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Showing results for 'Vehicles'.
Found 41868 results
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Planet F8L Is starting *fresh*
JeffDetroit replied to SaraMichelle's topic in Mod Servers & Private Hives
The re-set server has sprinkled the vehicles and loot all over the map. It is like Christmas and Chanukah for lone wolf strolling. Though, I prefer to Pee Wee Herman it around the map (on a bike) for its ease in stealth and hiding it. Too bad you can't camouflage a military humvee with the fishing boat skin, it'd NEVER be taken! -
I just got an idea. It involves having a lot of vehicles, and I think realistically a lot of them would probably be in working order. So let's say all the gas tanks and stations are empty, because where are people trying to evacuate going to flock to? They need gas to get out of there. And everyone would be trying to evacuate, I'd think. So, not only do you have empty (or maybe a couple jerry cans worth of fuel if you're lucky) gas stations, but also roads leading out of cities that are packed with cars. Traffic jams, people leaving their cars and never returning. Think of the cities and highways in The Walking Dead. So, how do you get your gas? You have to siphon it from other cars, but only a small fraction of these cars have gas in them, so it would take a long time to get enough gas for anything, and would add some pretty neat atmosphere. Not sure if something like this would work out, but an interesting thought nonetheless.
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DayZ Overwatch Looking for new friendly players!
DeathlyHope posted a topic in Mod Servers & Private Hives
DAYZ OVERWATCH TeamSpeak Server IP: 63.143.52.202:9992 DayZ Server IP: 173.208.83.202:2362 Features: ========================================================================================================================= *Currently* Virtually Lag Free Custom Buildings/Towns Self Bloodbag - 6,000 blood, 20% Chance for Infection and NO Humanity gain. 24/7 Daytime - No Fog Guaranteed Skalisty Island Bridge Skalisty Base Raid - NPC group, Osprey as well as Supply Crates Custom Vehicle Spawn Locations Custom Vehicles *Most* Cars spawn in FULLY repaired. Bikes respawn on the shore every restart. Server Restarts every 6 Hours Customized Server Bases - Controlled Supply Crates & some vehicles Customized Loot Spawn rates Now Featuring HALO jump! Vehicle lift/tow working! Auto Refuel at gas pumps (NOT gas tanks, for now!) Admins are always monitoring Custom AntiHax Reasonable Staff We can never have too many Staff members ========================================================================================================================= Accepting server moderator requests. Join the Team Speak for more information -
A few starters.. Sus out people from a distance, watch how they interact with other players so you can decide whether they need taking out or a friendship can of beanz.. Set up small traps with items that someone will definitely come and have a look at, when they are down checking out the loot spring out and challenge them as to why they are stealing your stuff. Declare a village or area yours and then be prepared to defend it. Set up a tollpoint with hedgehogs and barbwire and charge people to visit Cherno/Elektro Fill the shops with steak, bacon, beanz and coke, declare yourself open for business. Become a photographer and snap happy pics of the dead. Start a heap of fires on top of Pik Kozlovka , set up a tent and wait for people to come by so you cab share campfire stories. Same as the bus service, run a boat ferry service for new spawns. Drive people to Green Mountain, tell them you are going to get some supplies from your tent and will be back in five. Never return. Stalk. Randomly throw tin cans at your victim making sure not to be seen. Stay unarmed, everytime you see someone, scream like a wild chicken, drop a can of beanz and run. Crouch on the road,,when someone comes up and wonders what you are doing count down from three..two ..one..ZERO! then sprint off shouting I AM WINNING !! Land your heli on the ball at Stary. Start a car lot, with spares as well as refurbished vehicles.
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159.253.145.189:3357 Got baned today by admin and I'm clean.. WHY?
OrLoK replied to Jarcik (DayZ)'s topic in Mod Servers & Private Hives
Hello there If its a private hive, it may well have its own forum or skype. Try hunting for that. A quick google reveals Zombie Go Home! - 500+ Vehicles / 20+ Heli / Custom Map / Extra Barracks / More Heli Crash Sites /Da 159.253.145.189:3357 - DayZ Server in United States There's a place to start. -
I think food should be as abundant as it is now, but hard to find like you said. As for fuel, well, I'd love it vehicles were more common but fuel wasn't.
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In my opinion, these kinds of vehicles have no place in DayZ.
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It is the best of the standard off-road vehicles in my opinion. If you play on Taviana 2.0, the tan HMMWV is slightly faster and holds more gear. On Chernarus I like the HMMWV for scouting and driving over wooded mountains.
