2 survivors are still nearly full. So player 2 then builds a stash, and by linking the 2 stashes, and sharing access, a shared, persistent clan storage is opened up that has ~10 slots. Player two is able to take some of player 1s gear into storage to even things out, but player 3 is still nearly full of leftover building materials. Player 3 opts to give player ones base an extension, and initiates a group action through the mousewheel. Once all members click accept, the extension begins construction. Player 1 will now have 25 personal invent spaces, and the clans shared persistent storage is increased by a small amount, from say 10-12. All 3 players now have near empty inventories, a base, and are ready to fill up with new gear next play session. The three players call the session for the day and once a 10 minute no combat timer is up, the players can log out, and their stash node (like the little rock or the underground thing in the mod) disappears with them, ready to reappear when the player/s log/s in. An hour later, player 1 logs in, but isnt careful when out scavenging, and dies. Since player 1s stash had an extension put in, the clan shared tab is slightly larger than standard, and holds a little bit of spare gear for player one to use. Upon inspecting your unfortified, collapsed stash, you are able to salvage an additional 10% from the rubble. The shared stash size bonus resets to standard when the owner of the broken stash attempts to build a new stash, or repair their old one. So iv put a lot of time into thinking of potential flaws with this setup, im pretty sure the take on helicopters engine will be capable of it, and they could all be tweaked to be balanced to be fair/realistic for all playstyles, its just how people feel about certain mechanics that would stop this from happening. Before anyone is quick to critique this idea, i probably thought of the potential flaw you have in mind, and its solution. Like vehicle hoarders. A second clone vehicle would then spawn somewhere, and that clan would be limited to 1 of that vehicle type until a certain number of settlement members is reached, or the settlement has had enough extensions. Until then, the extra helicopter can not be stored by that clan, and will teleport to a random spawn location if it was landed too close to their base during server restart. Feedback, balancing and deciding on bonuses- So finally, i wonder, what do you guys think the about the stashes being invis on logout, about them collapsing upon death and about them being salvagable? What do you all think about a very very small amount of extra loot for grouped players?
  13. I used to play on an old e8400 core 2 duo with a Geforce 9800 and 2gb of ram at 640 by 480 :D , I could see 30-40 fps outside cities. A lot of factors affect the game. First some servers are super laggy, the ones with 950 vehicles and 60 people playing on them, you're likely to have a bad time. Secondly, in game resolutions do not have to be at 1080p. I play on a 32 inch screen at 1366 x 768 and you can go lower than that with it still looking great. You should make sure your cfg files have been tweaked, lower your in game resolution, try some commandlines, and be sure to have properly updated drivers. With 8GB of RAM i would highly recommend using ramdisk for Dayz. You can use 4GB of your ram to load important arma 2 files and the dayz mod straight from your ram, boosting fps. With your specs, dayz should be very playable.
  14. The Goldfish Bowl - Day Z Epoch Server Provided by the BSB Network , gaming with banter - for grown ups! Active server re-launched with a new server host for maximum mod stabilityStrong emphasis on Survival/trading but also plenty of PvP!260+ Dynamically spawning basic vehicles (with more advanced and better vehicles available for trade and personal ownership)Base building active and working - build your own secure team base!Dogs enabled - get yourself a dog companion, ala I am Legend!in-game currency - earn gold, silver, copper, tin and aluminium by selling and trading ANYTHING you loot.Trader cities and wholesalers across the map for selling unwanted loot and buying kit you do want!Personal safes availableBasic starting loadout (makarov, 3 mags & 2 bandages) - No pay to win load outs!Usual custom buildings such as extended urban areas, additional fire stations, barracks, apartments,castles etc (Not OP additions like barracks added to Cherno or anything like that!)Minimal choppers - Choppers generally have to be bought. Play Day Z how it was meant to be played with just a handful