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Found 41868 results

  1. Vehicles are working fine. Not a single item on NWAF, what planet are you playing on loL! ?
  2. Vehicles are working fine. Not a single item on NWAF, what planet are you playing on loL! ?
  3. _Anubis_ (DayZ)

    We need a completely different loot system

    100% agree. That kind of 'randomness' is simply a cheap trick to increase artificially the challenge by having un-avoidable "Oh shit" problems such as "once every X times a Z breaks your legs" - "once every X times a Z will infect you" - "once every X times a Z will knock you out" and so. That is only annoying to say the least. My concept of 'randomness' refers to the loot system: I simply do not want to have a system that I can defeat in one hour always with the same, foolproof pattern (hit a barn - get hatchet - hit a supermarket - get food and tools - hit an hospital - get medicine - hit a fire station - get a nice weapon. Endgame, now boredom). For example we could have immaginary "convoys" moving from place A to place B or Chernarus (A and B random) leaving a trail of items, trash, half-repaired vehicles, bodies and so on. The player would have to work hard to find signs of those convoys and once done, follows the signs hoping to find something good. Another thing could be (I think already suggested) a large group of wandering zombies moving again from a random place to another. Anything that adds different scenarios and additional "real" challenges to the player to survive. Wild/hostile animals (another suggestion already seen). _Anubis_
  4. Best vehicle moment... This is embarrasing. I was playing with my group of 4 people a while back and we had a UAZ. We were driving around cherno and elektro and fixed up the two atv's on the mountain. Because I'm (Normally) a good driver I drove mine down fast and my friend got stuck with his so I went over to try to help him flip it with my ATV. Long story short 1 atv blows up... Then I drive the other one down and manage to flip it next to a tree so it was impossible to unflip (Back in 1.2.6 or whatever it was you could flip it by turning the wheels and backing up for a good 10 minutes:D). Sad we get back into the UAZ and start heading back to base with me driving as usual. Because of my somewhat shittier PC and the 100km/h speed, I don't see a rubble pile spawning and don't have time to fully avoid it so the car flips, but luckily all of us make it out alive. Lost 3 vehicles in 15 minutes.
  5. Come join Queen City Zeds! TODAY ONLY you will spawn with premium loot including an Alice Pack, toolbox, Uzi, Tent, and GPS on top of our normal loadout. Did I mention that we have over 250 vehicles including 10 choppers? Join our server and take advantage of some better gear before this opportunity ends! ~Queen City Zeds~TODAY ONLY Premium Loadout *24/7 Daylight*250+ Vehicles*Starting Loadout*Increased Heli Crash Sites 184.173.146.24:3408
  6. Good to hear guys, we have had some further improvements to the DB, KoYHosting have been working very hard to make our server better than the rest, currently our starting loadout is set to: Makarov with 3 Clips Bandage Flashlight Morphine Courtesy of KoY, we also have been given a free increase to 60 players, i've spawned some more vehicles to deal with the extra player demand, currently we have around 8-10 regulars on teamspeak :) Thanks
  7. PuRe DAYZ

    Repairing vehicles doesnt always work?

    someone help me please when i try to fix a vehicles it will not come up with a option to repair is thier a toggle or something to enable to see the option please help {cheers}
  8. 146.185.30.234:3340 or Konvictgaming.co.uk 200+ Vehicles Admins Online always daylight seems like a good server to me
  9. Camouflage nets. With those you can hide your vehicles from other players.
  10. Something happened with vehicles. Some of them (50/50) are unfixable. We've wasted a lot of time and parts trying to fix multiple helicopters, cars, but it fails. Loot is messed up too. No single item on NW Airfield. 8 binoculars in market, 12 backpacks in school (office).
  11. Welcome to our server ! Hope you enjoy it ! This is alpha ;), there is this bug on this version of DayZ, it ll be fixed in the next patch. Every single player who want to repair vehicles have to get in before (on pilot), then you can repair it.
