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Found 41868 results

  1. I'm positive this had been discussed to death. Difficulty levels. But what i have in mind is not necessarily difficulty levels but "game modes". Normal/arcade*= more supplies, more UI, Less hunger and thirst, more vehicles, Hardcore/realism*= well just basically the opposite of that ^. I feel like this well help combat the KOS PVP issue. As in people in realism/hardcore mode will be the type to engage in RP. It will also make the game more appealing to casuals or people that just don't have the time to play for hours on end. *Examples of names to call the different modes
  2. OfficerRaymond

    What happened to the dayz mod ?

    Well, seeing as how hlaf of the post I see you have made are you disagreeing with people, I doubt me saying anything will matter to you at all. But, oh well. Loot in Origins is much harder to find than in Vannila, there is more of a variety in the guns you get, but ammo and HIGH grade weapons are much harder to get without working for it. You speak of loot farming? HA! Shit playing like that is why DayZ is no fucking fun for anyone in the first place. I literally laugh at you right now for even mentioning farming. I disallow loot farming in my entire clan, mainly because I KNOW what it does to people. "Hey, lets cycle loot!" -> "Hey, lets dupe items!" -> "DayZ isn't any fun anymore, I'm not gonna be an active member of the clan anymore" I visit each building in a town, ONCE. You wanna call me out on being an immersion freak, or a goodie two shoes? Go for it. I'll enjoy the game MUCH longer than you ever will. Zombies usually one hit bleed, they do more damage than vanilla zombies, and they take MUCH more damage. Zombies in vanilla were an annoyance during a firefight, zombies in Origins during a firefight are deadly. And plus they do look creepier. There are, like I clearly mentioned before, more vehicles than in vanilla. However, they aren't overdone like in most Private Hives. Meaning you can still FIND something without everyone hoarding them, but not every two steps. Plus, parts for the cars themselves are rarer than in vanilla as-well. Go ahead, contradict all you like. You keep on playing your DayZ, farming your loot, stocking up tents... yada yada. I'll play the way I like to, and enjoy what the DayZ community puts out.
  3. Hi Matt, Lee, We are having a problem with the database on uk31, we started using the TSW tool as an easy way of creating vehicle spawn points, but once the server is restarted all the vehicles we created are gone yet they still show in TSW and still show in the database. If you try to remove a vehicle with the TSW tool you get an error about the database. Also teleporting and a few other features just don't work, I contacted the TSW guy and he said there is something wrong with the server and to contact you. Please look at this when you get chance, I believe Simon is sending in a ticket. Thanks.
  4. plexico

    What happened to the dayz mod ?

    Loot in Origins is plenty, farming is easy, only thing that makes zombies any scarier is the glowing eyes in the dark which eventually you learn to ignore, and yes there are a million vehicles, I can't go in a town without seeing some sort of vehicle in it.
  5. barrett_killz

    DayZ Standalone Discussion

    I don't think it will come with the initial release, along with vehicles.
  6. applejaxc

    Confused on what i need to play Dayz

    You also need ArmA 2: Operation Arrowhead, a game that's basically ArmA 2 with more maps and Taliban/Al Qaeda-inspired missions/enemies/vehicles. It adds backpacks and the sort to the game. http://www.arma2.com/arma-2-oa_en.html
  7. Maybe we should find a definition and some purposes for base building first before discussing if base building will be an important. feature of the SA or not.. Why would people build bases ? Basic stuff : (can be already done ingame and could be easily enhanced by adding some nice game mechanics like barricade building (has been confirmed) or barricading doors and windows) 1. to store and hoard supplies ( in tents, vehicles crates etc etc) 2. to have a relative safe places for their vehicles ( will not work with undergrond bases btw) 3. access to fresh water supplies ( will be very important in the SA) 4. shelter from rain and cold temperatures including also fire places for cooking and boiling water ( could be very important in the SA) 5. fortification (against the infected and other players using barbed wire ,sand bags vehicles, tanktraps and all kind of barricades and traps) 6. setting up trading places ( could be cooler than trading via the forums or Reddit) 7. setting up quarantine zones ( could be very important in the SA ) 8. safe zones for events like masses for example (don't laugh it has already be done ) setting up trading zones, quarantine zones and events could work very well with the radio thing btw ! No need for fancy base building features and especially NO underground base building !! Advanced stuff : (stuff that could be implemented and added to bases ): 1. power generators 2. science labs 3. medical facilities 4. work benches This shit should be defenetely not placed all over the map but could simply be limited in different ways ( severwide or worldwide) to avoid server lags. As well no need for base building as a speical feature and especially NO underground base building. Instances should be used instead to extend the map and to build "dungeons" to explore. This could be caves, basements, bunkers, mines etc etc :)
  8. Pwny (DayZ)

    No Hackers anymore ?

    I agree, though unlimited ammo is actually client sided (Through memory-based hacking, which if done correctly has no actual detection chance. The amount of stuff you can launch, enable from the client is ridiculous: Thermal vision, (half) godmode, fix vehicles, and more.
  9. hi all, my name is phil, i'm 29 and from germany. i am looking for one or a few mates to play dayz with. i tell you a bit about how i like to play... first of all i don't like KoS and PvP with no purpose other than killing. i like to have a "home" server (no high population) and hide stashes and stuff. explore the map, find new good spots etc. when the stash thing is set up i like to drive around the coast, give rides, help the freshspawns, medic around or mess with the tents/vehicles in the north, follow other players unnoticed (if i am able to...) generally i try not to shoot others until they shoot at me or the situation demands it otherwise. i play dayz for about a year now, only chernarus, vanilla, no added stuff did you like 1.7.7 ? or still too easy? my skype is carlosvandb
  10. pythonmsh

    A little BS.

