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Showing results for 'Vehicles'.
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Public Servers, Hacker Rampage.
{NCK} Lady_Lamp replied to monoking's topic in DayZ Mod General Discussion
You can try our server, US 520. While I can't say there has NEVER been a hacker, I can say that it has been pretty clean. Host: North Country Killers {NCK} Admins: Active, Reachable and Friendly Hive: Public Location: Chicago, IL Sunset: 12:00pm EST (appx.) Restarts: Every 6 hours (3:00 and 9:00 EST) Max. Players: 50 Vehicles: Default Vehicle settings (Vanilla - 50) Communication: Side Chat enabled, Teamspeak3 server available (info in welcome message in DayZ server) Name: US 520 hosted by NCK - North Country Killers IP: 173.208.85.82:2332 -
[DE Kami-Katze] rMod 2.1 - the way it meant to be used (over 480 weapons!)
J3T (DayZ) posted a topic in Mod Servers & Private Hives
DE Kami-Katze DayZ 1.7.6.1 rMod 2.1 Server-IP: 85.131.184.214:2302 TS³-IP: 84.201.30.164 Admins: SiothieGaming [Dash] Einfach Kurt Roddi Features - rMod 2.1 - heavily customized Map - AI - Various rMod-Vehicles (armoured/non armoured) - 480+ obtainable weapons - Custom skins - Animated crashsides - Custom Crashsideloottable - Random skin spawn (60 different skins) - Available clanshields on clanbases (whitelist function) - Tradebase - Refuel/Rearm/Repair -stations - TSW protected - 4h day / 2h night cycle - Restart every 6 hours Rules: It is not allowed to: - attack freshspawns with heavy armoured vehicles (exceptions: provocation / self-protection) - destroy other clanbases or particular contents - camp bases (definition: click here) - log out while in combat - conduct lootflipping - flame/swear in sidechat (violation will lead to: Warning, 24h, 48h, 72h ban – can increase with severity) - Racism/Fascism will be punished - Only english/german in side chat - No Voice in side chat You speak german? Then go here: http://board.germand.../de-kami-katze/ Baserules: Bases are (if acquired) surrounded by a protected area. Players can be registered in whitelists. Players who are not whitelisted will be warned instantly and killed 10 seconds after entering the shielded zone. The allowed amount of vehicles in a base can be temporarily transcended for unload reasons (specific amounts in basepricelist) Shooting at other bases/contents is allowed, if there is a detectable case of provocation (malicious destruction will be punished!) Retreating to your base whilst fighting is forbidden, if you do it the attackers are allowed to attack you in your base. -
So your whining because we used admin tools to check if you were hacking, But you also say we do have the authority to check for hackers? How do you think admins check for hackers, We check logs and use admin tools. You did not have the chopper all the time when you were going from base to base, You had a humvee that you stole from killing 2 guys at Elektro. At that point we came after you in a Huey and you hid around the humvee south of castle Rog. We tried to shoot you with the huey and you drove off so we continued to chase you then you shot out my 2 gunners so i landed the chopper and came hunting for you. Next thing I know you are taking off in the huey and an mi17 came along and shot at it. Then you all went back to the humvee and went off going from base to base. Coincidence no? On the admin map we can track players live, So we watched where you guys went with the humvee, You went to Solnichny factory then one of you logged off, Next thing we know you go from base to base (Not with fortifications! Just tents and cars people have set up) And then get fully geared. Then i left it to the other admins to decide because i was pretty certain you were hacking and i was ready to ban you. But the other admins said to wait a little longer so we could definantely be certain so I went afk. When i come back they say you have a chopper and you are at the bases killing people from point blank range. Oh and you dont seem to have noticed but [EO] members make up about 80% of the server population atm. Just because they dont have EO in their name doesnt mean they arent members or Admins. So we had players and admins tracking you for ages and no one can go from base to base like you did. Not even if you had a chopper could you do that. Therefor you were banned for using some sort of map hack. We suspect it was an ESP hack. I dont care if you think we made a mistake, We are certain you were using an esp hack and at that point we didnt have our custom anti-cheat enabled because it wasnt updated yet. If you think we wanted you off the server for stealing a humvee you dont quite understand that with 200 vehicles on a server that there is more than one humvee. And you didnt even steal he huey while I was online because an mi17 shot it so it was unable to fly. I do not wish to argue this any further as We are Certain you were using some sort of map hack.
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First off, I would like to give the Russian Community thread a nod, as their consolidated efforts gave me the inspiration for these ideas. If you haven’t checked out their thread you definitely should. It’s very long but, if you aren’t afraid of a read (which you shouldn’t be, if you’re on the suggestion forum) there is some really great and innovative stuff in there. I’ve also been reading other suggestions on this forum the past few days, so if anything I’m saying here looks like something already posted it’s more than likely because I liked the idea and it stuck somewhere in my mind to the point where I’ve incorporated it into my own ideas here. Let me know what you guys think, and sorry for the lengthy explanations. Summary: DayZ is an incredibly complex mod for a variety of reasons. It operates off of ARMA, which alone is a mountain of complexity, and adds even more to that by introducing the terrors and hardships of a post-apocalyptic, zombie-infested world upon our hapless (or heavily armed) characters. The upcoming standalone seems to be pushing this to the breaking point, and I’m nothing but excited to play the full version. That being said, there are some details that seem to need more attention, things that—at least in my opinion—seem to rely heavily on human sociology, game theory, and complex decision-making. My hope here is to present my ideas that could potentially help to solve some of these issues, or at least give others ideas to tackle some of the complex challenges that face a game like this. I have a lot of experience with issues like these, having designed, tested, and executed numerous simulations for law school students on various issues, and I believe I can apply some of what has proven effective in my curriculum design here. What I am essentially focusing on is what I see as the major components of what makes a DayZ, or any survival game, work. From these simple, established core mechanics I will show that we don’t need complex rules to encourage complex thought and action, but instead we can focus on the fundamentals of the genre to guide us and utilize this foundation in such a way that will minimize chances for systemic error. And while there will be those who think we should leave the game entirely to players, think about some of these ideas. They are meant to be unobtrusive, static, and in the background, influencing players by injecting real-world incentive into a videogame. For DayZ, in my mind there are five pillars, five basic mechanics upon which the rest of the game’s survival takes place and from which the game draws its compelling gameplay and unique social experience: 1) Food 2) Water 3) Temperature 4) Infection 