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Standalone modding support
lipemr replied to [email protected]'s topic in DayZ Mod General Discussion
rocket didnt wanted the game to be easy, if you want an easy game, with 1000 vehicles, start with AS50 and this kind of shit, go create your own arma mod. And yes, private hives destroyed dayZ together with the script kiddies. -
Need A Good Server, Check This One Out!!!
zecele replied to taylorjust1n's topic in DayZ Mod General Discussion
The servers with a ridiculous amount of vehicles are getting repetitive its a survival game. -
Need A Good Server, Check This One Out!!!
taylorjust1n posted a topic in DayZ Mod General Discussion
In case you've never joined our server before, here is some information about it. IP: 109.123.117.178 Port: 3357 *300 Vehicles *25 Helicopters *Custom map (new added buildings) *Self Bloodbag (with 10% infection chance) *Vehicle disassembly (take parts off vehicles and use them to fix other vehicles) *Auto refuel (no more filling jerry can after jerry can, just drive up to a fuel station and refuel!) *Increased helicopter crashes (a new one every 8 minute) *Custom loot tables (new guns added to crash site loot) *Active admins (active administrators who don't abuse their power and are here to serve you) *Server events (hosted by administrators, these server events are a fun way to bring new community interaction to DayZ) *TeamSpeak Server - 85.236.100.96:14497 Our server rules are listed as you join the server. Enjoy your stay! -
[For SA] Player diversity and customization through skills
WiFiN posted a topic in DayZ Mod Suggestions
DISCLAIMER 1 - Don't go full retard! Read the whole post before posting! Interlude: So we know that Rocket realizes that progression through equipment has it's faults and lack of ceratin aspects requires implementation of skills of some sorts. Thus it's only a matter of time we'll see such system ingame. Though, as idea is still pretty raw, we are free to propose how we'd like to see such system. This topic had been brought up many times before with emphasis on different aspects from skill trees to classes. I'd like to make a breakdown of this mechanic and go all the way from problem to solution. Addendum 1 - Why in my opinion solely action-based method (do X action Y times to raise certain skill) is not a good solution: Existing issues We have to look into problems we have before adding something new. Thus, here is the set of issues such system should fix: Everyone is the same - in bad meaning. Everyone have the same chances for survival from the start, yeah. But in the long run, each player you encounter is just a meatball with some gear strapped on. And every time you play you can only vary your gear in a very small set of options: sniper\hunting rifles or automatic weaponry. Everything else just taken in regards of quality: backpacks, outfit, compas->map->gps, etc.. Endgame is dead end (boredom) - while sometimes progression through equipment is good, it has it's own problems. For example low life value: who cares if you die, if you can go from hobo to SpecOps in mere seconds (especially if you have a team and a car)? Second point: if you have your gear - you have nothing really good to do. You get bored and this stems into the next issue. Wretched player interactions - two previous issues form the last one. As everyone is the same, bored and have nothing to offer to one another, (except for their own gear) people sink into killing eachother. Some of them will stay that way no matter what, but many others would do something else if they could. Also - anything you can do, you can do on your own, so why bother working with anyone else? Things we should keep in mind It is not a simple task adding skills into such unique game as DayZ. It shouldn't break the feel of the game, so the system should suit the following requirements: It should not constrain you into the way you want to play - this has to be the main feature. In many MMORPGs for every class there is only one skillset that works, so players have to browse the forums and wikias, looking for the correct build, which is wrong. Instead, players should explore their own ways to play the game, . It should be simple and intuitive to use - the system should run in the background mostly so you can tweak it only when you feel like it. Any changes you do should let you shape your character so it suits your playstyle like a glove. Adjusting skills should make characters fit the roles the players choose instead of making them outright stronger - I assume that there is a decent amount of players here that wouldn't like to bother with skills at all. Thus, skill system has to let those players do all the basic actions without being totally outclassed by those who actually specialize into something. (added)Players should become more distinctive - We need more player to player interacions. Today the only thing you can't do on your own is a blood transfusion. If the skill system will be implemented correctly, players with different skill sets will actually be more interseted to socialize (trade, help. ... slavery) The system itself -Interface- DISCLAIMER 2 - interface and tweaking are proposed for convenience. Neither I, nor you like the idea of punching trees to get more strengh. This is the easiest way to keep the system both subtle and convenient. Don't like the menu's? Don't look at them and just perform actions. More info in the -Progression- paragraph. The whole system should fit in one window. Design-wise it can look like a page in a diary with scribbles on the sides that depend on the skills you have. It consists of two pie charts: Physical stats and Skills. Physical stats affect the way you play while scavenging\fighting. Want to be a one-man-army with an LMG, and all ammo\supplies needed? You can have it. Want to be a scout or a sneaky scavenger? You can tweak your character that way too. Haven't made up your mind or just not into edititng stats? Leave them as they are - you're not loosing anything. Physical stats pie chart has 3 dynamic sectors which are quite trivial: Endurance - defines your stamina while running long distances, how much you can carry without getting exhausted, and can define ability to withstand pain Dexterity - defines your dash distance, ability to land without taking damage or breaking legs, can increase crouch speed or just lower the noise you create. Strengh - defines your melee combat abilities, ability to run uphill, and may define flinging from recoil Skills affect all other actions which