    Well right I know that. One thing I enjoyed was going out into the forests and looking for vehicles and hope there was some pretty decent gear in there. Basically that's what im lookin' for.
  11. pythonmsh

    A little BS.

    Right. I'm honestly just looking for a server that starts with a map. I have a question... On this server you'd find vehicles up northwest by lopatino and or the forests up north in general with pretty decent gear in them. Are most servers like this or was it just that one?
  12. stelucz

    Vehicles not respawning

    Hi, we have respawning issue with AN2 and MH6. Me and my friends have repaired MH6, but few days after that some pilot noobs destroyed our MH6. AN2 has been destroyed by jump out while flying over Chernarus. Vehicles have been destroyed one month back and still have not been respawned but all others vehicles respawning works well. arma log: 6:06:58 "IGNORED MH6J_DZ oid#23609063 cid:0 " 6:06:58 "IGNORED AN2_DZ oid#23833684 cid:0 "hive log (still same): 2013-07-20 06:05:44 HiveExt: [Information] Result: ["OBJ","23609063","MH6J_DZ","0",[114,[10275.374,12019.95]],[[["NVGoggles"],[1]],[["TrashJackDaniels","FoodCanFrankBeans"],[1,1]],[[],[]]],[["glass1",1],["glass2",1],["glass3",1],["glass4",1],["glass5",1],["NEtrup",1],["motor",1],["elektronika",1],["mala vrtule",1],["velka vrtule",1],["munice",1],["sklo predni P",1],["sklo predni L",1],["glass6",1]],0.001,1.0]2013-07-20 06:05:44 HiveExt: [Information] Method: 302 Params: 4872:2013-07-20 06:05:44 HiveExt: [Information] Result: ["OBJ","23833684","AN2_DZ","0",[252,[4530.52,10785.1]],[[[],[]],[[],[]],[[],[]]],[["glass1",1],["glass2",1],["glass3",1],["glass4",1],["telo",0]],0.001,1.0]2013-07-20 06:05:44 HiveExt: [Information] Method: 302 Params: 4872:We have check coor but nothing is there. One time or few times arma log: 14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass1",1] vehicle:MH6J_DZ#23609063 part:"glass1" current_part_damage:0. setH!t[glass1,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass2",1] vehicle:MH6J_DZ#23609063 part:"glass2" current_part_damage:0. setH!t[glass2,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass3",1] vehicle:MH6J_DZ#23609063 part:"glass3" current_part_damage:0. setH!t[glass3,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass4",1] vehicle:MH6J_DZ#23609063 part:"glass4" current_part_damage:0. setH!t[glass4,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass5",1] vehicle:MH6J_DZ#23609063 part:"glass5" current_part_damage:0. setH!t[glass5,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"NEtrup",1.2] vehicle:MH6J_DZ#23609063 part:"NEtrup" current_part_damage:0. setH!t[NEtrup,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"elektronika",1] vehicle:MH6J_DZ#23609063 part:"elektronika" current_part_damage:0. setH!t[elektronika,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"mala vrtule",1] vehicle:MH6J_DZ#23609063 part:"mala vrtule" current_part_damage:0. setH!t[mala vrtule,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"velka vrtule",1] vehicle:MH6J_DZ#23609063 part:"velka vrtule" current_part_damage:0. setH!t[velka vrtule,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"munice",1.071] vehicle:MH6J_DZ#23609063 part:"munice" current_part_damage:0. setH!t[munice,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"sklo predni P",1.048] vehicle:MH6J_DZ#23609063 part:"sklo predni P" current_part_damage:0. setH!t[sklo predni P,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"sklo predni L",1.118] vehicle:MH6J_DZ#23609063 part:"sklo predni L" current_part_damage:0. setH!t[sklo predni L,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass6",1.04] vehicle:MH6J_DZ#23609063 part:"glass6" current_part_damage:0. setH!t[glass6,1]. Writing to hive. Returned damage:1"14:04:44 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:44 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"motor",0.8] vehicle:MH6J_DZ#23609063 part:"motor" current_part_damage:0. setH!t[motor,0.8]. Writing to hive. Returned damage:0.8"14:04:44 "VEHICLE OBJ OID#23609063(MH-6J Little Bird) at Wilderness [-187:-105], original damage=0.05, effective damage=0.05, fuel=0.001"14:04:44 "VEHICLE OBJ OID#23833684(AN2 Cargo Plane) at Wilderness [-187:-105], original damage=0.05, effective damage=0.05, fuel=0.001"14:04:45 Unknown flag AlphaInstancing14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass1",21,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"glass1" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass2",21,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"glass2" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass3",21,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"glass3" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"glass4",21,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"glass4" current_part_damage:1. Returned damage:1"14:04:46 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"motor",40.8,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"motor" current_part_damage:0.8. setH!t[motor,1]. Writing to hive. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"elektronika",67.6667,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"elektronika" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"mala vrtule",2.05497,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"mala vrtule" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"velka vrtule",22.594,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"velka vrtule" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182d50c0# 1055255: mh6j.p3d,"munice",101,182d50c0# 1055255: mh6j.p3d,""] vehicle:MH6J_DZ#23609063 part:"munice" current_part_damage:1. Returned damage:1"14:04:46 "DEBUG: Monitoring: 182d50c0# 1055255: mh6j.p3d"14:04:46 "DEBUG: Monitoring: 182a4100# 1055258: an2.p3d"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass1",155.54,<NULL-object>,"HelicopterExploSmall"] vehicle:AN2_DZ#23833684 part:"glass1" current_part_damage:0. setH!t[glass1,1]. Writing to hive. Returned damage:1"14:04:46 "DEBUG: Monitoring: 182a4100# 1055258: an2.p3d"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass2",155.54,<NULL-object>,"HelicopterExploSmall"] vehicle:AN2_DZ#23833684 part:"glass2" current_part_damage:0. setH!t[glass2,1]. Writing to hive. Returned damage:1"14:04:46 "DEBUG: Monitoring: 182a4100# 1055258: an2.p3d"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass3",155.54,<NULL-object>,"HelicopterExploSmall"] vehicle:AN2_DZ#23833684 part:"glass3" current_part_damage:0. setH!t[glass3,1]. Writing to hive. Returned damage:1"14:04:46 "DEBUG: Monitoring: 182a4100# 1055258: an2.p3d"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass4",155.54,<NULL-object>,"HelicopterExploSmall"] vehicle:AN2_DZ#23833684 part:"glass4" current_part_damage:0. setH!t[glass4,1]. Writing to hive. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass1",20.2843,<NULL-object>,"HelicopterExploBig"] vehicle:AN2_DZ#23833684 part:"glass1" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass2",34.3191,<NULL-object>,"HelicopterExploBig"] vehicle:AN2_DZ#23833684 part:"glass2" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass3",20.4941,<NULL-object>,"HelicopterExploBig"] vehicle:AN2_DZ#23833684 part:"glass3" current_part_damage:1. Returned damage:1"14:04:46 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[182a4100# 1055258: an2.p3d,"glass4",47.976,<NULL-object>,"HelicopterExploBig"] vehicle:AN2_DZ#23833684 part:"glass4" current_part_damage:1. Returned damage:1"14:04:46 "DEBUG: Monitoring: 182a4100# 1055258: an2.p3d"Server US805 dayz 1.7.7.1 What is wrong? Thank you for help.
  13. Agent36