5) Health I have incorporated these fundamentals into my own ideas and those which have been inspired by other posts on these forums in a way that I believe will be simple, straightforward, but deep in its potential for gameplay design. I will go over these in much more detail later, but for now here they are: · Player Traits · Incorporation and extrapolation of established mechanics · A potential fix for the “Humanity” system Design: In my work and in my legal simulation designs I have found that following Occam is almost always the correct way to go. Simplicity is extremely useful for devising complex systems. In my suggestions below my aim in every case has been to simplify each suggestion as much as possible. Less moving parts means less can go wrong, the more modular these rules will be, and the easier it becomes to create complexity through stacking layers of simplicity. I have also tried to refrain from anything that is unrealistic or would not appeal to human nature or compelling gameplay. As much fun as it would be to add in any number of fantastic ideas I’ve seen there are limits to what programmers and to what online videogames can do. And because I am no programmer I have tried my hardest to remain in the realm of what I believe to be possible, which is almost certainly underestimating the skills of programmers these days. While some of these ideas are a bit wordy in their explanation, their execution would be quite simple as most of them should be possible only by adjusting mechanics already present in the game. Focus on Core Mechanics: Food, water, temperature, infection, and health are, in my opinion, five of the simplest forces that regulate how we in the real world act upon instinct and dictate the course of our daily lives. When we are hungry, we eat (or get grumpy, like me). When we are cold we turn up the heat or grab a coat. When we are sick, we remedy that through medicine and rest. We try our hardest to avoid pain, illness, hunger, thirst, and adverse weather, and when all of those needs are met we are better able to interact socially and build computers and McDonald’s restaurants and airplanes. Because these are instinctual forces which we feel and have grown used to in our years of living we obey them without really thinking about it. In a videogame we can’t really do that without the system telling us to, and so my first suggestion is that we focus on these core mechanics as the basis for all other actions in the game. Additionally, there are systems in place which would allow us to regulate these subconscious instincts in a way that is realistic and also mechanically satisfying. Currently in the DayZ mod when our character is low on health or in pain he shakes, causing our use of firearms to become impaired and prompting us to want to seek medical aid, if only to clear the black and white screen, gasping noises, and inability to aim. This is a very simple, but very complex mechanic: you are wounded, so your arms shake, so your aim is off, so you detect this as an issue because you can’t kill zombies or other players as effectively in this state, and so you desperately hunt for a way to end it. This is just one example of ways we can encourage players in a realistic and unobtrusive manner, giving them choice and direction with a simple change to their status quo while simultaneously making the survival aspect of the game more compelling. These include: - Gun shaking mentioned above - Slight movement speed penalties, enough only to make outrunning zombies harder - Stumbling or staggering - Falling down With this, I suggest that food and water become resources we have to frequently check in on. If we’re being honest, most people playing the game won’t be on for more than 2-3 hours at a time, max. Therefore, at least once per session (about every hour and a half, two hours) your character should need to eat or drink something or else their state will change. This makes sense from a gameplay perspective and from a realistic perspective. We don’t normally get hungry or thirsty every hour, and in fact it’s more like 4-6 hours. However, if we factor in the fact that our characters are running everywhere with multiple pounds of gear, possibly with wounds, up mountains and hills, and occasionally sprinting away from zombie hordes (prompting an adrenaline response and the activation of every muscle in the body) that’s a lot of calories being burnt up per hour. Frankly, a can of beans only has about 200 calories in it. That isn’t a lot. Additionally, this adds weight to the necessity to scavenge and consume food and water. These times should also be low because we are playing a game; the full cycle of events should be a concern just about every time we play, but not so frequent that we find ourselves constantly chugging canteens and scarfing hotdogs. That being said, I’ll get down to what I think the mechanics of these five basics should be. - Each of these should degenerate at a set rate, adjusted by certain specific variables. - Each basic need should have three stages, gradually growing worse as they are not met with simple mechanical penalties attached. If these needs are not taken care of they will degenerate faster, making it more crucial to eat, drink, or stay warm the longer you go without it. - No penalties are involved with the first stage*, only quicker degeneration. - These needs should not kill you, only make it easier to be killed because of the realistic penalties involved. - Penalties from needs are cumulative, up to a cap. For instance: you can have a 5% movement penalty from starving, a 5% movement penalty from freezing, and a 5% movement penalty from dehydration, but you will only be slowed a maximum of 10% from all effects. - Simple, unobtrusive text notifications let you know what stage you are at (or icons, like we have now) such as, “You’re starting to get a bit cold…” or “You’re starving…” 1) Food · Hungry: Every 5 hours at rest, 3 hours of constant walking, 1 hour of constant running/fighting. o Quicker hunger degeneration· Famished: Every 8 hours at rest, 4 hours of constant walking, 1.5 hours of constant running/fighting. o Quicker hunger degeneration o Minor movement speed penalty (-2% or so) o Infrequent stumbling· Starving: Every 10 hours at rest, 5 hours of constant walking, 2 hours of constant running/fighting o Increased movement speed penalty (-5%) o Unable to sprint or jump o Frequent stumbling o Moderate gun shaking2) Water ·Thirsty: Every 4 hours at rest, 2.5 hours of constant walking, 1 hour of constant running/fighting. o Quicker thirst degeneration · Parched: Every 6 hours at rest, 3 hours of constant walking, 1.5 hours of constant running/fighting o Minor movement speed penalty o Minor gun shaking ·Dehydrated: Every 8 hours at rest, 3.5 hours of constant walking o Unable to sprint or jump o Increased movement speed penalty o Infrequent falling o Moderate gun shakingTemperature, infection, and health are a bit more complicated and are governed by multiple factors, but these would essentially operate the same as they do now only with noticeable penalties for becoming colder, becoming sicker, and not bandaging a wound. *Additionally, being infected by bad food, bad water, etc. should not damage health. Basically, as with real life, you’ll need to wait out your illness until the effects are over because your body will very likely become incapacitated fighting off invaders. There should, however, be a separate type of infection that deals health damage and represents the zombie virus. * 3) Temperature · Chilly: o Increases temperature degeneration without a fire, being inside, or proper clothing · Cold: o Minor gun