  12. Add toml.1993 on Skype or PM me! I can send you my TeamSpeak details in a Private Message. Thanks guys. Hey guys, a bit about me: 19 years old From the UK Got a microphone I have my own Skype/TeamSpeak Server Online regularly (I have a week off work, so I'll be on loads) I'm only looking for a partner or a small team, I'm really not into clans, I'm more into actually getting to know individuals as opposed to being part of something 'bigger' I'm not a huge fan of Private Hives. Don't get me wrong, I'm not a hacker or anything, but Private Hives tend to give me less FPS as there's usually tons of players, and I can't be bothered waiting several hours to be accepted into one. There's plenty of Public Hives with anti-hack tools anyway. I only like playing the Chernarus server, possibly more in the future, but preferably Chernarus A bit about my playstyle: I'm neither overly friendly, nor a bandit. I'll be friendly to people, and get backstabbed; then when I try to be a bandit I'll end up finding decent people to play with - It's a vicious circle, haha Depending on the circumstances, I will shoot on sight. If they're armed and they notice me, I will usually fire unless they call out 'friendly!' on microphone/chat. I love getting into trouble. Sniping over Sniper Hill - Check. Stealing people's vehicles - Check. Stalking people and waiting for the right moment to attack - Check. Pretending to be friendly and then backstabbing people - Check (don't worry, I won't do it to anyone here!) I can be incredibly patient when necessary. I can happily sit in the same spot for hours, waiting for people to come into my line-of-fire. I find that just as fun as mass shootouts, etc; potentially more-so. I find it incredibly exciting to observe a location, just waiting for an unsuspecting target to grab my attention. I have a Bandit Skin, with -50,000 humanity (or at least that's what it said before they removed the overlay) I mainly stick to cities, though I love exploring, too. It's even more suspenseful when you see another player out in the middle of nowhere. You start to question why they're there, whether they're a threat, etc. I'm naturally the leader-type. I'm quite shy to begin with, though I feel I can lead a team quite well. Not even necessarily a team, but if I'm playing with another person/small group of people, I naturally just become the guy who says what we should do next. I'm more than happy for someone else to be leader. It's not like I crave leadership or anything like that, I don't even think there should be a leader; but most people I play with just seem to be happy for doing whatever. They don't really have much incentive to do anything, they just do whatever I'm doing. I'm really looking for people who have set goals in mind, however psychopathic they may be. :P What I'm looking for: A partner or a small team People with microphones People with Skype/TeamSpeak/Mumble (I don't own a Mumble server, but it's installed if you Host one) I'm looking for players who are outgoing and confident. Not overly confident, but I hate awkward silences, I want us to be able to have a laugh. I'm kinda looking for players who don't have much of a conscience. I'm not looking to be a Hero anytime soon. The more psychopathic, the better. I don't mind teaming up with random people we find in-game, but if I have some decent weapons, I don't want to risk it. Looking for someone who's quite patient. If you like sniping, sneaking up behind people, stealing vehicles, all the better. If we see a group of people who we want to kill, I'm looking for people who know about different tactics, such as flanking, etc. I'm looking for someone who doesn't hesitate under pressure. Sometimes people tend to make mistakes when they get fired at. If you can remain confident in extreme circumstances, that's ideal. Apologies if I seem a little needy, I like being immersed into games, and I'd love to find like-minded players who are looking to explore, talk and have a fun time. If you've got a different approach to what I have, that's not necessarily a bad thing at all. I'm up for anything. Add toml.1993 on Skype or PM me! I can send you my TeamSpeak details in a Private Message. Thanks guys.
  13. Zionist Wabbit

    We need a completely different loot system

    This is the current idea being implemented within DayZ: SA. The entire basis of a server-side Loot Table is gone. Weapons will spawn in logical places, such as Hunting Rifles in Hunting Sheds or Rural Houses, Military Rifles within Military Outposts' or Military Vehicles. This will fix the problem you're having by spreading the 'wealth' of certain places around the Map rather then tiny pockets. Want food? You can't just walk into a Barn and expect perfect Cans of Pasta; You'll need to look for a delivery Truck, or a suburban House with stocked Cupboards.
