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Showing results for 'Vehicles'.
Found 41868 results
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It matters because it means it blows up vehicles with a couple shots, which is downright silly. It's also an issue of principle and "constant quality improvement". It's incorrect and should be fixed. Lastly, changing it to a correct value is literally a matter of typing "26" instead of "56". It's a moot point for the DayZ mod now - they are removing both .50 cals in the upcoming 1.7.7 patch. Bohemia Interactive is focused on ArmA III and DayZ SA and won't do jack shit about it, sigh. I like ACE sniping, 'tis fun. I hope they are inspired to incorporate similar features sometime down the road... Can't speak for him, the issue for me isn't that it's overpowered, it's that the damage is wrong. Also I don't consider the M24 "overpowered", it sucks at close range and takes multiple shots to kill at long range if it's not a headshot. I will admit the DMR is questionable... but OPness doesn't bother me too much.
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Hello to all! I thought I would let the community know about my fresh server. I decided to start renting one after getting fed up with random restarts, admin abuse, and general unreliability of other servers (shutting down for months, effectively locking my gear in). In order to prevent just that, there are a couple of precautions we took, like no automated restarts. The manual restart assure we can let everyone know the server is restarting, thus preventing desync while for instance flying a chopper. We also have a constantly checked email for questions and complaints: [email protected]. Do you feel the same? Do you want a good dayz experience and keep the frustrations involved with that to a minimum? Come take a look at FR 384 (hosted by VertHosting), and maybe stick around! Since the server is relatively new, and not very known, most of the vehicles (which keep doublespawning for some reason) are still waiting to be fixed up!
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We've Moved! Now on Chernarus: Added Vehicles/Weapons LAV25_HQ (Lightly armed LAV) BTR90_HQ (Lightly armed LAV) Mk17/Mk16 Weapon family M16A4 Weapon family M4 Weapon family (Complete) G36 Weapon family M8 Weapon family VSS Vintorez RPK AK107 Weapon family SMAW (Rare) 75+ New vehicle spawn points Features Cherno/Electro Shelling (Random location every 1.5hrs, very intense!) Smelting Base Building Auto Refuel Animated/Dynamic Helicopter crashes Locations Expanded Military facilities Enhanced locals to reflect scenario (More Apocalypse-y) Changed Zombies More zombies per local area Increased damage to players Will spawn while in vehicle Will attack vehicles containing players Loot Optimized loot tables Helicopter Crashsites Mi-17 Model with Mi-8 wreck model RU spec weapon drops Care Packages Packages are marked with green smoke 20 drops with 3 custom loot tables Supermarket Food, Backpacks, etc. Medical On par with traditional hospital spawns Military Nato Spec weapons (akin to traditional crashsite loot) Weather Low chance of overcast clouds Low chance of short rain storms Low chance of light fog Time 19 hours of daylight 1 hour of dusk/dawn 1 hour of night Removed Weapons AS50 M16A2 family (replaced with M16A4 family)
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Ammunition is a core front of any weapon particulary firearms, but it got me thinking, why is it that in DayZ itself only shotguns and grenade launcher recieve such a dramatic benefit. While shotguns are certainly under-used in DayZ, even more so with Grenade Launchers (largely in part to their rarity) only these weapons recieve alternate ammo for them. Alot of the ideas where somewhat inspired while playing Fallout: New Vegas, which has some interesting ammunition mechanics. Instead here's what I propose: (BE WARNED LOTS OF TEXT!) Ammunition Types Something to consider was the idea of ammunition types, in this essence it's the same ammo but of a different type (by no means is it "alternate ammo"). To express my point is the idea of Military Ammo versus Civilian Ammo. A .223 Round is the same as the 5,56x45 NATO, but a .223 is often coined as being a civilian round because of its drop in power compared to military spec 5,56 NATO. However it has been proven that some military weapons can interchange between these two types. An M16 for example, can fire both civilian power .223 rounds in addition to military spec 5,56 NATO rounds. However this has been told that it's not exactly a safe practice when used with Civilian weapons that can also take .223 rounds as firing military issue 5,56 NATO can cause malfunctions and a number of safety related issues. Similar rounds are the .308 Winchester is the same as the 7,62x51 NATO, the difference again being a drop in power and penetration for the .308 compared the 7,62 NATO. The .357 Magnum is derived from the .38 Special and the .44 Magnum is derived from the .44 Special. Weapons that can fire .357 or .44 Magnum can also fire their Special cousins for weaker damage. Alternate Ammo We've seen the alternate ammo on the shotguns and grenade launchers, but why stop there? Why not have a little bit more in terms of ammunition variety. Some examples: Common Ammo types: Round Nose - Commonly used in large caliber Hunting Rifles (CZ-550), designed to give moderate expansion with high stopping power and accuracy but lacking penetration of hard materials, also used in some pistols too (possibly the standard round used for all handguns). Hollow