shaking without a fire or proper clothing · Freezing: o Violent gun shaking; you’ll need a fire 4) Infection* · Ailing: 1 hour after becoming infected by bad food, water, etc. without antibiotics o Minor gun shaking o Minor movement speed penalty· Ill: 2 hours after becoming infected by bad food, water, etc. without antibiotics o Gun shaking o Hit to hunger, thirst, temperature (to represent vomiting, diarrhea, fever respectively) o Increased movement speed penalty o Frequent stumbling· Diseased: 2.5 hours after becoming infected by bad food, water, etc. without antibiotics, removed after 10 minutes of 3rd tier effects (it’s out of your system) o Violent gun shaking o Hit to hunger, thirst, temperature (to represent vomiting, diarrhea, fever respectively) o Unable to sprint or jump o Frequent falling5) Health · Scratched: 10 minutes after sustaining an unbandaged hit that opens a cut o Slight health degeneration· Bleeding: 15 minutes after sustaining an unbandaged hit that opens a cut o Moderate health degeneration o Minor gun shaking· Gushing: 20 minutes after sustaining an unbandaged hit that opens a cut o Major health degeneration o Moderate gun shakingWhile some of these are already basically in place I believe just giving these five mechanics three tiers, nullified and prevented by the obvious choices (eating, drinking, antibiotics, wearing a coat…) is simple enough but effective enough to provide impetus for players to scavenge and feel more like they’re surviving the world as well as the zombies and other players. While playing DayZ I’ve had times where I barely noticed that my hunger and thirst bars were deep red, never noticing any adverse effects or penalties for not maintaining myself in a survival situation. Likewise, temperature should play a bigger role, especially at night and while exposed. The times here would be constant but able to be adjusted by any items that are put in. Coats slow temperature degeneration, Pepto Bismol (maybe? =P) slows down illness, etc. This is the basis on which everything else would rest. When you’re avoiding zombies and players like a pro you still have to get into town or hunt for food, find clothing to replace your damaged or worn coats, shoes, etc., and you’ll have to really think twice about eating bad food or drinking unpurified water. Hell, you could even have items do different things, like soda quickly quenching thirst but after a time actually increasing your thirst degeneration because of the sugar. Player Traits and “Humanity” Before I move forward with this I will admit that in order for these upcoming ideas to work there would have to be a few small features added to the game. 1) Trading: Like in most established MMOs, a simple system for two nearby players to trade. Open up a tab with offers and counter-offers, both players hit accept, deal is complete instead of what we do now where we drop something on the ground and have the other guy pick it up. 2) Random Loot: Although it may seem stupid at first, and having a random rare chance at a better item when you loot a zombie is sort of already in the game, there should be a system that by default for players is turned off but can be turned on through “player traits”, which I’ll get to in a minute. Essentially, instead of a 0% chance of getting a rarer or better item when you open up a zombie with certain traits you’ll now have a 2% chance of finding medical supplies, small car parts, important crafting items, even the awesome gun that the poor sap ran out of ammo for before he was eaten. 3) A “Team Up” System: Basically in-game parties that the game tracks. While I do like that right now you can organically be in a party without pressing any buttons just by finding a random stranger, this will be important for my proposed fix to “Humanity.” Stick with me. My idea is that while teamed up you might get slight (very slight) static bonuses to movement, less damage from zombies, increased chance of random loot, whatever. No advantages directly against other players, but being in a group even if you both just need to cross a city should be better than not being in a group, if only slightly. It basically represents your morale boost at finding another living human being who isn’t (immediately) out to shoot you in the back and steal your stuff. 4) “Player Looting” Virus: This is the most important one. Whenever you loot a player’s body you have a slight chance to catch the zombie virus, a virus that does health damage and can only be cured with the elusive antibiotics (or an immunization shot; it’s weird that antibiotics cure a zombie virus…). For most people this chance is so rare (.5%) it really isn’t a concern. For those characters that the server has deemed bandits, however, the chance is higher, making killing and looting other players a built-in static high-risk, high-reward scenario. It isn’t meant to be entirely “realistic;” after all, we’re playing a videogame set in a fictitious zombie apocalypse, there can be any number of reasons for it happening. Maybe rifling through their stuff an open wound on your hand comes in contact with the dead player’s own open wound, or it represents the growing instability of bandit players who are hyper-aggressive because they’re already infected; looting the juicy corpse just pushes them over the edge. This basically leads into my fix for humanity. “Humanity” and the "Hero" system didn’t really work, because bandits will always bandit. That’s just a fact of the medium; there will always be videogame players who just want to have their fun that way, and there’s absolutely nothing wrong with that. In fact, it’s part of what makes DayZ so exciting. However, a lack of a mechanism to essentially represent morality isn’t present, and it’s difficult to put one in without hamstringing players or messing with damage immunity, player agreements, whatever. But what if we introduced a way to make killing helpless survivors as the bandit king even more of a game of its own? If we have the dangerous zombie virus having a much higher (probably 5%/player corpse loot) chance of being contracted by a bandit—someone who killed another player without provocation—then we’re one step closer. It even makes threatening and robbing people (so you don’t have to loot them and risk infection) more enticing. The next step? Static player traits. These traits aren’t skills that you train, but rather random things that would have a chance to trigger based on what you’re doing. It’s random, so you might get it on your first try or never, and when you do it’s just a permanent, static effect that you know is there but don’t have to pay much attention to. Depending on your status in the server (Survivor or Bandit) your chances might be different, and the traits you receive might be different. And you don’t get some popup or a skill tree, just a simple, unobtrusive, fitting text notification that lets you know the server now tracks you slightly differently. They aren’t mutually exclusive; you can be good at everything. Some examples that would be for every player (I’ll get to bandits specifically in a minute): - Doctor “Who needs med school…?” o Trigger: Small chance every time you use a bandage, pain pills, blood bags; anything medicine-related to get trait o Effect: Small chance every time you use something medicine-related to not use up the itemBasically, people with this perk have figured out that sometimes they don’t need to take six pain pills, that the other guy hasn’t lost a full blood bag’s worth of blood, or you’re really not so sick that you have to take all the antibiotics… - Mechanic “Ahh, so that’s where that goes…” o Small chance every time you repair, tune-up, build