you may perform. Which? Depends on the mechanics SA will give us. Let's name which are quite obvious: Medical - abilities for diagnosis and performing medical operations from bandaging to surgery. Crafting and repairs - creating mostly mechanical items and fixing them, maintaining firearms and gadgets (if those are not destroyed completely). Mechanics and engineering - repairing and upgrading vehicles, setting barricades and building (in future). Survival and leatherwork - setting traps, making campfires, skinning and butching corpses, making bags and clothes. Cooking and brewing - cooking food (and remedies made of herbs) and making certain beverages (which can be used to deal with shock and pain, can clean wounds, and help recover). -Progression and influence on gameplay- DISCLAIMER 3 - any numbers and rates are subject for tweaking during the testing phase. Focus on the mechanic, not the numbers. Progression As I said, progression should mostly run in the background. Let's say each pie chart can hold only 100 points. So, you start with 10 points in each physical stat and 3 points in every skill. They grow slowly over time, so after approximately 5 days (several hours each) of playing (if you didn't tweak anything) you'll have both pie charts full with 33 points in every stat and 20 points in every skill. If you perform certain actions the respective skill will grow a bit faster, but nothing more. Thus, you neither can, nor have to farm your skills like in certain skill-dependant games we know (Elder Scrolls). It would be nice if you could boost your learning by using books if you spend your time at the campfire for example - that would work if crafting or cooking would actually take time. Influence on gameplay I'm not a fan of unlockable abilities so I see it this way: Let's observe influence of the medic skill on the gameplay with it's progression. (Once again. points here are not actual "levels" - you just start noticing the difference when your skills grow) At skill level 3 you are able to bandage yourself, but if the wound was serious you might start bleeding again or get an infection. You have no idea what most symptoms mean, what different medications do (painkillers and morphine are an exclusion) and performing any complex task (blood transfusion or bone setting) is a way for a disaster. At skill level 20 any complex actions are still very risky to perform. Though, you already know what certain drugs do and can recognize some diseases, but the chances of a mistake are high. So, unless something critical happens, you can deal with it. At skill level 50 you can perform all spectrum of actions, with considerable risk, though you are most likely to fix any mistakes you do. You can make a mistake, but you can trust your own diagnoses as they are most likely true. At this point you can call yourself a specialist. At skill level 70 you can do anything, being almost 100% sure it will work flawlessly. You can diagnoze anything precisely, knowing exactly what to use. Your actions spend less resources (cautery, bandages, etc) and let your patient recover faster (so bandaging returns some health, blood transfusions happen faster and yeld more blood, bones heal faster, etc..). As you can see, even having the basic skills lets you perform all standart actions. This way you can let the skills grow by themself and just notice how things are getting better. So, the whole system should let you either: 1. Master one skill (around 70) and everything else is just at basics, so you get everything else from others. 2. Proficient at two skills (around 45-50) for example medic+brewer benefiting from both, everything else being basic. 3. Jack of all trades in any combination you like. Addendum 2 - how player to player interactions should look like with this system onboard: -Control and tweaking- So you know what you need, eh? Setting up should be easy as well: You define the values you want for your stats and skills to be and let them grow to those levels. Death in this game is permanent, so distributing points every time you die would cause tons of frustration, so this way you can set those values once and forget about editing. Changed your mind? Easy as that - you just change the max values of the skills your need to the boundries you want and they start to transform slowly, rules described in the "progression" part are applied. (this represents the process of aquiring new skills and partially forgetting old ones as you don't use them any more) Benefits from the system Each player is unique - you can play as you want while skills\stats will complement your mobility and actions preferences. Making you anything from packmule to stealthy assasin. Playes have a lot to offer to echother - From now on when you see someone in the distance your first question will be "what can this guy do for me?" and not "what can I loot off of him?". There will be nothing dumber than shooting a skilled crafter or survivalist. System doesn't overburden the players - As you clearly see, the whole system can run completely in the background while you play. In conclusion: I hope we'll see such system in game. I'm looking forward to your comments and suggestions. If you like this concept - please, relay it to the devs by the means you have, be it twitter, reddit, or PM's. P.S. Please don't push on "but teh zombahs will be fixed and will fix everything" argument. Yes they will be fixed. But if the only thing a player can't do on his own is a blood transfusion - we're not even a step away from fixing the deathmatch issue. -
Found one (HMMWV) last night on an offical server. I was on a ATV running the north and west borders looking for camps and stashed vehicles. Found the hummer northwest of Lopatino. Not sure if it was a fresh spawn or abandoned by someone else. Was missing all 4 tires but otherwise fully repaired and fueled, with 5 full jerry cans stored in it. Was out in the open, not concealed in trees, and no camp or tents anywhere near it. Random chance did not favor me and It took me hours to find 5 tires and get back to it to repair it. Storage sucks. I can store much more in the ATV. Hummer storage is mostly Jerry cans and spare tires. (Never go anywhere without a spare tire or two) It handles well on and off road but it's width can be a problem getting around road blocks. Fortunately it's durable. If you can't squeeze between a road block and a fence, you can just knock down the fence. Got me from Lopatino to Berezino on one tank of gas, via Komarovo and following the coast highway the rest of the way.