Point - Common amongest Pistols and Sub-Machine guns but also used for civilian Hunting rifles. Inflicts high damage on unarmored targets but lacks penetration against hard targets (HP pistol rounds will not penetrate body armor, Hollow Point rilfe rounds will penetrate armor but have a severe reduction in damage delt, cannot penetrate hard surfaces such as metal or stone) Soft Point - A combination of a Hollow Point with a round nose type, using a plastic tip. Penetrates thin materials and can also penetrate body armor with limited effective. (SP Pistol rounds can penetrate body armor but behave similarly to HP rifle rounds, SP rifle rounds have an increased penetration and damage to armored targets and light cover) FMJ - Commonly used in Military Weapons (the standard round type for all Military weapons). Designed to aid in penetration of materials and body armor while lacking in terms of expansion (high AP but low damage). Exists for military .9mm weapons as well (M9, MP5A5, MP5SD6) Sub-Sonic - Low Power rounds used for Suppressed weapons. Extremely rare and limited to .9mm and .308/7,62(Same as the SD rounds used in the Mod) Armor Peircing - Directly designed to peirce armor and materials, extremely rare military issue ammunition. (Offers high armor peircing benefits against most forms of cover and can pierce military issue vehicles fairly well, still only offers marginal damage to unarmored targets) Surplus - Dated or old rounds which have become corrosive, (pretty much should be the standard ammo for everything in residental, farm or hunting loot spawns). Damages the weapon internally and causes frequent jams and malfunctions. Unique Alternate Ammo 9mm & .45 ACP +P - Exists primarily with .9mm and .45 ACP, increases penetration of light materials, improves range (because of the high velocity) and stopping power at the chance of increased recoil and possible damage to the weapon resulting in misfires, malfunctions and jams. Exists for 9x18mm (Makarov), 9x19mm (G17, M9, PDW) and .45 ACP (Revolver, M1911) Hydra Shok - Exists with .9mm and .45 ACP. Teflon coated hollow point bullets which aid in both expansion and penetration. Very rare ammunition type. (Similar in function to SP bullets but with far more increased damage and penetration). Exists for 9x19mm (G17, M9, PDW) and .45 ACP (Revolver, M1911). Super - Only available with .45 ACP. Longer case filled with a more powerful propellant. Increases damage and range as well as velocity of the round but increases recoil and can damage the gun with use. .357 Magnum/.44 Magnum Flat Point - Flat Point round commonly used in lever action rifles. Behaves similar to a Hollow Point but has increased knockdown power at the expense of penetration and expansion. Semi-Wadcutter - Used for shooting paper targets and hunting. Behaves similar to a Round Nose, offers increased stopping power at the expense of penetration of hard targets. .38 Special - Parent round that the .357 Magnum was designed off. Has similar look to the .357 Magnum but with a shorter case. Delievers less damage and stopping power but at the expense of less wear and tear on the weapon and less recoil. .44 Special - Parent round that the .44 Magnum was designed off. Has similar look to the .44 Magnum but with a shorter case. Delievers less damage and stopping power but at the expense of less wear and tear on the weapon and less recoil. .223/5,56 NATO & .308/7,62 NATO Match - Match Rounds designed for Accuracy. Improves accuracy of the weapon from longer ranges when fired but offers reduced damage, stopping power and less wear on weapon. Tracer - Largely designed for Machine Guns, fires a streaked bullet. Offers similar performance to an AP round but fires a visible bullet which can be tracked by the shooter and its oppenants. Shotgun Ammo Birdshot - Shotgun ammo used for the hunting of birds and small game (rabbits, chickens, birds), fires anywhere between 70 to 100 pellets. Lowest damage shotgun round with a large spread designed for shooting birds mid-flight. Most common shotgun round. Buckshot - Shotgun ammo used for hunting intermediate game at close range, also used for defensive and combat shotguns for police and Military. Fires 8-9 pellets and offers the highest damage at close range (similar to what we have now) Slug - Fires a single solid lead slug which has high penetration and stopping power with a chance of knocking someone out on hit. (Same as we have now) Magnum Birdshot/Buckshot/Slug - More powerful version of standard Birdshot, Buckshot and Slug. Increases recoil and damage to the weapon however. Flechette - Fires several tiny steel darts which aid in penetration but lack stopping power and damage. Bean Bag - Commonly used by Police Forces as a less lethal weapon. Inflicts the Pain status effect on hit and can knockout the target. Rock Salt - Commonly used by Farmers to ward off intruders. Fires several cube shaped pellets of rock salt. Inflicts a severe pain effect on a successful hit and is required to remove the salt pellets to cure. Incendiary (Dragons Breath) - Shotgun round loaded with magnesium and Zinc pellets which fires a gout of flame. Short ranged and doesn't penetrate well but does fire damage to anyone within 30-40 feet of the user. Home-Made - Home-made shotgun rounds (possible crafting recipe) which allows players to make improvised slugs, flechettes or buckshot rounds using scrap materials. Flare - 12 Gauge flares commonly used in signal pistols. Fires a bright red flare. Grenade Launcher Ammo (Very Rare) HE - High Explosive grenade, detonates on impact with a small blast area FRAG - Fragmentation Explosive grenade, detonates on impact with a large blast area Smoke - Smoke Grenade, detonates on impact but leaves a trail of smoke behind the round after 40m. Direct hit will kill a target, delievers different coloured smoke Tear Gas - Riot-Control grenade, detonates on impact but leaves a train of white gas after 40m. Causes temporary blindness and blurryness. Baton - Riot control grenade, fires a large 40mm plastic or rubber round. Causes instant knock out on hit but only minimal damage. Flare - Fires a different coloured flare. A direct hit will cause severe damage. Crossbow Ammo Wooden Bolt - A craftable wooden bolt which has an 80% chance to break on impact. Can be made from a pile of wooden. Steel Bolt - Default Steel bolt, 100% chance of recovery but cannot be crafted. Improvised Bolt - Improvised bolt crafted from scrap metal pieces. Effects the accuracy of the bolt when fired. Chemlight Bolt - A steel or wooden bolt which has a chemlight tied to it. Flare Bolt - A steel or wooden bolt which a flare tied to it. Fire Bolt - A steel bolt which has a fuel soaked rag on the tip, is lit and fired. Causes burn damage on targets and brief light source. Poison Bolt - A bolt which has a tip coated in poison or an infectious disease. It's alot, but it's there
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Fancy Gaming Networks DayZ [Spawn with Pistol][Auto Refuel][AI] And much more
itsyuka posted a topic in Mod Servers & Private Hives
Welcome to the resistance my friend! About us This is a brand new server and network to bring you guys a fun and suspense filling experience! This is a DayZ Chernarus server and here is what we offer you... Staff Kenny/Lt. Bigglesworth (Owner) Juicy/Knox (Admin) Vladtheradioman (Admin) Thr3um (Admin) Sever Features 100+ vehicles (might raise it later on) 24 hour (GMT -8) Debug Monitor Knockout System AI Bots (bandits, survivors and military) Animated Crash sites Auto Refuel Anti-hack script Vehicle Stripping Active Admins! Specs of the dedicated server 32GB RAM Solid-State Drive (faster than the regular 7200rpm HDD) 8 Core Processor Server Name Fancy Gaming Networks DayZ [spawn with Pistol][Auto Refuel][AI Bots][Animated Heli Crashes][strip Vehicles][Anti-hack][24 hour][Active Admins] Dayz Chernarus - (1.7.6.1/103419)[GMT-8][VETERAN CH:ON|NP:OFF|3P:ON] Server IP and Links If you would like to check it out... Server IP : Port 198.27.67.159:2302 And our TeamSpeak is ts.fancynetworks.com (using default port, 9987) Also check out our site at http://fancynetworks.com/ Hope to see you fight against the bandits and zeds! -
I used to admin for three servers. Each owner had a diffrent way of running things. In this post I'm going to share what experienes I had while admining for both styles. I can't remember every thing I have done as this had been over a number of months. The first Server I admined for. There wasn't much I could realy do. It was a public Hive server and banning any one is near impossible. I didn't have access to any database or any thing to see if people were spawning stuff in or even teleporting. You could kick people but you had to have a good reason for it. But all this lead to was the guy you kicked to bring the rest of his buddies on then a hacker box "care package" being placed on the ground and then every one taking the items out. Now you couldn't prove who hacked it at all, then they would start porting around. Which was, in most instaces, the one hacker, moving his friends around. So in the end there wasn't any thing I could realy do at all to be an effectie admin. This is about when I moved to private hives, back in October of 2012. This server had its own clan and a good amount of players on it. I played on this server for two months. The admins were active but only one admin knew how to fix any thing. Bitching the entire time that the other admins were just being lazy and not realy being an admin. He got tired of being the only guy that could do any thing so he left for another game. At this point, the server started to get overrun with hackers and the server owener flipped his lid and cut the cord to it. So moving onto another server, especialy after doing a Namalusk for a month. A PvP map in my oppinion. I had gone from being a hero to straight up bandit. Which, I think was a good thing as I leanred many tactics on how players react or unt other players. So going to this other server, I went in, found a little bird and was shot down real quick. The server wasn't highly populated, but I was in a little bird. So, upon respawn, I went bandit mode and was taking players out left and right. But I had becoom a server local at this point. Eventualy being asked to take up an admin position as the owner couldn't cover the game 24/7. Since I was a late night player, I could easily take that slot up. This is when I was introduced to a few tools for admining a private server. One was a map that displayed where all the vehicles were on the map, and also showing me where all the players were on the map in real time. Accurate to about 50 meters. This map also leaves a colored line, a diffrent color for each player and vehicle, on where it has moved to. So you can follow a players entire track of where they have been. With time and experience, you can figure out players who are using ESP to get around. Some players are harder then others though to figure out if they are using such a hack. Also this window lets me look into what you have in your inventory and modify if it I want. With out having to bring up the actual database. Being an Admin at this point changes the entire