    A little BS.

    It seems likely try reporting the admin if there is a forum for the server or ask the owner to check the server console/server log to check if the admin has been abusing his/her powers also i think they can move helicopters/vehicles/weapons to there location and spawn things.
  14. Why are you running the pmc mod to join a Dayz server? Addons should be in your operation arrowhead folder Arma 2 Operation Arrowhead\Addons Once you done this and get kicked for not being signed just remove them (....pbo) from the above addons directory =) There is only 2 that you need, characters and vehicles I believe?
  15. DAYZ DIXIE Story Dayz Dixie is a mod that takes place in an America struck by disaster. It all started with solar flares that released massive amounts of heat, energy, and radiation. The heat melted ice caps and flooded rivers causing widespread droughts and floods. Earthquakes soon followed after, forming large cracks that split countries apart. To make matters worse EMP's released from the Sun rendered all modern vehicles and electronic devices useless. Mankind was almost wiped out..... However humans are a resilient race and small pockets of government began to take root and spread across the damaged globe. While mankind slowly began to get on its feet a virus was slowly being mutated by the radiation from the sun. The virus first took the life a person in the New People's Republic of China. It is there that the virus began to spread taking the life of a person, and then giving it back. Within days China was overrun, within weeks ninety percent of the world. The only governments left standing were the Eastern United States of America, and the New Confederacy of America. It is here within the New Confederacy of America, during the dawn of a zombie outbreak, that you must survive. Map Features The map is based off of the area where the Mississippi and the Arkansas rivers meet. The Arkansas river will be replaced with the American Ocean.The maps edges will be resembled by the American Ocean to the South, the Great Pacific Wall to the East, volcanic cracks in the North, and the Ozark mountains to the West.The roads, railroads, and waterways will be as accurate as possible.The four major towns are Memphis, Little Rock, Paragould, and Jonesboro.Players will spawn along the American Ocean, West of the Mississippi.Custom buildings that better suit dixieland such as trailer parks, hunting stores, hunting cabins, farmhouses, and BBQ restaurants.Arkansas 1 abandoned Nuclear Power Plant.Memphis bridge over the Mississippi with a roadblock.Mostly accurate elevations and major landforms.Custom Skins and weapons.Base Building.Weapon and Car customization.High ExpectationsGame Features New weapons: HK 416, AUG, etc...Civilian semi-automatic weapon versions that have a low chance of spawning in residences.Custom "American" cars, mostly civilian with a few military.All cars produced after 1984 will require their fuses repaired with fuses found in electronic stores due to EMP's released by the sun. NVG's and range finders also require a soldering iron to fix (similar to Namalsk)A single train is going to be added to the map. Food spawns will be reduced and an advanced hunting system that gives animals a field of detection similar to zombies will be implemented to make survival more difficult.Fatigue system will be implemented.New skinsThings I hope to implement but will not if they cause too much trouble. Electrical grid.Custom base building items.Any suggestions?Things... and stuff....Disclaimer: This is a mod in progress and will not be out for quiet awhile. Support from the community is appreciated. Feel free to PM me about anything you feel is important, or if you want to help. Although I want to get the mod started myself.
  16. plexico

    pay for win is the funny sh*t :D

    I too hate pay to win. I have quit many games that I really enjoyed because every 10 year old on there gets there mom to pay 10 bucks for unlimited guns or whatever the game offers. This hasn't been much of a problem for me on DayZ, why would people even pay for guns/vehicles when you can hop over to one of those private hives that simply gives you it all? I don't know how that guy managed to collect so much money from people paying.
  17. OfficerRaymond

    What happened to the dayz mod ?