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I'd like this. It'd be better (I think) if any working parts were salvagable from all vehicles, and the scrap yard was like a vortex for wrecks.
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NEW DAYZ SERVER LOOKING FOR SOME BANDITS TO JOIN!
GrizzlyJuan posted a topic in DayZ Mod General Discussion
The server has Auto Refuel, 1k Vehicles with 15 Helicopters, 24/7 Day, custom buildings and weapons! Where looking to start a community and find some regulars to start doing some server side events! 192.31.185.208:3340 -
Thanks dayzee :). I'll do some bandit hunting when I get home. relating to he ural, he didn't steal it - I had our vehicles in a bad place and he said he'd move em - I had to go to work then and he wasn't in when I get back. He should be on whan I get home today. He also seems to be a nice guy overall - didn't mind when I crashed our chopper LOL
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No DevBlog this week but here is some screens
Raventhorn replied to rocket's topic in Mod Announcements & Info
Ah, great, thanks for verifying that :) Will end that discussion as it is moot.... We driftet from helicopters not beeing in the SA at the start. Vehicles was more a hypotetical. Completely agree :) But you have to remember that alot of players now spend end-game on repairing and maintaining a vehicle of some sort. And it becomes a VERY large part of their gameplay. As I said here: "The buyers" as in, some people will consider it. (not me btw). But the focus here was more on helicopters. As I never heard of no vehicles anyway. Best Regards. -
No DevBlog this week but here is some screens
Fraggle (DayZ) replied to rocket's topic in Mod Announcements & Info
You both make great points but it's a bit of a moot discussion because vehicles WILL be in the game. The only thing we're unsure of as yet is if they will just port the old ones in and then remove them to overhaul further down the line or not include them at all to start with and then add them further along in development. -
Info: We at the Oddballs Clan have recently started to get into dayz and are really enjoying the game however one of our major issues was the amount of servers that are abused by admins and because of this we decided to get our own server. We are trying to build a mature, enjoyable and fair environment for everyone. Please join us at (all Welcome): Server Name: The Oddballs Clan [500 Vehicles] [Towing & Striping] [knockout] [Chernarus - Clear Roads] (1.62.103419 / 1.7.6.1) (www.theoddballsclan.com) IP Address: 37.130.229.180 Port: 3357 Scripts: Towing Striping knockout Clearroads Auto Fuel (At Gas Station) Possible more soon Rules: No Spawn Camping No Cheating / Hacking (Instant Ban) No Abuse / Racism (Instant Ban) No Chat Spamming We are also open to suggestions / ideas on the scripts run on our server so if you would like to see something else implemented then please let us know at www.theoddballsclan.com) Please join us all welcome and have fun. The Oddballs Clan www.theoddballsclan.com
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No DevBlog this week but here is some screens
AnarchyBrownies replied to rocket's topic in Mod Announcements & Info
I don't disagree with this at all! I can see how it would be harder in cars... but given the fact that I didn't use them all that often, perhaps you can enlighten me on one bit of context. Vehicles were mostly threatened by powerful weapons were they not? And powerful weapons were also something that became proliferated. But I mean if there aren't as many powerful weapons in the game, and ammo is more scarce, are people going to be going on the offensive on moving vehicles as much? In other words, will they be bullet magnets or something that people hide from or just ignore? Beyond that question though I completely agree with your post. Even for someone like me who navigated on foot it was exciting to see a vehicle because that usually meant that person was more of a threat. It meant they were probably more advanced than me as far as the weapons they had in order to stay alive long enough to find all the parts a car needed, or they were in a group, or both. (Although it could have just been that someone came across a completely healthy car and went bombing around for a while). The group dynamic of getting a vehicle together is an excellent reason for them to be in the game. Either way, I definitely think they need to be there at some point... but to not buy the game because they aren't there at first is a tad ridiculous. It's a rather narrow minded reason considering how wide open this game is as far as what you can do. -