  14. [GB-UK PRIVATE HIVE - HOME TO THE DEAD HORSE WITH PARTY HAT CLAN SERVER DETAILS KEYWORD - DHPH IP - 5.63.147.44 PORT - 2532 Just a quick server post to point you guys in the way of our server, if you are looking for a well run dayz server with NO ADMIN ABUSE, then please join our server, it is hosted by the guys at dayz.st who only host dayz servers and offer great service VETERAN SERVER GMT-5 125 VEHICLES SPAWNED IN GAME ACTIVE ADMINS - TO KEEP HACKERS AT BAY ROLLBACK FEATURE - IF HACKERS COME ALONG WE CAN ROLL BACK THE SERVER MAX PING - 350 EXTRA BUILDINGS Various camps added around the map Custom Vehicles EVENTS Thankyou
  15. hiya. i have just updates the main page. still worrking on adding vehicles atm but just wanted people to know its switching to rmod2 :) Hiya. have edited the first page. thank you :) would love any input you have and i like the sound of what your talking about so far :) although would be great if you have some knowledge in scripting as i do but would be good to have some one else to chat to about it :)
  16. We have now Added Rmod2 on server this will allow us to add extra vehicles and weapons to our server for more interesting game play. At present we are still updating the vehicle list so things should all be sorted by the end of the weekend you will need to install Rmod2 on your PC to join server. here is the link to download: http://offgaming.us/rmod/download: http://offgaming.us/rmod/download
  17. Theres currently a bug that causes problems when trying to refuel or repair vehicles, To get around it make sure only one person is trying to do the repairs and have that person get in and out of the drivers seat between each attempt.
  18. Without having my vehicles disappearing in thin air, having a guy run 100kmh into down pushing a broken car with no wheels and run me over, and having my body suddenly become controlled by other players? I'm hopping servers all over the place, but there is no respite. What's the point of playing this game when success makes you a target for cheating? I mean, I heard this game had issues, but I never thought it would be this rampant and actually affect a lone wolf like me. Is there something I can do?
  19. I started playing Dayz again after having been away from it for a few months and I have a couple of questions. Is there any way to check my humanity and what is the fastest way to get it up? I want to get rid of the stupid bandit skin. :( Do tents and vehicles save properly now? Last time a played tents either duped everything or they didn't save at all and vehicles would save with no fuel. How's the hackers? They were running rampant a few months ago.
  20. Developer Presentation and Q&A (Sunday) Shows off the female character, inventory, a look at the new map, zombie animations, pathfinding and a Q&A (transcribed below) Q: Are you planning on having any infected/zombie animals? A: We're having a problem with animals at the moment so we actually have to go back and reanimate them, so with animals we've done a deer at the moment. The other side of it as well is we want to look at the plausibility of it, so Deans brother is one of NewZealand's leading virologists specialising in influenza and he has written us a huge design document for our virus so we can make it plausible and we need to determine whether animals are even possible to fit within that. Q: Wait, so you have a virologist on staff? Does that mean you have plans for how the infection came about etc? A: We have discussed as a long term goal that we would like to have something where you could look into the virus but that's not something we are going to look at until much later in the year. Q: Are servers going to be able to decide if they want first person only? A: I saw there was a big discussion on Reddit last night about first person and I'm sure everyone knows that is something that has been quite highly discussed. I generally play in first person but i can see if someone is streaming it they want to play in third person particularly now with the clothing system because you sort of want to show it off, when I played Skyrim I used to always play in third person because i wanted to see all the stuff my character had. I was really tempted early on in the development to disable first person but we are probably going to adopt something similar to the mod where you have the capability to have both first and third person and we are going to allow the server owners to change between it. I think there are some really compelling arguments on both sides and because of that removing it at this time is not a good idea. There is a really compelling argument for it being there and I can see the other side as well so given that it would be a bad idea removing it, so yes. Q: I've noticed there has been a lot of attention on the south and east coast, are we going to see any additions to the mountains up in the North? A: What we have actually done is purchased new satellite data for the map so we are redoing all the base texture data so that's going to be of much higher fidelity, if you see the distance visuals they will look a lot better (assuming you