of choppers. Once you can afford a chopper you need to value it!Day & Night Cycle No admin restricted areas or protected bases! No admin abuse!Additional weapons and vehicles unlocked and added to trader system including previously unavailable weapons!Custom ambushes and choke points - become an infamous highwayman robbing travellers of their gold!Moderates with limited admin access (so no admin abuse!) to just kick and ban hackersLots of active teams and Private Military Companies (PMCs) fighting it out, including "The Firm", "White Snakes", "Army of Two",,"Special Patrol Group", "VI", Second Mass Police Department and lone wolves. All teams and players have back stories and/or journals available at our forum!On going tournaments and events to win in-game rewards or gold to buy equipment or supplies - earn the dough and reap the rewards!Trader events such as flash sales and treasure hunts!Limited aircraft, only a couple of choppers available at any one time - Play Day Z the way it was intended on foot or with wheeled transport! Following a recent server relaunch (we moved server host to accommodate the excellent Epoch mod!) and subsequence success, we're looking to further improve our server's population and are inviting players to come check us out! It's relatively "bambi" and noob friendly (no guarantees though!!!) and there are no massively over powered teams punishing new players the second they set foot on the coast! Our regular players are divided between several small teams and paramilitary groups called Private Military Companies (PMC's) where clan membership NOT necessary to join! This means there isn't a single large group of players hoarding all the best vehicles and weapons! That said, our "GoldFish Bowl" Chernarus server can be a dangerous place with AI and human bandits on almost every hillside, in every city and around every corner! We’re already seeing a lot of casualties though treachery, deception and damn right piracy! Precious metals are just that - precious and people will do just about anything to get their hands on some quick and easy currency! Teams & PMC's We encourage players to join one of the many teams already established on the server or to form their own. We prefer to teams established on our server as PMC's (Private Military Companies) and invite organised PMCs to attend regular events and tournaments. To encourage this we have provided "bare bones" base templates for groups to find and then secure and build around to produce their own team camp or base. There are many structures added in ideal locations, that have the potential to provide a fantastic team base if properly secured! There are already lots of teams sprouting up with their own goals and objectives. Team include; - The Firm (A Mafia inspired team intent of making Gold from the players on the server by offering contract hits, protection, hard to obtain gear and much more!) - The White Snakes ( A medical/Hero group offering medical and transport support for all players on the server. - Special Patrol Group (Paramilitary group, specialising in raids and banditry) - Army of Two (Dangerous duo of bandits!) - Chernarus Z Bus (Transportation and Logistical group who specialise in armoured escorts and transport) - Second Mass Police Department (Specialising in Law Enforcement) - Rogue Traders (Travelling Traders) - DIG (External clan who do a bit of everything!) - Second Mass (scavenging and trading group) Join the server today to get in on the fun. ALSO As a special re-launch celebration we're offering a FREE PRIZE draw for players who come and play on our server. We have a free prize draw available at our website that gives players the chance to win free in-game goodies including weapons, equipment, humanity points, currency and a jackpot prize of a full briefcase of gold! Details and prize draw can be found @ http://www.bsbnetwork.com/events
  15. Say what now?? i didn't realise they'd changed weapon damage values like that, disappointing. I've only had a brief go on DayZero, first impressions were, Runs smooth. The new buildings interiors are very well done, though there's not really that many different ones. Loot seems well balanced, as in there's not guns around every corner, you actually have to search for survival gear unlike most mods. Didn't find any new guns so can't comment on that. Vehicles spawn in random locations which is cool. Zombies, there's more of them but they are weak. so unless you get yourself trapped it's still too easy to just run around not paying much attention to them.
  16. liquidcactus