    Not to knock original DayZ, because I love it... but Origins makes zombies what they should be... scary. I just enjoy the gameplay, loot is hard, zombies are scary, and there aren't a million vehicles... but you can still actually find them without people hoarding a million of them.
  18. DeathWatch Paul

    New UK Based DayZ Origins Server

    Hello everybody I am one of the Admins for this server. am always willing to help any new players that join the server. it`s a great start for new players and veterans. there`s still lot`s of freshly spawned vehicles and unused locations for base building. so whether you play as a Hero or Bandit your all welcome to join us.
  19. A new server has been started and is home of the now forming Restless Militia. We are working on adding more buildings and more vehicles. There will be donor perks, for those who assist keeping the server running. Active admins. IP: 192.31.185.201:3285
  20. King of kong

    I'm new and need tips

    Tip 1: never trust people unless you are a fresh spawn with nothing to lose. Tip 2: observe towns and villages before entry, if the infected are annoyed (Running around for seemingly no reason) then it often means that a player is in the area. Tip 3: Always plan scavenging mission's, find a vantage point, plan a route, have a plan B if plan A fail's (Plan A being first plan), if possible, have a friend provide overwatch. Tip 4: Avoid ghillie-suited payer's, these people are often there to kill fresh spawn's (This applys to anyone with a high power rifle). Also avoid any players who wear a scarf around their head (Or on some server's a german military uniform). Tip 5: if playing with a friend, have a few backup meeting places in the event that you get lost. Tip 6: avoid using vehicles near town's such as cherno, these are heatspots for bandits and they will likely kill you if they hear your vehicles motor. Tip 7: Use caution while on the coast, a new player armed with a simple makarov can take down a heavily armed player with week's of experiance with as little as 4 bullets. Tip 8: Grab any little oddities you find, a box of storm-matches and a water bottle might seem useless but no, a water bottle can be re-filled at a water source to provide rehydration when drank, matches can be used to make fires along with an axe for wood.
  21. rn_max

    Give me a DMR

    That's a well intentioned suggestion to rectify the n00b tube DMR, which is strangely unfettered, compared to the bizarre and over zealous nerfing of other weapons like the crossbow. The main problem with the DMR, as with other military weapons, is that they are far too common because of loot farming and server hopping. If players couldn't farm the crap out of the system, then the other weapons would more likely have been ultra rare, if limited by, say, absolute numbers in the hive, or perhaps non-portability between servers, like vehicles. Then all the whinge wars would never have happened, every two-bit asshat with too much free time on their hands wouldn't have a spec-ops gun rack tented up in every server ... and those guns which shall remain nameless may not have been candidates for removal. On the public hive, low loot probability simply doesn't work on its own and it is naive to have thought otherwise thus far. It just means that players who are determined enough and have plenty of free time, will farm in a 10 minute loot spawn cycle (instead of the old 5 minutes) for several hours ... covering a wider circle ... and hop through more servers in the same map location, until they do get what they want. On some public servers, NWAF barrack huts are like bloody teleport terminals at peak playing times and the biggest threat is having players raining out of nowhere on your head. As for private hives, the vast majority are way over-equipped, with depressingly complete start up gear, cranked up loot spawning and "care package" crates spewing exotica all over the place. Powerful military weapons need to be restricted by absolute numbers, not just spawn probability, otherwise some players will simply farm and farm until they get what they want.
  22. Actualy in Zombiespain, we got 3 servers whit base building, and actualy there are a discusión about base building, some people like it some peple hate it, why? base building makes people close ins his bases, and you can play in a full server and no see poeple moving in vehicles or walking around the map, also people not got measure, 1 month after base building released, a clan of the server have closed in his base 56 vehicles the 60% of the vehicles of the server. you can see the base building here: http://www.youtube.com/playlist?list=PLaRy8m7b9tvXZ5y7mJrwiLz_an-tGBLCK
  23. Rickious