have a reasonable computer) Ivan Buchta (one of the devs that was imprisoned in Greece) has proposed that in the Northern area (Chernarus is based on a real area in the Czech Republic) we expand it a little bit more based on those areas in the Czech Republic. We also have an artist who has created assets to be used in the woods like troughs and animal feeding posts etc so that adds more details to an area that is otherwise a bit sparse. There is a lot of wasted space up in that northern area so that is probably one of the bigger areas we plan on expanding but that's probably going to take another month or so before we will see that and we will cover that in a devblog later on. Q: Do you think you will ever have players spawning with a weapon like how you used to spawn with a pistol in the mod? A: Well, you are going to be spawning with fists now. That was really a tough time in the mod as it had just started to get really big and although we always had the intention of removing the weapons we thought everyone was going to be really upset due to the fact that DayZ was just exploding so I was kind of surprised how well people took it. We did speak about it at the time and we were hoping it would foster better relations between players so you didn't have players just killing each other on the beach to get more makarov ammo so they could kill more people on the beach. We also talked about doing classes where you could spawn as a police officer or something so was some kind of back story for your character but we just felt that is was too dangerous and one of our prime directives is that we don't want to tell players how they should play the game so letting them come in as classes or something like that sort of forces them in to that play style. I can see what you are saying as it's a real barrier for new players not having a weapon but I sort of hope that fists will alleviate that. Q: Are you still planning on having fortifications in the standalone? A: We had a problem with fortifications in the mod because the world filled up with bags of grief and wire and I am glad we had that experiment as it made us realise to have the grand base building we wanted we were going to have to deal with a whole bunch of congestion issues. We do want to do some kind of fortification though so we have been looking at buildings having set points where you can barricade the doors and stuff like that with wood and hammers etc. I think we will do some limited fortification above ground but below ground is really where we are going to end up doing a lot of the stuff simply because of congestion. It's the same thing with player notes, writing notes, creating books and stuff like that it's that if we have them always persistent in the game world then the world eventually fills up with rude images drawn everywhere. I remember NewYork3 already had giant penis made out of sandbags at some point :/ Q: Is there anything that you miss from the early days of the mod? A: I definitely miss the early days of the mod, I still remember when we did the first big game with CHKilroy and the ShackTack guys and that was the first time we had 50 people in a game, the whole server was full and it was really glitchy as heck like really bad, and I think it's easy to look back and say how awesome that was. We were talking about it with the Multiplay guys who provide a lot of the servers about how bad it was at the start, we would open up fifty new servers and they were instantly full and you would have to wait hours to get on and then you would find yourself bugged out in the middle of the ocean because you put on a ghillie but it was still great. I do miss that vibe at the start but kind of realised we had grown beyond that but I do feel like that vibe is coming back with the standalone but only time will tell if we achieve that. Q: Are there any lessons you have learned from WarZ? A: I think not just us but a lot of people have learned that you need to be really careful how you release an alpha on steam. So we are really concerned how it's going to go when we release the alpha, obviously everyone that follows DayZ knows what to expect but the people who don't are just going to see it on steam and think it's going to be awesome then load it up and find something is broken. Managing expectations is something we haven't done well and we are trying to do better. I don't know whether the early access program is going to be able to fix that or whether we decide to sell the initial steam keys through the BIS website and then just having massive warnings everywhere and a bunch of screens you need to click through warning you to make sure the people buying it know what to expect and are prepared for the bugs and glitches, so for me that is the biggest thing I have learned. Q: Are you planning on adding any climbing aspects to the game for rock faces and things like that? A: We are quite jealous of a lot of games in terms of what they can do with their animation system and things like that, VBS which is the military variant of the ArmA engine has some really cool stuff for repelling and stuff like that. We looked at some