game for you. You wont be playing the game much any more as you will have access to this map and every one knows it. The owner of this server I was admining was a Bandit player. And some how, some way, he could fine you with in 15 minutes of freshly spawning, even if you were up in the woods up north. He claimed he didn't use the map like that but I don't know... I played on this server as an admin for a month before the server owner got tired with the game. The other admin on the server, who was into changing things around decided to create his own server. I went with him as he was a good friend. But to be an admin, I had to be a friendly player. This I didn't have a problem with as I prefered playing Hero any ways. Also, with the drama created from the previous owner and him hunting people down so well. We didn't want a repeat of this. Eventualy, my day was just logging on, finding a place to hide, and then watching the map for players who were doing things suspiciously. We had a few scripts implemented on the server as well, and the one I liked most as an admin was the Observer mode. This allowed me to remote view your character. I could see if you were looking down a scope, or running around. I saw what you saw. Easiest way to see if some one was brining in a hacker box. Since the server was private, there was no way you could use the exscuse. "Oh I spanwed in with this stuff as it is on my hive character." I heard it a lot, but it was BS. Playing the game no longer was an option as you already knew where all the cars were, and where the players were. Even if you turned the player tracker map off, you still knew where the cars were. So I normaly would find a safe place to hide and sit there for hours. Or camp a road for hours with a snipet rifle, wiating to shoot some one out of the drivers seat. Get up and then run to some other road out of the way. Though my favorate kill was on the chernarus map when a ural full of people came driving by and I had satchel charges on the road. Good times, good times. That was a long wait though. For a while, I did the split personality of being in bandit mode or admin mode. One thing I noticed is that the server was a friendly place. Every one knew each other, and 95% of the new players to the server was a script kiddy. They would spawn in, press a button, be fully loaded, then port around the map. That ban list got long real fast. Becuse the server was friendly, the way people played had gotten sloppy. They were not scared of running out iin the open of the air field. So, I let them know I was in bandit mode. I would take all of my gear off me, then gear up all over again at the closest city. Avoiding cars as I knew where they were, but if one was in a road or an obvious place, it was fair game. Gearing up didn't take long at all, as even starting with a lee or a winchester was enough to peg another player. Take his gear, and then keep going from there. The entire play style of the server changed at that point. The server locals would then team up, while the lone wolves avoided the cities all together. Avoiding PvP hotspots. The largest issue with this play style is that I had to annouce I was in bandit mode every 10 minutes so that players wouldn't get caught off guard and claim I was abusing admin rights. I also couldn't do this till at least another admin was on so that they could actuly admin the server. As when I was hunting, I didn't have access to those programs. I had a good reputation already on the server so i didn't get flack from the locals when I did this. One thing I did was when ever I came upon nice items but couldn't carry them with me, I hid the items with the bodies. This way they were lost forever. Once I was killed, the gear was yours. I didn't seek revenge. I was an admin after all, I couldn't let petty stuff ruin the trust the players had in me. Speaking of nice items. The fastest way to flood the server with high end gear is to have the server reset every 3 hours. Even 6 hours is pushing it. I would recomend 12 hour resets but on many servers, this brings perforamce to a crawl in the latter hours before reset. If you have a server with helicopters every where. You players who have nothing better to do but play all day, will, on every server reset, farm. Server resets, they jump in thier helicopter and fly around looking for crashed helies. NVGs, in a 12 hour day of of playing, You can have about 10 pairs of NVGs in stock. AS50s, M107s, rounds, rounds and rounds. It was nuts. Also, when it comes to giving starter weapons. We tried the M9SD with one mag. The resualt was being in cerno, electro, bolota and a few other cities and finding an unlimited amount of m9sd but no rounds. Sure survivabilities goes way up, but it realy does show you how even haveing such a weapon for a fresh spawn is like. "Oh look, I don't need to sneak around any more." Also, fresh spawns became deadly. This promoted a KoS mentatlity on the server so we removed the weapon. Starting load out was a bandage, soda, sardines, pain killers, and a road flare. No flashlight. So, lets review quickly. No Having a server reset sonner then 6 hours. Weapons at start up leads to a PvP orientated server. Vehicles every where makes it easy to camp roads. Being a bandit admin leads to a bunch of drama. Sarter gear should be kept to a minimum. Placing a special vehicle that repwans at a spawn point on every server reset, leads to players camping it to get it first. There are a few others that I know I am missing but can not remember right now. I want to hear what other experiences server admins have had.