    Need Help with DayZPriv Things

    Cheers woodland. out of curiosity what mod/s do you play? Not sure why Rocket cant recognize that the variety of servers required server owners more flexibility from his vanilla vision. Allowing us to tweak what guns and vehicles are banned, loot and zombie spawns would mean much more variation in servers, more room for donation perks, both would mean more players, and longer term players, more game sales, more server sales. I seriously tink they are nerfing the mod so people are even more likely to buy the standalone, OR bringing the mod in-line with and preparing us for some harsh elements of the standalone.
  24. [Edited again to pare the text down to a more reasonable level.] Shooting Mechanics Seemingly random death from afar is an important part of Dayz, and I don’t want to change that. If someone puts the work into obtaining a decent rifle and learning to shoot it accurately, and I fail to spot him before he spots me, I deserve to die. However, the current long range combat system is completely unrealistic. Sniping is a point-and-click affair that doesn’t reflect any of the real-world difficulty involved in shooting something really, really far away. Several of my suggestions below attempt to address this problem. 1. Significantly increase the “random aiming drift” effect for all weapons, particularly while standing and after running any significant distance. In general, it should be much more difficult to hit people with gunfire. Even if we assume that the survivor you control is ex-military or law-enforcement, the current accuracy of all weapons is extremely unrealistic and makes the game less fun than it could be. In real-life pistol marksmanship, a torso-sized target can reliably be hit out to about 30 meters, and a head-sized target out to around 15 meters. This assumes a stationary target, a calm and stationary marksman, and a weapon that is familiar to the shooter and in good condition. In most Dayz close combat situations, none of these apply. The shooter and the target are often running around under great duress. They are using unfamiliar weapons that are likely to be badly maintained. In this situation, you’d be unlikely to hit someone more than 10 feet from you. I’m not suggesting we take things this far, but the current system is in serious need of adjustment. Long-guns, like rifles and shotguns, are easier to point accurately than pistols, but are still far less accurate in real life than their portrayals in-game. Holding a highly-accurate, sighted-in rifle freehand, for example, it is fairly difficult to consistently hit a stationary torso-sized target 100 meters away. Shooting from a stable platform, skilled hunters using high-quality weapons still commonly miss stationary targets 300 meters away. To hit anything beyond 500 meters requires a rock-solid gun rest, a highly-accurate weapon that has been properly sighted-in, and a great deal of skill. In Dayz, players are consistently head-shooting targets 600 yards away or more, from a standing position. This is completely unrealistic. Making the sights “drift” significantly more than they currently do would alleviate this problem. Crouching players would see less drift, and prone players would see very little. If a player is exhausted or seriously injured, shots beyond about 400 meters should be pretty much impossible due to sight drift, even while prone. 2. Make breathing and fatigue a more important aspect of aiming. Even with a solid gun rest, to hit a target over 300 meters away requires careful breathing control. 3. Implement gun rests. No hunter or solider would ever take a ranged shot freehand if they had the option to fire while prone, or from another supported position, like resting their weapon on a tree branch. Since the game already detects when body parts or weapons collide with objects, all that would be needed is a context menu or hotkey to “use rest” which, while selected, would anchor the gun to a game object. I envision this working sort of the way Battlefield 3 treats bipods. 4. Implement variable wind. Wind is a crucial variable in any ranged gunfight. It is completely unrealistic (to the point of being game-breaking, some would argue) to allow players to make 700 meter shots without having to consider anything other than bullet drop and target movement. Wind is the most obvious and significant of the ignored long-range shooting factors, and needs to be modeled. If possible, it would be excellent to see grass blades and tree leaves moving different directions, to different degrees, based on wind. The tricky thing is that this would be unique to each small area of the map, and probably a server resource hog. Making the wind the same across the whole map, and having it change similarly to the current dynamic weather system, would be less realistic, but also far less demanding and better than nothing. Another option would be have wind follow a predictable script for each area, on a 24-hour cycle, so that the related processing can be moved from the server to the client. 5. Separate weapon accuracy from aiming accuracy. In reality, the accuracy of a rifle is dependent on three things: 1. The shooter’s ability to point the barrel where he intends to shoot. This is primarily a matter of whether or not the shooter has a stable support to rest his gun on, and his skill. It can also be influenced by the type of weapon he’s using, and any attached accessories. 2. The inherent accuracy of the weapon and its ammunition. That is, how close the bullet travels relative to the way the barrel is pointed. No matter how skilled a hunter is, he can’t change the fact that the bullet will travel in a random, slightly-different path from where the gun is pointing. A typical hunting rifle might have accuracy of around 2 minutes of angle. 3. Influences on the bullet as it travels toward the target, such as wind. One way to accurately determine bullet flight paths would be to first set the amount of weapon drift (the wavering of the gun barrel in the player’s hands) which would be based on the following: · The type, size, and weight of the weapon (e.g. a pistol would waver far more than a rifle) · Weapon attachments like fore grips or bipods · Player stance · Use of a gun rest · Player heart / breathing rate (i.e. has he been running around a lot?) · Player condition (serious wounds, especially to the arms, could make steady aim very difficult) Once the player fires, we have to reflect the fact that no gun puts the bullet exactly where the shooter is aiming. This is the “weapon accuracy” part of the shooting equation. The actual bullet trajectory would be some small, random angle from “true” to the way the barrel is pointed, based on: · Weapon type and quality · Weapon condition, perhaps including heat (i.e. barrel warp) from repeated firing · Ammo type and quality Finally, exterior effects would push the bullet in-flight. These could include: · Wind · Thermals and other temperature-related air effects · Spin drift 6. Implement adjustable sights, which can be knocked out of alignment. Most guns have adjustable sights. The odds of an average gun you pick up already being accurately sighted-in are somewhat low, especially if you’re collecting that gun from someone that met a violent end, like falling off of a building, being crushed in a helicopter crash, or being torn apart by a zombie. Guns should have adjustable sights than can drift out of alignment if banged around. The only way to know if a gun is sighted-in is to practice shooting at something. 