a vehicle o Chance to randomly find small vehicle parts (wires, etc.) on looted zombiesReally, this could do just about anything vehicle-related as a perk. Vehicles you build are stronger, repairs are quicker/better, vehicles you drive use less fuel, whatever. - Ally “Stick with me, we’ll get through this…” o Small chance every time you “team up” o Double bonuses for you and your allies while teamed up- Scavenger “One man’s trash…” o Very small chance every time you loot a zombie corpse o Chance of finding random “rare” loot on zombie corpsesThings like this are small and broad, simple but can make you feel sort of specialized in a way. They all happen throughout the course of the game without any need for farming points or experience or buying skills or feats or talents or whatever. They’re just random and make you feel like your character’s life is more important once you get them, because your next character or the five after that may never get to reuse antibiotics or get bonus loot off of random zombies. As for bandits, it seemed like a good idea that in order to further make their role in the world high-risk, high-reward they would need their own traits. After all, even with the player loot virus you could just kill people and never loot a body, right? Now we’re back where we started. But what if your character was penalized for not looting the body because he’s greedy? What if you even get a brief bonus for teaming up with a survivor then shooting them in the back? The bandit traits I’ve come up with essentially represent the character’s mental instability after the normal, ordered world has gone to pot. Some people crack after they accidentally kill their best friend (I know I’ve been axed in the back on accident a few times), some people are taking advantage of the zombie apocalypse for their own anachronistic ends, and still others are simply insane, thriving on the chaos of the new world order where their penchant for violent, unstable behavior makes them the top dogs. I like the idea that bandit traits would encourage them to take more risks for a higher payoff, and that they could even be a fun way to challenge yourself after your third month of taking pot shots on respawned players at the beach. There will always be campers, griefers, trolls, you name it, but having a system that gives them their own little brand of insanity would make things a lot more interesting. Besides, the most interesting post-apocalyptic villains always have something creepy and twisted wrong with them. You can balance wanton murder flavorfully. *You have to already be a bandit to gain a bandit trait - Greedy “I’ll just be taking that…” o Small chance whenever killing a player as a bandit o Higher chance of finding random loot on player bodies, but whenever you kill a player you get (penalty to be determined) if you don’t loot the corpse within (x) amount of timeNot sure how timing would work for killing a player, if at all, but I think this would make bandits with the trait more likely to risk getting the player loot virus both because they might find something nice and because they’d be easier pickings for other players if they don’t. - Turncoat “I didn’t need him anyway…” o Small chance on killing someone you’ve “teamed up” with o You no longer receive bonuses for teaming up. Instead, whenever you kill a player you’re teamed up with you get double the team bonus for (x) amount of timeIf there’s no system in place for easily identifying bandits this could be an interesting way of getting your loots and moving faster, especially if teaming up gives you a chance at random loot. The choice here is really up to you and allows you to be tricky with your timing. You may team up with someone and be nowhere near a good area for loot and have to hang out with them until you reach a city or they’re surrounded by zombies. - Cannibal “Mmmmm, I wonder…” o Small chance when killing a player o You now receive 1/3 the benefit of normal food, but double the benefit from eating flesh off of slain players.Just something fun, flavorful, mechanically simple and 100% static that would adjust the bandit’s playstyle and perhaps make them even more aggressive. You may just wake up one day with rumblies only hands can satisfy. - Addict “Jonesin’ for a fix…” o Small chance when using a medical item o You gain double the effect from medical items but begin to slowly gain infection until your next use of a medical itemA new reason to hunt through towns for supplies, a new reason to rob and kill players in the hopes that they’ll have painkillers… Really, these could be anything. The whole point of my idea for the bandit traits, really, is to encourage those players who don’t care about morality or finding other people to survive with to go over the top but also have risks involved with doing so. It’s flavorful, sure, but on the other hand it also makes constant killing have a drawback that makes sense; you can still do it, but you’re losing some of your composure and sanity in the process. Being a greedy cannibal means you almost have to go loot player corpses to survive. I do realize that a lot of players want DayZ SA to be just like the mod, but so much more can be done that isn’t obtrusive in the slightest. At some point we have to sit down and accept that we’re playing a videogame, and if something isn’t working out for a lot of players (like the difficulty in banding together with other survivors because of the kill on sight mentality that’s been bred into the game; it isn't even PvP, just that we've been trained to be suspicious) then there should be a fix. I’m sure a lot of people won’t like my ideas, and that’s fine, but I think they’re an elegant background solution that silently nudge players towards mini-goals throughout their gametime.
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wheres the fun in wasting 30 mins running from 15 zombies who knock you down, no vehicles that arnt broken, then some idiot without a life snipers you? easy servers and hard servers would help....not just pig headed answers like - fuck off if you cant play???
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No, totally. I guess I would hope that high-end gear would be rare enough (like, wicked rare) and have limited enough ammo that you wouldn't really want to use it just to pick off a couple guys. Eventually too, I suppose, if there are enough objectives like that people might get into it. The players know that it's a competition to keep the lights on, repair the most vehicles, fix up the highest percentage of (all, any!) town(s); we know it's a game after all, duh. But I like the idea of cooperative objectives because although we know it's a game our characters would realistically and honestly be expected to have a real interest in keeping a town fixed up. And if it's something that can reset monthly, weekly, whatever then you can complete objectives and then have them reset so there's always something to do. Or just ignore them and do your thing, it's all good. Really, I've found that the less you have to explicitly tell people about a goal the more interested they'd be in going after it. Like if Skyrim, for instance, had an achievement to beat the game without ever swinging a weapon you'd think "Yeah, ok. I'll try that for an hour." There's no achievement like that, but I've found hundreds of people who've done it, myself included. If the game just kinda shows you, "Oh, what's thiiiiis interactive element doing here? You can... Oh, you can turn on lights? Hmmmmmmm ;)" then people will take it as a personal challenge. We also really like scoreboards for some reason. Gamers get really into that stuff...