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hi my names rob im 24 and live in the usa ive been playing dayz for almost a year now been with some clans and watched them fall apart so i did the solo thing for 3 months now but it dose get old so thats why im here now looking for a new clan to run with im on alot at nights and some days i have been doing some banditry lately and would like to continue that ive played all maps and different servers from vanilla chern to max vehicles servers on tav i just started with origins and was hoping to find a clan that is playing origins as well so if your looking for an all around good player who knows the ropes please let me know thanks
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PAX East - March 2013 - Presenation/Q&A/Interviews/Articles
SmashT posted a topic in Mod Announcements & Info
Developer Presentation and Q&A (Saturday) TLDR: You can find a summary of the main points here thanks to Darthnord otherwise the full transcript is below. So we have a lot to cover as we want to pack as much in as we can, the Q&A which is sort of the bulk of this is really important to us. We are going to be showing a lot of new stuff here and we want to see what kind of questions people have and get some feedback and things like that. So I guess without further ado I'll log in to the demo and talk you through it. This is the standalone at the moment, it's the current development build so there is plenty of stuff that's broken with it. One thing we have been doing for those familiar with ArmA III will know the team on ArmA 3 did a lot of work with the controls and what we did is we borrowed a couple of the developers from ArmA III and assigned them to our project and asked them what would you do if you could do anything with the game? So we have been looking at things like the tactical pace and things like that, you'll notice that the weapon is currently pointed away, so one idea we are playing with but we aren't set on yet is you have to actually hold down a key to aim. So we are currently developing two systems, one system is exactly like how ArmA III operates with some different tweaks and improvements and the other is this system which forces you to hold down the key. The reason this is currently our favourite system is we believe it will help prevent the kill in sight mentality. We have also removed things like negative mouse acceleration and that kind of stuff. So we are really committed to improving the controls and there has been a lot of work done on that now. Inventory The next thing I wanted to show was the work we have done with the inventory system, this is one of the areas we spent the most time on. I have to add a strong caveat now which is we haven't had an art pass done on this yet so this is what art would look like in a game if you let programmers do all the art. I'll try and talk you through what you are seeing. The beautiful aqua blue box on the left, that is what's on the ground so if I go to the back of the car here you can see it working. *Everyone applauds* Hmm, maybe we don't need art Matt ;) So the guy in charge of this is a huge fan of RPG's, he has been doing a massive amount of work on this, you probably can't see it here because of the contrast but when you click on that little red box it turns green and expands below it and you can see any items inside, so if I put items in this shirt I can then open and close the shirt container. The green squares next to the avatar are only temporary, they will disappear. We actually want to have it so that you drag and drop off your characters avatar but we haven't currently got that working so we have these green boxes. You'll also see when I consume a drink I leave behind a trash item. You'll notice when I drag an item on to another item the box turns orange which shows you can interact with them, we're going to go with an actual 3D model to show this but it's all just like work in progress at the moment but it brings up a context menu and I can craft it, if anyone has played SS13 we are going with that kind of level of crafting. The yellow boxes at the bottom of the inventory is the quick action bar, so I can put my weapon away and because it's equipped in the first hot bar slot, I just push the 1 key and it brings it back. We wanted to put a lot more customisation so you can put what you want on which slots and then select them using the 1, 2, 5 etc. The inventory system has been heavily inspired from XCom so the idea is if you have a certain weapon you might not be able to fit it in your hoodie because there isn't enough hoodie slots etc. A lot of the interior work we have done is around the idea of going through the buildings and scavenging, there are a lot of new areas that we want players to be able to go through and explore. You'll notice the cans have Russian names for those familiar with the can incident with the mod also ;) Client-Server architecture So I want to talk about what some of our key points are now with the client-server architecture. This is the delay, this is why we haven't been able to let you play the game. Those that played the mod will know that the hacking and exploiting was a significant problem for us so in order to release the alpha we need to finish the architecture first which means everything that's done on your client is just keystrokes and then that's sent to the server and the server is the arbitrator of what you do. That work is being done by our lead programmer, he has been focusing on that and what we are going to do is lock down for the next two months while I am at Everest and they are just going to focus on that and then in June we are going to do a review of where we are at and see if we can release the alpha. That's the only thing we are waiting for, the crafting system and everything else is more or less working so that's really the only reason for the delay and we feel there really is no point releasing DayZ until we do that, that's why we missed the December deadline because we realised we couldn't have just taken ArmA II or ArmA III and make it work with DayZ, we actually had to go back and completely remove components of the game and redo it from scratch. Crafting and radios That brings us to crafting and radios which we have been kind of working on in secret, well I may have mentioned it a few times. If anyone is familiar with the ACRE mod from ArmA, what we have done is implemented a simplified version of that in DayZ and if you have played SS13 we also took inspiration from that. In SS13 you can turn off the speaker and the microphone, so what we have done in DayZ is we have made these radios so you can turn off the speaker and place it on the ground and it will record any direct chat that anyone uses nearby but they can't hear you because the speaker is off, whether it be text or voice and play it through the radio. So you can