7. Implement gun condition, and gun repair / cleaning. In the real world, gunfighters are constantly worried about the condition and cleanliness of their weapons. A dirty gun is more likely to jam, and can also suffer from adverse accuracy effects. A simple system for measuring the current level of cleanliness of a gun would be great. Crawling through mud with the gun drawn, or submerging it in water, would accelerate the level of dirt. Some of the more delicate weapons would be more likely to jam with just a little “uncleanliness” while more robust, less accuracy-dependent weapons like pump-action shotguns would be serviceable even if extremely dirty. This change would make gun oil and gun cleaning kits a necessary and valuable item in the game. It would also be an incentive to keep guns holstered or otherwise protected until sure that they are going to be used – just like real life. 8. Increase the amount of recoil, and don’t return the gun exactly back on-target after a shot. Even a relatively underpowered pistol, like a 9mm Glock, recoils quite a bit. It is difficult to shoot more than a round per second and maintain a high level of accuracy. Larger pistols like the .44 magnum are pretty much impossible to fire rapidly. Rifles and shotguns are easier to hold steady, but also fire much more powerful rounds and thus also have significant recoil. Generally speaking, the 5.56mm NATO round is one of the lightest rifle rounds in-use, and is thus relatively easy to hold on target over several shots (but still has more recoil than in-game). Larger long-guns such as 7.62mm NATO sniper rifles and 12-gauge shotguns recoil quite a lot, and if you’re shooting a distant target it would take a good deal of time and effort to get the reticle back on-target after a shot. Anti-material rounds like the .338 Lapua or .50 BMG sniper have enormous kick, and have a large muzzle blast visible even in daylight. Shooting targets at long range with these weapons, it is virtually a necessity to have a spotter reporting where shots are landing, and where the target has moved since the last shot. 9. Implement debris / dust kick-up and shooting blankets. When a gun is fired from a prone position, leaves, dust, and other debris will be kicked up into the air. The more powerful the gun, the larger these effects will be. This not only gives away a shooter’s position, but also obscures his vision for a short time. Laying down a blanket under the shooter can mitigate some of these effects, and would be a neat in-game feature for snipers. 10. The longer and heavier the gun, the longer it should take to steady after large movements. Holding a 12 pound sniper rifle, if you spin 180 degrees with the gun raised, two things will happen: First, you will spin more slowly than you otherwise could. Second, it will take a second or two to stop the gun’s movement and regain complete control over it.Other Combat Mechanics 11. Fix long-range player visibility. Right now, it is far easier to spot a stationary, prone person hiding in thick grass on a hillside 1,000 meters away than it is to spot them in thick grass 30 feet in front of you. This is because of the way grass rendering works, and it needs to be addressed. One solution that would not significantly impact the system resources used would be to always render grass viewed through binoculars or telescopes, regardless of range. If too much grass is visible for the player’s system to handle, reduce its density and complexity as needed. Even when not using binoculars, there should also always be at least a little grass rendered at a distance, so that player shapes aren’t quite so easy to pick out. Another solution that would cost zero system resources would be to have prone players in high grass not render for other players beyond 200 meters or so. Wearing camouflage could decrease this distance. The player would still render if viewed through a scope or binoculars. If the hidden player fires his weapon, he becomes visible at all ranges for a minute or so. 12. Location-specific damage. If a player is shot in the leg, he will limp. If shot by a powerful weapon, he may break a bone and be unable to stand. If shot in the arm, he will be less accurate while shooting. A grazing head-shot might cause a concussion, with blurred vision, vomiting, and eventual unconsciousness. Up the level of realism for wounds. 13. Realistic wound portrayal. If someone is headshot by a high-powered rifle or shotgun, they will not have much head left, and the wound will look pretty grisly. Likewise, at the moment of impact, the display of flying viscera would be pretty disturbing. This is a dark, violent game. Give us dark, violent wounds. It would be wonderful to see this implemented with enough accuracy that a skilled player could tell what sort of weapon killed a player, at what range, and roughly how long ago. 14. After firing a gun, there should be ringing in the ears and reduced ability to hear for several minutes. Multiple shots, or shots by large weapons, should increase the severity and duration of this effect. Just about any weapon larger than a .22 rifle will cause short-term ringing in the ears if fired without hearing protection. Even a .22 pistol is loud enough to cause slight ringing. Firing a combat pistol or large-bore rifle will cause severe ringing and reduced sensitivity to sound for several minutes. Unloading a clip of 7.62mm NATO should result in near deafness for a long time. This highly realistic mechanic might make earplugs or other hearing protection a valuable item. 15. Hits to the backpack (or rounds that penetrate people and enter the backpack) should have a chance of damaging or destroying equipment there. This would encourage people to be careful about their shooting, and especially careful about using high explosives. 