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Requested Post for SA Damage model Suggestion.
m.w. vindicator replied to mick17's topic in DayZ Mod Suggestions
Alright On Topic lets go. I have been playing War Thunder recently. It is an air combat simulator that tries to recreate accurate WWII air combat. That game features extremely detailed damage models for each plane. You can hit fuel tanks, oil lines, coolant lines, the engine (which is divided into components further), wings, ailerons, rudders, elevators, gear hydraulics and legs, the fuselage, the canopy/windscreen, and finally the pilot/crew too. In the game planes' don't really have hit points, but rather components. The human body doesn't have hit points either. If Gaijin could make accurate Damage Models for the hundreds of planes in their game, I think DayZ devs/Bohemia could for their characters too. It is definitely possible. Humans are actually surprisingly tough and, like vermin, are pretty hard to kill. Unlike like horses and other quadrupeds that are as good as dead with a broken leg, humans can go on with broken parts for long periods of time :) But bullets are very lethal and one can cause tremendous amounts of damage. I would be very disappointed if a human in DayZ could walk/run away from three chest shots from 9x18mm Makarov without assistance or grievous wounds like you can in the Mod. Gews and I have had long discussion about this :lol: So yes I hope that the damage model for humans is very detailed and appropriately lethal. Someone shouldn't die instantly from a rifle bullet to the pinky toe. They also shouldn't die from a bullet the skims through a little skin or hits your ear. Wouldn't it be amazing to see a one eared player? The stories would be great and highly immersive/authentic. Seeing a player who can hardly walk because a week ago he/she was shot in the leg by 7.62x39mm Soviet. Or a player who can only wield weapons in his left hand because his right was clawed by several zombies at once. Or the piece de la resistance, saving a wounded guy who is suffering from a critical hit to the chest by using tourniquets, bandages, maxipads :D , morphine and epinephrine and walking away after successfully saving the guy, covered in your comrades blood :thumbsup: I hope well will see this kind of attention to detail. Personally wound detail are much more important than vehicles and underground stuff -
Hey man, Good to see someone making a new server, it's always nice to have a good old DayZ without copious amounts of vehicles and helis. Try to ask some clans to join becuase that's where the players go. Also, please tell people what map it is, how many players, difficulty, admins etc
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So we should implement a more rare but fun vehicle. A hot air balloon. The basis is that the hot air balloon is deflated and has holes in it's balloon and a missing rope connected to it's gondola. In order to repair it you must get the following items. The following vehicle would be very rare but efficient for your first airborne vehicle. There would be space for two passengers on the vehicle but only a few inventory slots. Out of most vehicles once moving it's very quiet, Just like a bicycle. Once you do repair it you must fuel it and wait for the balloon to inflate. This would be a long process and may leave you vulnerable. I had two theories on how to fly the bloody thing. Theory 1: Helicopter/plane controls Pretty self explanatory. Theory 2: Pitching controls. How this works is if you walked to the back of the basket in the balloon it would go forward however if you went to the front of the balloon it would pitch it backwards, Thus resulting in it going backwards. Wind would be a varying factor but I would not understand the game mechanics. The pitching mechanics would also work when strafing the balloon. To simplify If you go backwards the balloon goes forward. If you go forward the balloon goes backward. If you strafe left the balloon goes right. If you strafe right the balloon goes left. To repair the vehicle: - Rags (to patch the holes) - Rope (to reattach the gondola to the balloon. And to start the balloon you require: -A source of fire. -A lighter. Upsides: Not as rare as a helicopter Easy to repair Able to reach higher heights Quiet Zombies or people with low tier firearms (Apart from the CZ500) can't get you. Downsides: The balloon part is weak, Sniper rifles and high tier weaponry can penetrate the balloon. Takes a long time to start-up. And when landing you must either deflate it or it will fly of into the sunset without you. Slow and vulnerable. Only 1 - 2 per game In conclusion a fun addition to the game would to add another airborne vehicle. Not only would it be fun to be higher than everybody else in a balloon but it would also be fun to shoot one down with a sniper rifle and watch the poor sap to fall and spatter across the ground into a thick red pulp.
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Emerge Gaming DayZ/Overwatch/Civilian/Trinity Servers | Dedicated Server Box | Custom anti hack | Active admins | Site/Forums | Custom scripts
Fuzzy Wolfy replied to VoidObject's topic in Mod Servers & Private Hives
You're near obsessive posting is enough to deter me from your server. I can already tell that the "active admins" are either you, or you and your friends, abusing your magical admin powers to do things such as spawn weaponry or vehicles. -
Best way to occupy yourself during sniping
Fuzzy Wolfy replied to poodude28 (DayZ)'s topic in DayZ Mod General Discussion
I go about collecting gear, or fixing vehicles only to crash them in increasingly hilarious ways. That or I go about looking for fresh spawns to help out - that is unless they decide to shoot at me first. So you know. Being productive, helpful, and having a good time that doesn't involve killing anyone and everyone. -
DayZ Role-Play Group: Now Recruiting!
[email protected] replied to NerdyOtter's topic in DayZ Mod General Discussion
1. Are you willing to start a new character in DayZ for the sake of role-playing? Yes, I am familiar with Roleplaying, and would love to do something like what you explained on DayZ. 2. Do you have a Skype account? Yes; collinisbossoveryou 3. Do you have a private TeamSpeak / Mumble / Ventrillo that we can use for the group (this is not required at all, but it would really be nice if someone had one that we could use)? Unfortunately, no. 4. What is your new character's full name (you can also use a nickname that you would like to go by. Please, make the nickname serious though, I will not accept any nicknames that are not)? Elliot McKennedy 5. What is your character's story (how did they get to Chernarus)? Elliot was on a (questioning) vacation with his girlfriend, Sarah, and her family consisting of two little brothers; as well as parents. The 26 year old, Elliot was always an exemplary young man; a gentleman, a genius, an engineer, an athlete, in school he had perfect grades; a perfect aptitude for about any profession he wanted, which brings the inquiry up of: Why the hell did he want to be a fireman, and a waiter? That’s right, growing up in Montrose, Pennsylvania was what made him attuned with the smalltime (and part-time) on goings of such menial jobs. Anyways, back to the how of his arrival upon this predicament: Elliot and Sarah’s family were driving two vehicles; both rental hatch backs, Sarah’s parents were leading until they accidentally ran into a shambling man (one of the undead), which sent their vehicle rolling down a bank into a treeline. Elliot had told Sarah to stay put while he went to check, her brothers freaking out in the back seat (John the youngest was seventeen while Louis was nineteen.) Elliot checked on her parents, but as he went to the bank he noticed that the man they hit wasn’t on the road, when he looked down to the overturned vehicle he saw Sarah’s father being dined on by the very man who had his knee bones sticking out; that’s when he heard it, Sarah’s scream he turned around only to see Sarah, Jack, and Louis out of the car being dogged on by a few strangers, he told her to take her brothers and run as fast as they could. Elliot had to consecutively down each of the enraged, crazed individuals; he couldn’t find Sarah afterwards, he hopes to whatever god is listening that they’re alive as of this moment. (Wherever I start in game is the location Elliot has wandered to. *Cherno, Elektro, etc*) 6. Do you have good microphone quality (very little background noise would be considered good)? Unluckily, my microphone is falling apart, so I am working on getting another one; however it background noise is limited to your standards, and it picks up my voice fluently (when it isn’t lagging, or screwing my day with it’s testiness.) I will be getting a much better microphone for use sooner, or later; definitely when I am enrolled into this group. -
Input: ( 3x rain in an Hour ) Output: ( Flash Flood ) Tools: None Fail Chance: 75.0 Enhancements: Destruction of camps, vehicles, players and zombies in low lying areas Action Type: Natural Disaster!