    Electronics, skill books and crafting

    I want to see a whole list of things that require batteries especially lights/torches etc that would add such a dynamic angle to this game and I'm sure they are implementing it for SA.. crafting of electronics on the other hand is a pretty interesting idea.. I'm thinking being able to use "car head lights" separate from vehicles them selves..as in you can rig up a alarm system with "spot lights" above a fence and when triggered "BAMMB" blinded by the light.. I'm sure i seen somewhere rocket was explaining overall how he wants that minecraft style freedom in dayz of being able to craft complex systems with things like the infamous redstone wire circuitry.. anyone who has played minecraft will know the potential of the red stone wire circuiting was only limited by you imagination
  17. Hey guys, TIC here and I just wanted to make a suggestion for the Standalone. I wanted to suggest that we can have an ability to board up doors, windows to prevent intrusion and increase safety when the time comes.. This idea would be great since from what I heard, we are able to go through 'All' the buildings that are available in Chernarus. Here's how it'd work. New Features regarding doors; Doors can be broken down via gunfire, hatchets, explosives, zombies hitting it for a duration of time(particularly a very large group)Doors can also have a lock mechanism which could allow players to lockpick through if they choose for a stealthy route to go through some buildings that are already locked.. No one in an apocalypse would leave their doors unlocked.Some doors can allow players to peek through the peephole before they leave a building to ensure safety instead of blindly running outside.Doors can also be repaired if they are completely destroyed. (Requires woodpiles to craft a large wooden board to allow players to repair, makeshift doors would be different than the original; weaker, open more slowly)Item Requirements(Directly from Razor's post): Input (): Wooden Planks(quantity from 1-9 which can decrease chances of doors breaking while takes longer to remove them) + Nails + Must be near a door Output () Boarded Door Tools () Toolbox FailChance 0.2 (Drop a nail accidentally) Enchantments = Nothing ActionType = Blueprint Benefits; Increases chances of survival by preventing zombies from entering buildings since they have the capability to run indoors.Could store loot indoors to give you a higher chance of players not being able to get through unless they have tools to damage or destroy doors.With boarding up windows, it can prevent the outside world from seeing you clearly.Could help give players an idea on the end game content of Construction for Standalone release.Drawbacks While crafting wooden planks to doors might sound good, it could give away your position by loud thumping of a hammer hitting against a nail and wood planks. Could draw threats in from the outside.Taking off these planks manually would take a longer time than putting them on, which makes them harder if that's your only way out ;)Continuous damage after makeshift repairs could permanently destroy the door. Explosives would destroy them easily. Topic Glossary by TIC321(Will be edited for enhanced navigation) Chapter 1: Integrate DayZ Forum avatars, clans, chatroom. (3/5 rating)Chapter 2: Other methods of combat; non-lethal. (3/5 rating)Chapter 3: ★Ideas for Hunting/New Equipment. (5/5 rating)Chapter 4: More Cooperation Features (4/5 rating)Chapter 5: Improving movements; Additional Gestures (4/5 rating)Chapter 6: ★Possible new buildings; Serving better purpose (5/5 rating)Chapter 7: Audio/Music adjustments; creating an ear-joyable atmosphere.(Standalone) (1.5/5 rating)Chapter 8: Weight as a factor, ability to see items in vehicles. (3.5/5 rating)Chapter 9: Standalone Weather (4/5 rating)Chapter 10: Medical Ideas (4.5/5 rating)Chapter 11: Zombie Features (4/5 rating)Chapter 12: Enhanced Ambience (?/5 rating)
  18. -Gews-

    Item Textures

    I would like this Enfield: Actually no I just can't condone harming milsurps It is a good idea. Especially for clothing, vehicles, and weapons.
  19. Roark92

    Inventory - carying large items.

    lol at the pic. but seriously yeah, its absolutely ridiculous... so ridiculous that one must just assume that it will be dealt with in SA, i mean theres no way they will let that fly... even shoving a can of beans in your jeans pocket is ridiculous!!! i mean pockets are for things that, well, fit inside pockets. like keys (keys for vehicles?) or loose cartridges. there needs to be a volume system, nevermind weight... thats not as important. volume has got to start making more sense. or i dont know what ill do! people will probably hate on this idea though because people suck and fear things that dont suck. just sayin.
  20. Just wandering if you could help me since it's your server but our camp got wiped today. There are 10 of us and we had a Mi17 and multiple Vehicles that had loads of loot in them. They got saved before we left and we didn't park out the map boundary or anything like that. We had three working vehicles and three vehicles that where used for parts and no longer have any use at all. Could you give me any info as to what happened. The only thing i can think is if you thought that this rule applied 3 Vehicle limit PER PLAYER base tents are unlimited if you find any. The rule does state per player though and as there are multiple people in my group it shouldn't apply.
  21. Juangatillo