have one radio on a certain frequency and then use another radio to listen to anything happening in that area. I can just imagine people hiding radios in cars or bugging certain areas where you store loot, as well with the crafting system you can craft a headset on to the radio so the speaker won't create noise when it's being used. This is the kind of stuff we are working on while we wait for the architecture to be done. Medical We went out for dinner with a few streamers last night and ran through the system. It's a little bit hard to explain the system without whiteboards and all that kind of stuff so just deal with me. In the DayZ mod the health system is pretty basic, you have blood and if you run out of blood you die and we really wanted to go a little bit more in-depth and I know people are concerned about accessibility but we feel any complexity added to the game doesn't mean the game needs to become more difficult to play so long as that complexity is intuitive, so we have tried to base a lot of the stuff on common sense. We have health which is your overall life and we have blood which is more of a short term indicator, so if you get shot you will take brute force damage to your health, you will lose quite a lot of blood and you might be bleeding so your blood will keep dropping. Those are the two main indicators of your health. You also have shock, an example being if you get hit in the head with a baseball bat and don't have something like a motorbike helmet on you will take quite a high shock value and if that shock value exceeds your current blood you will go unconscious. The real experiment we are doing and to be honest there is a lot of stuff we are doing that we aren't sure on yet but we want to try, we're trying to not have any of this on the UI so we want to provide feedback as to how this is working through post-process effects and sound effects and to be honest I don't know how it's going to go, it could be a disaster but we want to try it because we think not having a UI will really add to the immersion. Talking about this last night a lot of people were wondering how does it regenerate so the idea with blood is that if your hunger and thirst is full then your blood will regenerate and if your hunger, thirst and blood are ok then your health will very slowly regenerate and your blood will only regenerate only up to your maximum health. This is kind of confusing and that's another reason why we don't want to put it in the UI, we're hoping that it turns out to be intuitive enough and hopefully when we get the alpha out we can get some feedback from Reddit and the forums and stuff like that. Food and diet We didn't like how in the DayZmod you can just eat/drink a million energy drinks and you are totally fine because that is certainly not the case, Matt tried it. So the idea is your diet will have an effect on your character, we want to keep this kind of stuff quite subtle and really just apply some common sense. Melee combat The other point was melee, we are putting quite a bit of work into that, we still only have a prototype at the moment and the idea is to be able to punch and things like that, there are going to be a lot less weapons in the initial release, we are really going back to basics with the initial alpha and so your reliant on melee is going to be quite high, with the weapons we are going back to them, giving them new sounds and making them as good as we want them to be. There is also the attachment system, unfortunately I couldn't show you that yet as I had problems getting the latest update but we will show that in the next blog. Skeleton The last kind of point I wanted to touch on is the skeleton. We have been using the same skeleton for about eight years so think of skeletons from games that old. The skeleton is basically your rig that you bind to the skin, it defines how the character moves. So we took a risk and devoted some time to developing a brand new skeleton and that risk has paid off and the skeleton that has been made is really pleasing, it's going to allow us to do a lot of things. A lot of games have a separate skeleton position for your first person view and that sounds bad but it's actually really good because it means you can have both the first and third person views relevant and nice. ArmA only has one position so you can only have it look good in first person or third person, with the new skeleton it's going to look good in both, particularly in melee - think of Chivalry, you really need to see where your hands are and where you are punching etc especially since we have removed the crosshair. That new skeleton has really opened a lot of doors for us. Road map This is probably the thing most people want to hear about, so the alpha isn't out yet and obviously everyone is disappointed but we have to get that architecture done first. Vehicles won't be in the initial release, the reason for that is we want to do the vehicles properly, the standalone goes back to basics and roughly around August-September we will look at doing the vehicles. We want to have it so it doesn't feel like you are driving big blocks of stone around and we want you to be able to customise them similar to how you can customise your player (although we will probably end up with everyone running around in their underwear anyway) Base building. We had a total geek out last night talking about the potential with this, we are big fans of EveOnline, really big fans and we have talked with them a lot at various game conventions and gotten a lot of support and advice. We really think base building is going to be like our version of capital ships in Eve. We have thrown around a lot of ideas and we really don't think above ground base building is going to work because there simply isn't enough space so we are looking at going underground and having it sort of like Skyrim where they are instanced. We have been toying with the idea and prototyping a red faction style but that isn't going to happen until probably the end of the year. We are going to get the alpha out and then have at least 12 months of adding content/updates every week or so. Streamers, events and content creators. The last point we wanted to talk about is that we are big fans of tournaments, streaming, content creation etc and we are going to devote some development time to creating a camera mode to support that, you will see there is no mention of your username and things like that to avoid stream sniping already. A big part of DayZ's success was because of streamers, youtubers, events like SurviorGamez etc and the fact that they are able to do that with the mod which is completely broken is pretty amazing, the only reason it's still going is because the community has taken over it's development.- 109 replies
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US 520 by NCK; Groups, Clans, Solo'ers Welcome!