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Input: ( 2x Ghillie / 2x wire / 2x wood ) Output: (Ghillie vehicle cover) Tools: (Tool Box / Knife ) Fail Chance: 0.01 or 100.0 when vehicle moves Enhancements: Hide parked vehicles in woods from choppers Action Type: Camo?
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Im here to advertise my favorite taviana server Joeszombieshack! this server rules it has tons of custom scripts plus loads of vehicle spawns and base building. A few of the scipts include -bandit sarge AI -take parts out of vehicles -multiple skins for camo and soldier clothing and two diffrent ghillie suits. -many more guns -diffrent types of vehicles -abandoned military outposts "rest stops" some of the vehicles are great like the UAZ with a .50 cal on top or a vodnick medical armored truck. Me and a pal found a fuel ural once. IP: 97.101.92.100:2302 join me and survive taviana!
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Do You Regret Anything You Have Done In DayZ?
Hetstaine replied to Devon206 (DayZ)'s topic in DayZ Mod General Discussion
Running like a bitch. When i was heading up towards Berezino way, totally lost and looking for the coast to get my bearings. I broke free of some forest into an open field and heard a noise..a tractor was heading down a grass hill to my right and i was like..woooooah..it was one of the first vehicles i had seen..i didn't even know there was a tractor in game. Two dudes were running behind the tractor, i was like 'Yoohoo ! i'm over here guys !! hiiiiii fellow survivors !!' and just stood there with my mouth agape..the tractor moved towards me and then both guys opened up on me..i shit bricks and booked it back into the forest with bullets zipping all around me and managed to get even deeply more lost in a panic run to fuck knows where. -
You really are bringing this to the forums? We have had admins watching you guys all day because there was suspicious activity in the logs for you and 4 other players with you. We watched you on the admin map drive from base to base made by players with tents and vehicles and then you come on here and claim we banned you for finding the admin base, You didnt even have a helicopter so its not like you could just stumble upon the bases? We reckon you are using and ESP sort of hack because no one can go from base to base like you did. As for your little story about servers dominated by admins, Yes we did have scenarios set up for you to see if you were hacking, So yes we do dominate the server buy what do you expect we pay for the server we should at least have the authority to check for hackers no ? I dont even understand what you are trying to say with the whole "sth". But yes you have had a response.
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when i played on your server (june, 21. 2013 from about 4:00 pm to 11:15 pm) , together with 2 friends, we found the admin base.... at that time, [EO] Geohound and [EO] Woody were inside and the only [EO] members online. we killed Geohound and tried for about 20 mins to get Woody out of cover.... i went on a sniping position and one of my friends drove a uaz inside, woody appeared and i shot him. about 1 min later we got banned... i was the last one and wrote to the admin and he said sth about: " stop lieing to me, i can see your logs and that you use teleport and esn (or sth like that)" We did never use hacks in dayz. So all in all im pissed of all these servers, dominated by admins, whoose vehicles and gear you musnt steal and whoom u musnt kill. all in all.... adminpower abuse maybe there will be a response to my message, i d like to hear sth from other admins of this clan
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Hello dear DayZ community! I am a convinced and happy Dayz Player. Despite those hackers the game is pretty enjoyable. Anyways we found a new server ... The name 842 .. with the patch 1.7.7 ... the ip is 85.114.153.247:10800 So here comes the story ( im writing everything detailed so you guys see that i didnt come up with a rage story or what ever. ) After we found that server we were happy there were friendly admins on it. in the beginning there were only a bunch of guys on that server including the admins. We talked a little bit and after a few days of intensive playing we decided to create a base with all kind of vehicles. we found many cars and helis. also much stuff... And today we were flying over factory so we could get some industrial loot. my 2 friends were driving by motorcycle ... me and another friend by little bird. Our 2 friends on the ground and saw a group of players. one of my friends there saw a bandit guy there. he shot him ofcourse. the admins reacted and asked if it were us . we replied yea and after we realised that they were them we said sorry ofc since we wouldnt shoot those people. Well i offered them to pick up their friend to his corpse so he could loot his stuff.. they werent replying suddenly and my friends were under shooting. my friends realised that there was another group . they were eliminated quickly. after that a hacker logged in . We knew it since we had each helicopter and the hacker appeared suddenly ( he played like 5 min we never saw him before ... his name was Master) over factory. he was in the huey and shot my two friends. one of them died. i told that to the admins. i told them also he went offline. after that i went down with the heli and let my mate out there. i was on my way to pick up the dead one and then a shooting started again they told me . one was shot. the other was camping the corpse and he killed the whole admnin clan . 2 min later i wrote them that it was a mistake . and while flying they kicked me . kicked also my friends. i lost my little bird ( which i repaired 12 hours or even more since the spawn is buggy ... ) After all that they didnt really responded us . they were provoking and laughing Now my question ... can an admin on an official server do something like that without fearing any consequences? i mean they destroy the whole game. I love the game but losing my stuff on that way, a kid abusing his power ( hes not older than 16) then i have to say that this game wont bother me in the future... If this is the wrong topic then move it please. i have no clue where to gather help . so please i begg you guys. let them suffer for what they have done ... i have many people to give evidence to this case... even people who play on the server but i never play with... Thank you for the attention
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I'd pretty much echo what these guys are saying. In my many hundreds of hours playing DayZ I think I've only ever fixed up a vehicle at it's actual spawn point once or twice, TBH I've never even bothered using the DayZDB to learn the spawn points or bothered looking for them. If I decide I need/want a vehicle I just stock up on food and water and start hunting for camps. I find it more fun too with the added bonus that you'll usually find some tents on your travels with some sweet gear and you can't beat the rush of driving off in someone elses car. I pretty much usually do what Steak suggested. Head into the woods/hills west of Zelengorsk and zig-zag your way north trying to cover as much ground as you can. You're pretty much guranteed to find something, it honestly works every time on almost every server. If by any chance you don't have any luck then head up to Pobeda Dam and the surrounding area. Looking up there can take a lot longer because there's more ground to cover and lot's of places to hide camps etc but there's ALWAYS a few camps and usually a vehicle or 2. If you play on the same server frequently (which you should) start noting down coords of tents you find and so on. By sticking to the same server (if you play a lot) you can start to build up a really good picture of player habits and clan activity meaning that even as a lone wolf you can even the odds by using their camps to stock up when moving around. The key is just to take one or 2 things from each tent and only when you need it, that way they don't get suspicious and you can return there at a later date to check for new vehicles etc. Once you've got the locations of a few camps dotted around the map noted down you won't even need your own, you can be free as a bird and stop off at their tents whenever you need something.