16. “Weightier” more accurate melee combat. Melee combat should feel fair and accurate. Right now, a player swings a hatchet in the general direction of a zombie, and the zombie hopefully keels over as a result. Seeing more accurate melee combat would be a great touch. Especially since in the real world, it’s damned hard to find a gun, particularly if the area you’re in has been picked over by survivors. The game would be considerably more realistic if people had a larger variety of melee weapons and had to depend on them for longer periods when starting out – but this only works if melee combat is solid and accurate.Weapon Modifications and Ammunition 17. Provide a variety of ammo types for each caliber, with different ballistic properties. In the real world, there are a number of different loads for each caliber of ammunition. A 5.56 NATO round, for example, comes in a wide array of bullet shapes, bullet weights, and degrees of powder charge. Each of these variations would have different ballistic properties, and for long range shooting, would require separate sighting-in. At ranges over about 500 meters, regular factory ammo is generally going to be too inconsistent in its performance to be effective. Match grade ammo will be required, which is quite rare in the real world. Thanks to Kolten for pointing out the absence of this feature in the original post, and for providing some suggestions. 18. Implement weapon attachments. Many people have suggested a weapon attachment system similar to the popular mods for Jagged Alliance 2, which would wonderful. At the very least, players should be able to swap out scopes, if they have the proper tools. 19. Implement ammunition and clip management. The Stalker mod Redux 2.0 is currently in development and has a demo up for how they will handle ammunition management. This system isn’t supported by the Arma engine, so it will take some tweaking, but I think a system like this is necessary for a survival game like Dayz. Non-clip-fed weapons like double-barreled shotguns also need realistic ammunition management and loading animations. Loot Balancing 20. Limit the availability of weapons based upon the server population of players, and the weapons currently in-use by those players. At small server populations, say 5 players and under, no high-end weapons, ammunition, or equipment should spawn. This would prevent players from “raiding” secure servers and building up a risk-free horde of weapons. As server population increases, the number of high-end items that spawn would also increase, but would be balanced to account for the weapons equipped by players, or stored in their tents and vehicles. For example, if there is already one or more AS50 sniper rifles in-use on the server, the odds of a new one spawning would be dramatically reduced. More common weapons like the AKM might start to have reduced spawning only after 10 or more were in-use. Thanks to Mr. Two for pointing out the absence of this feature in my original post. 21. Allow admins to limit the frequency of high-end item “imports” to a server. Many players have a cache of high-end items on an empty server, which they visit before hopping onto a highly-populated server and wreaking havoc. Aside from the “home grown” solution (see “Server Mechanics” below) one way to limit the abuse of this strategy would be to limit item imports into a server. For example, if a player brings a set of high-end gear onto a server, he has to leave with that gear when he logs off. If he instead stashes the gear on the new server, or he dies, he has to wait 24 hours before he can join that server again carrying any high-end items. This would help ensure that he’s earning his high-end gear, rather than just farming it from a cache on another server. 22. Include a wider and more realistic array of non-military guns. Having grown up in a semi-rural area, and having spent lots of time hunting on my grandparents’ farm in the extremely-rural Texas Hill Country, I have some experience with the typical weapons owned by a family living outside of the city (in America, at least, which I’m sure varies dramatically from Eastern Europe). In my opinion, the balance of guns in the game should tilt much more towards civilian weapons. To give an example, I’ll describe weapons typically found in my area of Texas: · Nearly every rural household owns a .22 rifle for killing snakes, rabbits, and other varmints. The typical .22 rifle would be an open-sight bolt action. In my case, and my family is certainly not what I’d call “gun nuts”, there was a single-shot open sight .22 (from 1918!), a pump action open-sight .22, and a scoped semi-automatic .22 for plinking cans and such. After the apocalypse, there’s no doubt that .22 rifles would be the most abundant long gun around. While they are extremely underpowered for self-defense, Israeli special forces actually carry .22 pistols and use them to good effect. Since they are relatively quiet, lightweight, and ammunition is cheap and plentiful, .22 rifles make excellent survivalist guns. · Many households own a more powerful varmint rifle for killing groundhogs, rabbits, and even stray dogs at ranges up to and over 100 meters. In my case, this was a bolt-action scoped .222, which falls between a .22 magnum and a .223 (a .223 is roughly equivalent to a 5.56mm NATO). I shot my first deer with this gun, but it is really underpowered for that size of game. Some enthusiasts own even more potent varmint guns, such as the .22-06 (a 30-06 cartridge, roughly equivalent to a 7.62mm NATO, necked down to accept a .22 bullet). These “wildcat” rounds have tremendous energy at close ranges, with muzzle velocities in excess of 4,000 FPS. · In areas where deer are prevalent, most households will own at least one rifle specifically for hunting deer, and many people will own several. In our case, we were almost always hunting whitetail deer, which are relatively small-framed animals. We had quite a selection of rifles. The gun I shot my second deer with was an 1894 lever-action 30-30, which is another relatively underpowered gun for deer. We also owned a .223, a .243, a .270, a 7mm-08, a 30-06, and a .300 Winchester Magnum, all with decent scopes. The .300 winmag is overpowered for whitetail and was kept around mainly for out-of-state hunting trips for elk, mule deer, and other larger game. · Most households will own a small shotgun, used mostly for varmints. We owned a single-shot, hammer-fired 4-10 shotgun and a 20 gauge pump-action shotgun for this purpose. Loaded with the proper ammunition, both of these guns are quite lethal at close range. · If the residents are bird-hunters, there will likely be a number of other shotguns in the house. We owned an over-under 4-10, two over-under 20 gauges, a semi-automatic 20 gauge, two over-under 12-gauges, a semi-automatic 12-gauge, a Remington 870 pump-action 12-gauge, and a double-barrel 10 