No DevBlog this week but here is some screens
Raventhorn replied to rocket's topic in Mod Announcements & Info
The vehicles is not needed, they provide an extra element. Using them makes alot of noise and you are easy to spot and take out, you are actually safer on foot. To me the game becomes easier and more dull without them, not because I want a vehicle myself but the fact that they are ingame provides something groups can work for. Working together finding parts, fuelling, trying to steal other vehilces and be able to actually meet other players more then every 45- 75 min are important to keep the game alive. Navigating on foot is MUCH more easy, you have alle the time in the world, you can even alt-tab and check out stuff, do that in car with 70-150 players online and you will most likely have troubles. When the game came out I never even saw a car for several weeks, that`s beside the point. I knew they where there, and it fueled alot of my efforts, and decisions "should I keep this tire in my backpack?", "should i check that town even if I have all I need?" It is what they add to game in form of decisions and conflicts that makes them valuable, not that you can drive around the map. But as you said, that is your opinion, and this is mine :) Best Regards. -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
U.G.N - Jedi Panda replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
http://dayzmod.com/forum/index.php?/topic/138174-ugnetworxeu-%E2%98%A3%E2%98%86%E2%98%85%E2%98%86%E2%98%A3-ultimate-origins-%E2%98%A3%E2%98%86%E2%98%85%E2%98%86%E2%98%A3-events-max-vehicles-fresh-database-4hr-daynight-cycle-512-slot-teamspeak-join-now/ :) -
No DevBlog this week but here is some screens
AnarchyBrownies replied to rocket's topic in Mod Announcements & Info
I don't know how common or rare my opinion is but I could care less about vehicles in the game. I'd like them in at some point, but I'd be quite happy with a bare bones survival experience. It's much more difficult to navigate the game on foot than in a vehicle. In the mod I almost never used vehicles. I found it more exciting. That's just me though! I definitely want to see them at some point but if people aren't buying the game because vehicles aren't in it then people are buying the game for the WROOOONG reasons I think. I think a lot of people are forgetting that when DayZ first came out, vehicles were fairly uncommon. Like you didn't see them or come across them all that often. I never played any other mods of DayZ but I think eventually vehicles became proliferated on a lot of servers. But for the first while that DayZ was played, the main focus was hardly on vehicles or even helicopter crash sites. I'm happy with the game returning to that for a little while, especially considering that zombies are more of a threat!- 912 replies
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New Players needing friendly server...Come join us
BigBennyLava replied to taylorjust1n's topic in Mod Servers & Private Hives
Hi fellas, thank you for the promotion Taylorjust1n :) Much appreciated. Our primary advertisement page is here: http://dayzmod.com/forum/index.php?/topic/138111-augmented-dayz-survival-custom-map-self-bloodbag-300-vehicles-25-helicopters-auto-refuel-disassemble-vehicles-custom-loot/#entry1351624 From there you can keep up to date with all of our server changes and upcoming events. Hope to see you all there! -
New Players needing friendly server...Come join us
taylorjust1n posted a topic in Mod Servers & Private Hives
To any survivor looking for a good server to join, here's one you won't be disappointed with. The Augmented DayZ Survival Server is a place you can call home. In case you've never joined the server before, here is some information about it. IP: 109.123.117.178 Port: 3357 *300 Vehicles *25 Helicopters *Custom map (new added buildings) *Self Bloodbag (with 10% infection chance) *Vehicle disassembly (take parts off vehicles and use them to fix other vehicles) *Auto refuel (no more filling jerry can after jerry can, just drive up to a fuel station and refuel!) *Increased helicopter crashes (a new one every 8 minute) *Custom loot tables (new guns added to crash site loot) *Active admins (active administrators who don't abuse their power and are here to serve you) *Server events (hosted by administrators, these server events are a fun way to bring new community interaction to DayZ) * Team Speak Server coming soon... Our server rules are listed as you join the server. Enjoy your stay!