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That has to be the most action I have ever seen on the coast in a long time. So many vehicles involved.
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Music, weather, and zombie farming for Standalone
SoulHunter (DayZ) replied to Farkinob's topic in DayZ Mod Suggestions
Ya know that the plane, the pics of which you gave, was just fine after the issue just like before that happened..? I'm kinda sure that the same thing would occur with a "gunship/chopper" lol.. =) But the "wind factor" I think would be more dangerous for such vehicles.. If there is a storm out there, you would then not really want to get into it with a flying vehicle lol -
Do you like the world? Want to save it? Maybe just live on it so you don't really like it but would like to save it so you and whoever you care about can go on living your lives because without a world you would thus be unable do carry out functions in which to live and therefore would be counter-constructive? Well then you're at the right place. This thread, right here, is dedicated to the Balota Buddies server group. You might be asking, right now, what does planetary endangerment have to do with Balota Buddies? Well, stop asking useless questions, and just TRUST ME. What is a community without trust? Moving on. --------- I believe that this community would be more populated if people had a push. So here it is; the push. Think of this thread as not mine, but the whole forums'. (Awwwwww :wub:) While being titled "Hell on Earth", Balota Buddies HQ is housed on the 13th Floor of Terror Tower in Disney World, Orlando, FL. Unfortunately, since power is not an option in such a place, BB engines that are used to run our equipment is fueled by the lost hopes and dreams of children who are unfortunate enough to wander that far off the ride. And you know kids, they're dreamers! Needless to say, we get a lot of power, though the problem is that all unused power from the dreams is squandered, so we're unable to sell the power back to the power company. This means we still need donations for our server to run. Our community though, is just too lazy to push you to donate, so don't worry, you won't be locked in a dark room in Mexico while beaten with a pillowcase full of onions (they keep us safe) and that security, I think, is what keeps our members confident, and encourages the ones who can financially contribute to do so. BusinessmanD' The extents of our terror and controlled locations stretches from the US (United States) to EU (Europe, primarily UK), and AU (Australia). The people who live in these lands are happy and are compulsive liars; if they tell you any different they are trying to gain sympathy and this should be reported to either Inception., Star, Delta, or Derpy_Hooves to be dealt with. We thank you for your cooperation in keeping our community safe. Servers are well run, usually manned by 1 or 2 admins at a time, depending on server pop. If not, you can count on the snitche- I mean the wonderful people who help clean out the trash- to report to admins and moderators. It leads to a very consistent world with the player base, as people develop habits such as medivacs or kill teams, and things can go as far as you can gather intel of personnel and even plot against them! You know, if you're a creepy person and you can manage to find a pair of binocs.... Though it's mostly between habits when the real action happens, and in that you'll prove yourself. Interesting about the consistency, too, there's often been times where a vehicle I find and lose one day will appear again in my possession, a few days later! It's always interesting, I'll give you that. Take your pick and team up, as this section of the Inferno has a Wasteland server, complete with server-side spawning (might still be in-development, but otherwise there), which runs very clean and fast. BB owns its own Factions server- a modded version of DayZ to increase playing as a group. Features such as custom faction skins and GUID-activated gates is on the AU Factions server. If you're a dirty American, don't worry, you fat, filthy pig! BB is working on getting a Factions server active for US! Cold winds have been known to sweep through occasionally, and the all too often scream of a player getting his/her guts ripped out by a bloodsucker. Namalsk is an option here, as well. Scripts are being worked on every day to enhance the DayZ experience, such as refuel scripts and taking the good car parts off of vehicles! There's a supermarket in Kamenka that is full of anti-depressants (to avoid the high suicide rate of that area), and there are scattered medical camps in remote locations. NEAF is now a hotspot with a total of -more than NWAF- barracks and is frequented by snipers. I'm not going to spoil it, just know that you'll learn quick what to do. Team up with regulars, make some friends, and have an adventure! Develop the world around you and take advantage of the consistency of the server. Safe zones, strongholds, and etc are all an option if you have the manpower and the know-how. I challenge you to change the face of this place! Make it ugly! Right now, all we have on are cute puppy faces asking you to join: ...oh, and... don't mind that last one... that's just Steak (& Potatoes).... Also, before I just ask you to do some random thing that you have no commitment of actually doing, let me start off by showing to you a short list of what everyone loves: rules. Rule #1- The cake is a lie. Rule #2- We don't talk about Rule #1. Rule #3- We don't talk about Rule #2. Rule #4- Respect, love, and hugs is our motto! Rule #5- Use common sense. Rule #6- The world is flat (so we may all be on the same 'level'). Rule #7- More on how things work, Balota Buddies has a system to make sure everyone is doing the right thing as they're doing it. Being in the TeamSpeak (ts.balotabuddies.net) is essential when playing on BB servers. Don't worry, if you like another TS, you can open BB in another tab or window and head over to the AFK channel while you talk on the other TS. Be sure to answer if someone needs you, though! Being on TS assures that players can be appropriately handled. Also, it ensures that, since one of the TS rules is that anyone in your channel is henceforth removed from your rampage of banditry and destruction (otherwise known as you can't PK your channel buddies), players have a chance to get into a safe zone from you. Or talk some sense into you. Etc etc. Side chat is enabled, but voice is not (allowed), and side chat has a sort of functionality