{NCK} Lady_Lamp posted a topic in Clan / Group Recruitment
NCK's US 520 welcomes groups and clans, as well as solo players. Survivors, Bandits and Heroes; all are welcome! NCK wants you to call our server home! Build you camp, bring your friends. NCK has a range of members from heroes to bandits and we all enjoy and see the fun in the banditry, groupings, camp building etc! And we want you to be a part of it. Host: North Country Killers {NCK} Admins: Active, Reachable and Friendly Hive: Public Location: Chicago, IL Sunset: 12:00pm EST (appx.) Restarts: Every 6 hours (6:00 and 12:00) Max. Players: 50 Vehicles: Default Vehicle settings (Vanilla) Special Events: Yes! See below! 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 Server Events: Server US 520 holds real money prize* events regularly. Whether it be a "Last Man Standing Hatchet Fight", "Race to Berezino" or a "Bounty Hunt". This challenges are open to everyone and some are closed to NCK members (to ensure fairness). Details about individual challenges and events will be posted as they come up. *Real Money prize constitutes a pay pal money transfer in CAD funds. If winner is unable to accept winnings through paypal, another form of payment equal to the original prize value may be made, or the prize will go to the runner-up, however this will be determined on a per-event basis. -
I agree that the Winchester should fire 44, but i disagree about its rarity. It is considered a civilian class gun in my opinion, and therefore should be reflected as such in loot tables. Just because it is a fantastic example of a civilian weapon does not mean it should be equal in rarity to military loot or snipers, balance is for sissies. i disagree about removing snipers somewhat. IMO the removal of anti-materiel rifles is acceptable, but only if there are no vehicles that are immune to small arms fire. and to address the ghillie sniper issue... ADD WIND. its been suggested a million times. it wont stop people from trying to snipe from miles away, but that should not be the goal anyway, it will just make things more difficult. in general, i believe expanding on features and game mechanics is a much better solution that band-aiding them with removal or nerfing. you shouldn't penalize players that like to snipe by not giving them weapons that are comparable quality to assault weapons, and you shouldn't make a gun super rare just because it is OP if it is a durable and common gun. everything that the devs do should make sense edit: grammar nazi...
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Greetings all, Come and check out our DayZ server. Search "DayZChernarus -UK Phoenix-" in DayZ commander. IP: 146.185.31.106 Port: 3000 Features: Extra Buildings Anti Hack System Active/Friendly Admins Refuel at petrol tankers/pumps Self Blood Bag (Restores half blood and has a cool-down timer) 150+ Vehicles And much more... Many Thanks
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Question to the players. Dayz.st are suporting DayZ EPOCH So my question is, dos anyone want Epoch. It will be the same map. all the stuff added to it will still be there (buildings, bandit camps, AI npc's etc) But there also will be tons of other stuff here is as list for those that havent heard about EPOCH: Kill Message Board - Each Trader City contains a Kill Message Board that lists all the kills/deaths in the server since the last restart. Crafting System - Ability to craft certain items Smelting System - Ability to smelt certain metals from readily available materials Currency System - Gold, Silver, Copper, Tin and Aluminum Bars Dynamic Road Debris System - DayZ debris system replaced by random vehicle wrecks and debris that spawn on roads with loot. Dynamic Vehicle Spawn System - DayZ fixed vehicle spawns replaced with random vehicle spawns anywhere near buildings or roads throughout the map. Base Building System - Placeable Barriers, Fences and Gates (difficult to remove) Tag Friendly Players - Get a visual identifier for those you have made friends with. Salvage Parts - Remove wheels and window glass from vehicles. The higher the damage to the part the higher the chance the part will break and be destroyed. Siphon Fuel - Fill Empty Jerry Cans on vehicles if they have enough fuel. Personal Safe - Owner lockable storage tied to CD-Key. NPC Traders (note: Players at -2000 or less Humanity will not be able to deal directly with most NPC Traders) Weapons Traders Sidearms, Shotguns and Crossbow, Rifles, Assault Rifles, Machine Guns, Sniper Rifles. Parts Traders Auto Parts, Building Supplies, Explosives. Can Traders Canned food, Drinks, Toolbelt items, Backpacks, Clothing. Ammo traders Ammo for all types of guns. Auto Traders - Cars, Trucks (Unarmed), SUV, Buses and Vans, Offroad, Helicopter (Unarmed), Military (Unarmed), Trucks (Armed), Utility, Fuel Trucks, Heavy Armor Unarmed, Helicopter (Armed), Military (Armed). Mad Scientists Trade Zombie Parts for Bio Meat, Utility, Medical Supplies, Chem-lites/Flares, Smoke Grenades. Metals Traders Convert bars into a different currency. Boat Traders Boats (Unarmed), Boats (Armed). Wholesalers Random goods dirt cheap. Plane Traders Various prop driven aircraft Black Market Explosives, Military Equipment [*]Vehicle Ownership - Purchased vehicles can be locked/unlocked by owner (Tied to CD Key). All owned vehicles will spawn locked after server restart. [*]Custom new content: Energy Drink - very rare (it has wings). Zombie Parts Bag. - Gut zombies. Bio Meat - Adds 1600 hp when eaten but higher chance to get infected. Gold, Silver, Copper, Tin and Aluminum Bars More Wearable Clothing Female characters can switch clothes to other female skins. Infected Player Die while infected and you will return as a random infected player. Walk or crawl like a Zombie. Practically invisible to other zombies both sight and hearing. Can run very fast without sprinting. Cannot use any items or carry weapons. Cannot bleed. Cannot drive or ride in vehicles. Infected Player Skills Raise Horde - Calls all zombies to your location within 100m.(zombies will detect and attack the infected player) Attack - Short range melee attack causes bleeding, broken legs and/or infection Feed - Only way to gain health is by feeding on dead players or wild animals. Cargo Check Ability to check the free storage space available.