things but because the game world is so big every time we change something or add something new in we have to go back and look at every building and this is the issue we have with loot at the moment where we have to go through and configure where all the items are going to spawn in a building which is very time consuming and as well with the zombie AI when we change the interior of a building we have to go back and define where the zombie AI can go so I think it's just one of those things that we have to get the alpha out and let the community test it and we will get very good feedback as to where we are and have a good picture of what we need to do. The experience is very different when you are playing it outside of closed testing so that's the time when we will look at climbing. Q: Have the zombie movements and how they run been changed in the standalone? A: The zombie run and animations is something we have spent a lot of time on and it's only at about 20% of where we want to be with them at the moment and it's something we are just going to have to keep working at, having them server side has definitely helped with that and I think the real issue with zombies is the way they were attacking because they had to stop to play their animation to attack but we need to have the animation work while they are moving. We were talking to the Chivalry guys last night and one thing that is missing is the sense of momentum of when you are getting hit. So we are looking at masking the animations being hit into the player so if you are running along and a zombie hits you, you will sort of feel the impact. It was fine in the mod because it was a mod but for the standalone it needs to be more professional so that's what we are playing with at the moment. In the last devblog we showed that they don't zigzag any more and that alone has made them much more scarier when they are running straight at you. Q: Optimization wise how is the standalone going to compare to ArmA II? A: What we are aiming for is similar specifications to ArmA II, we haven't announced anything yet because we can't guarantee anything yet, that's something we are going to have to look at in the alpha. So many people use different setups nowadays so it's really hard to give a base standard but because we have gone to the server-client architecture it means all the ray casting for the zombies, decision making etc has been moved to the server now so if you get a good framerate when you just jump in to the editor then you are going to get a much better framerate in the standalone, if you have a bad framerate in the ArmA editor then you probably aren't going to have that much of a boost, you will still get some increase because we have gutted so much stuff out of the engine that we didn't need to use at all though probably. Q: How do you plan to deal with players logging out in instanced bases/underground tunnels, caves etc and switching servers, will they just spawn above ground? A: As we mentioned yesterday, the underground base building system is not something we are going to look at until much later in the year (possibly around December) so if bases are going to be tied to a server or linked is something we are going to have to look at and that's something that will likely be decided by the programmers in terms of what is possible. Q: Are you going to allow custom modding in standalone? A: Initially no, we want to try and do everything we can to limit hacking and a side effect of that is restricting modding which is slightly hypocritical since we came from a mod but it's something we have to do, ideally we would like to have some way to implement mods and such so we can have user created content but how we can do that is something we will have to look at much later. Q: I know zombies are now handled server side, are you ever planning on having some cities filled with thousands of them so you essentially have to team up against that? A: The main issue we have with that is the more zombies we implement, the more resource intensive it is so there is a limit to how many zombies we can implement. Moving to this new client-server architecture means that more zombies are possible but do we use those resources to vastly increase zombie numbers or do we do something else that may be more beneficial for the user experience. Q: Since zombies will be spawning server side, will you be adding anything else to to alert players that others are in the area like how zombies indicate that in the mod? A: Not that we have planned. It's going to be based on what you hear/see in-game. As for the zombies, they are going to much more of a threat because of the new animations and pathfinding. I always just used to run around buildings to lose them but that no longer works as they are able to keep up with you much better. Q: Have you ever used the Reddit Rescue Force and what do you think of implementing things like that? A: I haven't used them myself but I think that is an amazing example of the game and having these opportunities in the game is really important to us but it comes down to our prime directive where we don't want to force any