    Learning System

    You can learn new things by finding manuals, books or computers with information necessary to fix or improve vehicles, weapons, refuge, etc.. So it would be great to invent devices that help you make your experience easier in the game for example 1.-Invent a device that helps you to get or collect your fuel more fast. 2.-Read a survival manual that helps you to find resources or guide you for surviving in the forest 3.-Transform your vehicle in a RV (temporaly) *This is so stupid for this kind of game but what some kind of house tree? ;)
  22. Hello everybody my name is joker and im here to inform you all to a new dayZ server my friend is hosting, you know how all servers start up slow then they progress well we need help with that! the server name is DayZChernarus[][Active-Admins][PVP][Good Starting LoadOut]400+Vehicles][30+ Helis][Day/Night] Feel free to join :D see you all there!
  23. IkaikaKekai

    I'd like to see trains in DayZ

    There are trains, not working but there are locos and cars (wagons) on the tracks. And as for 'very fast travel', Chenarus' rail operation does not seam to be made for much more than commuter and freight traffic. So you're not going to see an ICE or Shikenshin barreling down the tracks. And contrary to popular belief, its actually fairly easy to derail a train (easier the faster you go). Yes you might see large freight loco send a pickup truck flying at a grade crossing going 80mph, but that train's being sent back to maintenance right afterwards for a full inspection and repair. But that same train runs over a well sunk log or even a 6 inch gap in the tracks and shit will happen. The main problem. How the hell do you power something. There's no 3rd rail or overhead gantry, so electric is out of the question (not to mention the overall lack of electricity). Petrol/gas isn't really used on anything but very small inspection vehicles or older motive power (this would probably be the best bet however for a 'train' in DayZ). There's no evidence of any sort of steam operation or any of the required facilities to run steam, so this leaves Diesel (there's what appears to be a Diesel loco on the docks of Cherno/Electro, I probably could have just skipped to that) Then theres the problem of actually running/starting up a locomotive. I volunteer with a railway society, we run with small 45 ton switchers, just from that simple set up you got like 4 switches, 2 buttons, and 4 levers, and thats just what's visible (theres 2-3 hidden masterswitches that kill the battery). Now say you just hop into the cab wanting to take a joyride, how you do start it up? Did you remove the parking break? Did you put fuel int he fueltank or the sand bunker? Is the air resivour valve closed? Alright you got it up and running, but your going in the wrong direction. Ect Ect Ect. I can do one of these solo IRL (I have to stand on the sides in the middle to avoid derailing, and to work the break on the one we have), This or a speeder would probably be the best bet of us having rail vehicles in game.
  24. SalamanderAnder (DayZ)

    Huge Structures in DayZ SA

    This is such a fantastic thread. I find myself reading and agreeing with pretty much every post. All enlightening ideas! I already know one perfect location for a tunnel - on the coastal road near Otmel. All one must do is extend those rocky mountains to encompass the road, pull out the landmass a bit, and voila - a horrifying tunnel full of wrecked and disabled cars, zombies, ect. It might even make for an excellent base for organized players - not to mention sewer access which would make stealthy intrusions very likely and desperate escapes entirely plausible. On top of all that it extends from a road full of wrecked vehicles, car parts, death, and decay. An extremely high risk, but high reward zone that may result in you finding parts to repair a vehicle, but also becomes highly contested territory, which happens to attract zombies for miles, so that they may feed upon the human decay. What a sight that would be.
  25. Yes, altitude is checked too, but vehicles are not "repaired". boats are moved to a location where terrain altitude is -1.2 to -9 meters (aka a shallow sea) bikes may be moved near the shore, so that altitude is less than 60 meters (because I want to let bikes for freshly spawned players) and other vehicles are moved if altitude is less than 3 meters.
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