replicating a bug zapper. It looks pretty, and you get closer, and all the noobs make funny noises as they fry at your feet. You'll see what I mean eventually. And so, if I've managed to keep you interested thus far I have done my job, and there is still more to be done, so I will continue to pursue in your interests! The purpose of this thread and the relevance of its placement is regarding the fact that I will not create a very long run-on sentence explaining what you must do while I write it out in my head as the mind-narrator progressively grows faster in speech with less and less air- *gasp* in which the purpose of this sentence is to inform you that since people need a kickstart to get into something, this thread introduces somewhere to hub, where new players can come into BB and not feel alone, and start amazing groups, whether it's RP, objective-based, or just fooling around! Or maybe you want to be a lone wolf and be registered as such? You can now have that title, if you just reply to this thread and follow whitelisting instructions. What I'll be doing is anyone who shows interest in this can PM me with their group or lone wolf "application". All applications will be accepted. They must include a wild, silly, wacky, or otherwise outrageous -relevance to topic is optional- name that is fun to say, a bio and/or list of objectives you have for BB included. A member list can be set up if you so wish, and to start off, I'll be asking the gracious members of BB who have a group to make their own bios and such and posting them here for you all to see! Pre-existing BB groups will be marked with a [bB] to see who has how much of a foothold in the wasteland. If you're STILL not convinced, then take a gander over to all the links I have to track down from the BB members of their wonderful videos displaying their wonderful personality and chemistry, as well as just what goes on in these servers. And if that isn't enough, BB is always looking for talent that can contribute, and will be sure to use resources you give them (if actually DO have the 'talent', not like the "mom-posted-your-stick-figure-drawing-on-the-fridge, good job" kind of talent). So make stuff for us! Anyway, the links will be here soon, I'll put down some of the ones I know without the permission of the authors, now.... We have our own meme's! (best to look at these once you've been in for a week or so) http://balotabuddies...-buddies-memes/ ...and pictures! http://balotabuddies...72-screenshots/ ...and imposing ideas! http://balotabuddies...-bb-propaganda/ Flaming Defibs (it's short for defibrillators, presumably) videos, here! Quite an unfortunate -and a little disappointing- of an event: Honey Badger Kill Feeds - I'mjustgoingtolinkyoutohischannelbecausethere'ssooomanyvideosforit!! http://www.youtube.com/user/fingerfelder Sumthin' About Factions Here! (by Nugo) The People of BB: Bill Nye the Science Guy -a few words from him: (More coming) Oh, gosh, I forgot to link you to the foothold of our operation, our site! (http://www.balotabuddies.net/) And if you're a bit of a dunce and forgot the TS.... (ts.balotabuddies.net)
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Looking For A Server/Clan My GF and I Can Play On Together
survivalgaming (DayZ) replied to K33K3RZ's topic in Mod Servers & Private Hives
You two are welcome to join my server, though it is a different version of DayZ called Epoch, which you can download through DayZ Commander. Epoch itself is a very interesting twist on DayZ, having a money system, base building, huge selection of vehicles to drive/pilot, ability to lock the doors of your purchased (using in game money) vehicles, different types of player skins, crafting, dynamic debri piles with loot that you can remove for more loot, and more. Everyone on the server is very friendly, helping each other, rather than trying to shoot each other in the back. We have a community camp where we stage out of, and have shared resources. There is no pvp, and no stealing, so if you have real life obligations to attend to for a few days your stuff will still be right where you left it, making the game not feel like so much of a chore. But don't think that just because there is no pvp it is easy. We have AI bandits which dynamically spawn based on player location, with places of interest having higher numbers of bandits who are more than happy to kill you if you aren't careful. Loot also only spawns once every 30 minutes, rather than every 10 minutes. We run 24/7 day currently because the AI bandits turn blind during at night, and we like the challenge. It is a whitelist only server, filled with people who go through a vetting process. -
Balota Buddies Whitelisted! AU/US(Public)/EU Servers Chernarus/Namalsk/Origins, Active Admins/No Abuse/JSRS/Custom AntiHack
Inception. replied to Kebab Remover's topic in Mod Servers & Private Hives
As bigdogsco said, our US server, US46, has now gone public! You now no longer need to get yourself whitelisted in order to play. The features [thanks Kebab for putting them together, below], for you new players who were unaware, include: Custom Scripts: Balota Buddies run a series of custom scripts on our servers to enhance immersion and quality of gameplay. Some of them are" Steal Skin: Damn, that guy had a ghillie, guess I better just TAKE IT FROM HIS COLD DEAD HANDS! Vehicle Scavenge: Steal full repaired parts off other vehicles and add them to yours? Ever feel like crippling someone's hidden car in the woods without gunfire? NOW YOU CAN! Steal that engine. Dynamic Helicopter Crashes: Hear that? Is that a helo?! CHASE IT. Every 15-20 minutes a random Mi-17/Huey will spawn and gravitate towards the area of players (within several large grids) before suddenly exploding and crashing into the ground full of loot and zombies! Or, for the more daring, they can be brought down with a single shot so get your Makarovs ready! Care Packages!: Some friendly government has airdropped in crates just packed full of goodies! Some have food, others equipment, repair parts, ammunition and medical supplies! Variety of Custom Buildings and Loot Tables: Some new barracks added to spice up the NEAF, some more at NWAF (to make it even more dangerous) and a few choice weapons that have been added in for fun. JSRS Jarhead's Sound Redeployment System: JSRS server key is active so if you have it then you can reap the benefits. Either search for "US46" in DayZ Commander or the in-game filter, or use the following details: IP: 184.164.146.210 Port: 2312 We hope to see some of you join us on US46 for an explosive time.