particular playstyle, punish banditry etc. So we just want to set up a bunch of tools and have them function correctly and people will adapt and I think the Reddit Rescue Force is an example of an attempt at that. I guess sometimes we have gotten involved in player behaviour but we would rather just build the tools. Q: Stuff like that is awesome but there is no regret from banditry because it works, you get all this free stuff. A: I think the potential for loss transfers the sense of value. Dying gives you that real sense of loss of your character and so you value it, there is no real reason why you value it but I think emotion trumps reason and that's why that makes sense. We appreciate that the risk of being shot makes DayZ what it is but particularly with learned mechanics like doctors and mechanics and things like that it gives this real social interaction and we want to explore that but I don't think it's going to work the first time around. Someone messaged me on steam after the panel yesterday and asked what's happened to the humanity system? I always said I think the humanity system is broken but we need to do this alpha first and then go back because everything needs complete rebalancing. We aren't going to get involved with player interactions, we are just going to make the tools as best we can. Q: Are we going to be able to craft melee weapons, for example a broom + knife to make a spear? A: I'm glad you asked that so in terms of attachments the first things we are going to deal with will be stuff like the head torch, batteries etc but we are also looking at crafting attachments, I don't think we have a broom on our list but we are looking at doing improvise weapons as well as attachments. Q: Why did everyone throw their washing machines out into the street when the zombie apocalypse occurred? A: There are some really funny cartoons about that, I guess when I was making it I wanted Chernarus to feel really derelict and I am heavily inspired by movies like the road and DayZ really hasn't had a lot of time for it's lore but I kind of like that because it focuses the players on their own experiences, so there is no manufactured story only players stories. The simple answer is that was the only model I had. Q: Is there any plan to have AI NPC's? A: I'm not big on AI NPC's/companions etc. Early on in the mod I wanted to have end game be something where you could find a vehicle and then go and rescue NPC's but I think that is way too gamey for what we have. Our CEO Marek is really into NPC's so we are building DayZ with the ability to have that built in but I am not really interested in so it might come later but it won't be something that I put in. Q: I was wondering what you thought of the other maps and versions you see in the mod, lingor etc? A: I think the community maps are awesome. At the moment we don't know what to do about DLC and stuff like that, if you have paid DLC then it splinters your community as not everyone wants to go and buy the map so how do we extend beyond DayZ? Additional maps cost a lot of money and a lot of time to make especially since the maps are really huge. I think the experimentation the mod has taken with hundreds of vehicles and weapons was good because we figured out what is good and what isn't. You also have other mods for ArmA II like Wasteland that have taken some of those experiences and made a much more refined version out of it so I don't think we are going to be doing stuff like that in the standalone but it's great that the mod explored those things. Q: Where are the dogs? A: The dogs are development hell, so I was developing them for ages in the mod and put a lot of work in to them but realised the standalone would never come out if I was also working on the mod so I stopped virtually all work so we handed the code over to the modders and we both thought they were going to get it done but they still don't have it done, it's still in the plans and we have done quite a bit of work so I don't if they are going to make the initial alpha but we want to get them done eventually. Q: Are there any plans for an inland rivers? A: We have talked about it a lot. We would love to do it but in order to get water functioning in ArmA it is sort of flat like a plane, below that is water and above that is not, the ponds are sort of a hack, they are an object that functions as water and that kind of doesn't allow us to do rivers as you need to flatten the terrain and stuff like that and it becomes an issue but it's something we are interested in doing and we would love to see it in but it's just so much work. It's not just technical limitations, we want to do fishing and things like that similar to hunting and we are hopeful but there are a lot of technical limitations. Machinima - Interview Q: A little over a week ago you released your latest dev video and we saw some stuff on that, can you recap some things you talked about for those who haven't been following? (Zombies, pathing etc) A: The main effort is really the move to centralising everything, so that's centralising how zombies work as well as the players. That has a huge effect