gauge. Again, we weren’t gun nuts, and I feel that our selection of shotguns was typical of a large hunting family. · Most rural families would have some type of revolver or other handgun, for carrying out in the field, to deal with unexpected tasks like killing poisonous snakes or to scare away mongrel dogs. On my grandparent’s farm, there was a .38 special and a colt .45 revolver. · My grandparents did not own any other handguns, but in my own childhood home, we had several. There was a Ruger .22 bull-barreled pistol for plinking, a .22 revolver, a Sig 238 sub-compact pistol in .380, and a Sig 226 in 9mm for self-defense. · My family also had a Mossberg 930 semi-automatic 12 gauge shotgun, with a flashlight attached, for self-defense. Owning a shotgun solely for self-defense is fairly uncommon.If the family in question is made up of “gun nuts”, survivalists, or other people who tend to own lots of guns, the selection of rifles and pistols would be greatly expanded. At the very least, there would almost certainly be one or more AR-15 equivalent semi-automatic rifles chambered in 5.56mm NATO. Survival Elements 23. Implement fishing / trapping game for food. This should probably include a greater abundance of small game like rabbits and squirrels, which are likely to make up the bulk of a wilderness survivalist's protein intake. 24. Raw / cooked meat should only be edible for a couple of days. If rotten or raw meat is eaten, it allays hunger but could lead to vomiting and other illness. 25. Berries, mushrooms, and vegetables from gardens should be harvestable. In the case of berries and mushrooms, some varieties should be poisonous, just as in the real world. Models should be detailed enough for players to use a real foraging book or other guide to determine what’s safe. (Thanks to Mr. Two for this suggestion - http://dayzmod.com/f...d-and-foraging/).Other Equipment 26. Introduce cammo netting, which can be thrown over any item to help conceal it. 27. Allow players to hang soda cans, scatter broken glass, or create other makeshift alarm systems. 28. Allow players to build spike pits and other rudimentary traps. Other trap ideas (many stolen from the forums):Tripwire hooked to a gun to shoot anyone coming thru a door. Claymore mines. Landmines. Caltrops to slow people down or puncture tires. Oil slicks to make people slip and fall or make cars lose control... grenades/flares/chemlights rigged to tripwires. – JamesR Booby trapped vehicles that explode when started / moved. Remove slide pins/hammer pins, and plug barrels from weapons and leave them places so if sumone shot them they would explode/malfunction in their hands. – Mr Two Poisoned food. Server Mechanics 29. Allow server admins to set their server to “home-grown” meaning that only players and items created on that server can play there, and they cannot play elsewhere. http://dayzmod.com/f.....<br /><br />[EDIT] This is basically a private hive, which already exists. 30. Increase the maximum number of players per server. At the current map size, player interactions are too infrequent, except in a few key areas. A cap of 200 players per server would allow a more entertaining level of interaction, without ruining the desolate, isolated feeling of more “rural” areas. This change would require significant optimization of the game engine and server programming, as 50 player servers are already quite prone to times of extreme lag.Inventory and Gear Management 31. Weight should more realistically affect running speed and fatigue. Maximum carrying weight in the real world is not a fixed number. A person can run at his maximum speed, with no impact on fatigue, only if he’s carrying less than around 10 pounds or so – assuming he has a backpack or other efficient way of stowing his gear. After that point, maximum speed and fatigue increase proportionally to the weight carried. A player should be able to fill an adequately sized backpack with some large amount of gear, say 100 pounds or more, but as a result he should run at about a third of his maximum speed, and tire extremely quickly… especially if going uphill. Dayz should model this real-world behavior. Players will have to choose between a light load (which enables them to outrun zombies) or a heavy one (which allows them to have lots of stuff). One way to realistically balance these goals would be to allow players to remove their large backpack before raiding a populated area, and retrieve it once their raid is done. 32. Gear should have both weight and size, and players should have variable capacity for both weight and size, depending on the shape and efficiency of their carrying gear, like backpacks. 33. Carrying gear should include slings, holsters, bandoliers, backpacks, fanny packs, jacket pockets, etc. 34. Include clothing that is waterproof, heavily insulated to keep players warmer, or has other benefits. 35. Allow players to carry and wield a melee weapon in addition to their main ranged weapon. I actually find myself stashing my main weapon and equipping the hatchet when I go into towns. It’s much more sensible to take out that single agro zombie silently and risk a little damage, than to take on the entire hoard and abandon my supply mission. Give players a tricky, high-risk, silent way to kill the occasional lone zombie when it’s required, without making them do all sorts of inventory gymnastics.Healing and Dying 36. Broken bones should be healable with splints. Minor breaks should allow the player to slowly limp around, assuming their pain is managed. Serious breaks should immobilize a player (like the current bone break system) until the injury is splinted. Splints can be ready-made medical items, and can also be constructed from anything straight and rigid (firewood, large knife, hatchet handle, crowbar, crossbow bolt, etc) combined with a bandage. If a player takes morphine for a minor bone break, they can run for a while, but after a few hours the pain returns if they haven’t splinted the bone and they can once again only hobble around. Serious breaks should not be correctable with morphine, though they may take the player out of shock. 37. Morphine should cause blurred vision, reduced accuracy, or other penalties to combat. 38. Non-injected painkillers should take a minute or two to have an effect. Oral medication doesn’t kick in right away. 39. Allow infections of open wounds. 40. Include defibrillators, but limit the circumstances under which they can be used. EDIT MykeMichael was one of several people to suggest this. Several people pointed out that if you're dying from blood loss, a defib is pretty useless. It's a great point, and a good reason to nix them altogether.Dayz Suggestions (1.2).pdf
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