on reducing the problem that hacking presents us and pushes us really into more of an MMO model as far as how the architecture works. With the zombies that means no longer do we have them spawning and de-spawning around which was a real clue as to whether a player was around that area, that really broke with the immersion and we are definitely finding that has given a huge improvement in regards to how the world works. Q: It seemed the threat of the zombies was a lot more realistic as well, you can't really zig zag around them and they chase you better is that correct? A: What we found is that a lot of what was difficult about dayz mod was the ridiculous bugs with it, so when you fix those bugs you in a lot of cases lower the difficulty in certain areas. We want the zombies and environment to be a threat so that players are encouraged to group together which is what we kind if think a real situation would present, there are positive benefits for being grouped together. So that's something we really want to see with the new zombie mechanics and really just remove a lot of the frustration. We've also got the new skeleton that all the animations are based off and that is giving us improvements not only with the zombies but with the player controls as well and something we are hoping to show tomorrow is the last couple of weeks (this hasn't been talked about in the dev blog) has been a focus on the players character, player animations, the way the player controls the character and the view they see as well. Q: Speaking a little on the MMO side, can you talk a about the new hot key bar? A: That was a real experiment for us, I don't know whether we have quite delivered exactly what we want out of it but we are committed to it and are on the approach for it. A lot of peoples problem with the inventory system we used from ArmA in the mod was that it took so long to figure it out, once you figured it out most people were kind of ok with it but the idea was to make DayZ standalone so that players could play it the way they want and the idea is you can drag the items you want down onto your quick toolbar and you can customize that how you see fit. Q: As far as the visual polish and added detail, what are you bringing in regards to that and where are you now? A: So the interiors and car wrecks and things like that are really focussed for us because we want all of them to spawn loot, it's really going to make loot maps difficult to use because literally everything can spawn loot so you really have to search around and scavenge. That's kind of the outcome we always wanted to have with the mod but we weren't able to. I guess that's the benefit of us taking our time now as we can really focus on these things so I think Chernarus is going to be very different. Q: Anything else people should be on the look out for especially in regards to upcoming blogs etc? A: I think the biggest thing is crafting and that's what we are most excited about at the moment, one of our key programmers really loves the concept of crafting in games and some of the work he is doing is just amazing. We have already got it and what I will probably try and demo tomorrow is the initial basis of drag and drop crafting. So we didn't want it to feel like a real pushed version of crafting, it's very much you have to experiment with things, drag things on to other items and see what you can do. The idea is to make certain items interact with other items, so you might put duct tape onto your torch and then put that onto your weapon and that kind of stuff so it really encourages players to experiment with items they find - something you find that looks like junk you might actually be able to use later on, a new one now is making a splint from a bandage and two pieces of wood. We think it's not just exploring the world but also the items and their potential uses for them. These aren't things that are spelled out, you have to figure them out by seeing the interactions available when you drag and drop items. Q: So there will definitely be a time when players just have their bags full of every piece of junk they find until they figure it out. A: Yeh and we just have an explosion of content at the moment, we have found a couple of artist (many external) who are providing us with everything from new sneakers through to gas canisters and butane torches, hammers, everything. A lot of things will be used as weapons but they may also have other uses in terms of crafting. MMORPG.COM - Interview, Gameplay Demo and Article Most of this interview is similar stuff discussed in the presentation so I haven't transcribed it but Dean does give a much more detailed demo of the inventory system, movement as well as a glimpse of some of the map areas so it's definitely worth a look. http://www.mmorpg.com/gamelist.cfm/game/834/feature/7263/DayZ-The-Standalone-Makes-a-Splash-at-PAX-East.html RIPPER X - Gameplay and Inventory Demo PCGamesN - Interview/Article http://www.pcgamesn....wasnt-important
  21. How is this hardcore when theirs 250 Vehicles and 30 Helicopters? Would be better to see 50 vehicles and 1 helicopter, thats more like it!
  22. OTehNoes

    Day Z Urban Legends

    Well after reading a few of your stories I decided to go investigate green mountain at night (I know right?). Was very weird as when I got there, there wasn't a single zombie to be seen walking up to the gates, and it was eerily quiet. I carefully opened the gate with my M4A3 ready lighting up the area in front of me, mainly the mass grave and the wrecked vehicles. I paused for a moment, can't remember why but I hit esc, I think I was fiddling with my graphic settings or something when out of my peripheral vision I saw something that made my heart skip a beat. Stood just behind the rubble to the left of the gate on the inside of the compound, stood a completely unarmed, all black except for headwear, Bandit. All I saw was his pale white head just stood there, staring at me. Instantly I swung the M4 around and pointed it at them, to absolutely no response. As I moved around keeping my gun trained on his head, he didn't seem to be looking at me, just where I was sat just past the opening of the gates. At this point I was shaking, adrenaline was rushing. I called out over DC to see what was going on. Absolutely no response, and I was growing ever the more weary about how quiet it had gotten. I figured something was strange as they were just stood there, unarmed. It was the creepiest thing, why would a normal player go that far out with absolutely nothing, not even a backpack, just to stand there? I freaked out and shot him dead. With hindsight I wish I'd taken a screenshot of it, and actually went back after to take a shot of the body but it was gone. Next I walked cautiously into the radio tower, the corridor going in made my heart sink and the hairs on the back of my neck stand on end. I engaged combat pace and carefully stepped forwards with my rifle ready. Just as I hit the ladder I heard the wind pick up breaking the silence, and the unmistakable but familiar sound of a zombie loitering outside. I checked the tower but there was no decent loot so I made my way out. This was one strange occurrence, but later another VERY strange thing happened. I was just North of Cherno at the small substation (056 124 I think..) and was heading south down the dirt road towards the barn and then Cherno. As I passed through a small hollow between two trees I heard a strange low pitched but quite faint thud, followed by an unknown growl of some sort. This spooked me towards the barn so I quickly made my way towards it, check it for loot, again with my rifle at the ready, but there was nothing out of the ordinary there, just a few walkers and mundane loot. This is where things got weird, and I have a screenshot to back it up too as I didn't want to make the same mistake as before, which I can get on request, I'm not on my gaming PC right now. There was a PBX, just sat at the side of the road. Just, sat there, there isn't any water for at least 2 miles, the coast a few miles south, no nearby lakes or ponds. Seeing it this far inland both confused me and unnerved me. But that's not the creepy part. As I got nearer to it I could hear the sound of the sea, waves moving gently and crashing. That's odd, but this is what really creeped me out. As I stood next to the stranded boat, I could hear slow distant footsteps in water accompanied with laboured breath, quiet at first but very quickly grew louder as it seemed to get closer. NOPENOPENOPE.dxf With my hands shaking and heart pounding I sprinted full pelt back to Cherno, I didn't care if anybody saw me, it was night time anyway so I was relatively safe in the cover of night and I was absolutely terrified. I sprinted all the way back, through the dark woodland, into the city and logged in a small residential. That was my first and second creepy experiences on DayZ, I don't think they're linked but both left me pretty shook up. So if ever you're in the middle of the country and you see a boat and you can hear the sea, I don't know what happens if you were to stick around but I don't want to find out either.
  23. Hi all, I'm a few weeks into Dayz now and starting to learn the mechanics of the game. However one problem I keep having is when it comes to fixing vehicles, its like rolling a dice whether it will actually fix. Sometimes the parts vanish out of my inventory and nothing is repaired, other times it works no problem. Is this working as intended? Is this me effectively failing to repair sometimes? If it helps I'm playing on an official server.
  24. The server isn't wonderfull , there are WAY to many vehicles and i mean lots , its ruining the original game , this isn't survival it ends up nothing to do CoD mode . Loadout is a pile of wood , empty bottle of water.
  25. Kageklubben new started danish DayZ server! Server IP - 159.253.149.54:3034 Features: 100+ Vehicles Auto refuel Good ping. Flip vehicle Animated Helicrash Street and House lighting at night Not able to combat log (body stays in server for 30sec after alt + f4 if in combat) Admins: We have 4 active admins. None of the admins are abusing their rights. All admins are mature and our youngest is 23 years of age. Server Rules: NO voice chat in Side chat Dont be a Douche bag NO cheating No combat logging Noobs/bambies are more than welcome most people are helpful if asked politely But we still got our share of kill on sight ppl, but then again this is dayz. Please feel free to join us! See you in Kageklubben!
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