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Why is the NE Airfield so lame?
JeffDetroit replied to bfisher's topic in DayZ Mod General Discussion
NW Airfield: Sometimes it isn't about the looting, sniping and the vehicles... ...it is about the social networking. When I go up to the NW Airfield I make sure to wear a clean suit and tie, bring a stack of my business cards, and offer a firm handshake to everyone I meet up there. -
Expert/Mercenary server based in Europe. No cheap third-person view wallhack, no sea of extra vehicles to diminish that special feeling when you finally become a vehicle owner, no side chat to distract from the intensity of the experience; just pure, unadulterated DayZ. If you still want to chat with other players we do have a Teamspeak server. Get whitelisted at http://fatlarrysdayz.enjin.com and rise to the challenge of 1st person play. 80.86.82.65:2332
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Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
RJTurneR replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Well, our run finally came to an end yesterday, after only 10 minutes of being in the server. Those uP guys always seem to have some pretty high powered weaponry, but firing at a heli with an AS50 doesn't help when theres players nearby! :( Panda, hows the merge going? I was on another server yesterday giving it a go when I came across Jeppie (Whom I have murdered a fair few times here). Some of the guys mentioned you and said something about joining/merging. They seem to have the same issue, great setup and map design, but no one to play. Although they have got AI bandits and survivors roaming about, as well as bandit/survivor camps, and AI choppers, which keeps it interesting during low population. Unfortunatly, the servers were they just pile loads of guns, vehicles, and helis seem to be the most popular. I'd like to see half of those players try the standalone, were no of that will exsit and a chopper will seem a once in a blue moon type thing. -
Name: Daniel Age: 18 years old TeamSpeak Name: Idk, whatever I feel like putting in, usually it would be iLuvCheat I guess Mic: Yes, i do have a mic Why do you want to join: I would like to play with a group of people, as I've been playing DayZ solo for a while and it get quite boring. I like to talk with people and make some friends in the game I play usually, and I feel like you need to actually join a clan / team to actually be able to befriend people in DayZ ! Experience in game: Been playing for about a month, I have about 110 hours of gameplay so far, from vanilla dayz, origins to extra military loots servers. Most experience come from solo sniping PvP as I tend to get into PvP servers, base building is too long and boring solo, and storing stuff is useless as I'll most likely die to a team of player. Timezone: My timezone's GMT - 4:00 Bio:I'm an overall balanced player, I'm bad at close quarter combats but I make up for it with close / long range. I can fly heli and planes ( can't land with planes though ) and can drive vehicles ( everyone can though ). I usually only shoot people if I feel like they're a threat: People with guns in a military location for example. In game Name: iLuvCheat
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Heavily Modded Taviana 2.0 Server!!! SBC Clan
Vexx replied to GaryG's topic in Mod Servers & Private Hives
Very fun server to play on, the building customization is much easier to use than that of DayZ Origins and far less complicated. The player base is small but very friendly and easy to get along with. Active admins and tons of vehicles, not to mention the hostile factor of NPC AI makes the game much more interesting and dangerous. This is easily my new favorite server and plan stick around and make it my home server. The only slight downside is the lack of players, but hopefully with this positive review that will change and more people will come and enjoy this unique server. Check it out! :beans: -
Calling All REAL Bandits & Lone Wolves
BSB Jimmy replied to boxman80's topic in DayZ Mod General Discussion
some of the op vehicles have been removed, to create that survival experience. -
This PC still not good enough.. (?)
AfterShave replied to DoodlyDoo's topic in New Player Discussion
It's not that we are tense, but mods usually redirect everyone with hardware questions to this thread http://dayzmod.com/forum/index.php?/topic/64576-can-i-run-it-ask-here/ Is this happening on every server regardless of the place? Some servers have too many vehicles and this causes a big frame rate drop. You might also be having heating problems etc. -
What Event Turned You Into A Bandit?
[email protected] posted a topic in DayZ Mod General Discussion
I used to play as a very strict hero. Doing my best not to shot at people, not unless they had a bandit skin, and only if they shot first at me. Back in the day, the private hive I was playing on (active admins keep hackers away) decided they would try out the namalusk map. That first night we were in the bitch black, freezing our asses off, doing our best to fiind clothing and food. Weapons? That stuff was every where. Since many of the players were using snipers, I was using a 240 for suppression fire and squad support. As a Hero I would fill what ever roll was needed and not already taken. So after a night o gatheriing stuff and getting 3 urals a hilux and a UAZ all running, we were all getting tired, so we drove to the closest facility to the west side of the land bridge. As we didn't know the map yet, the other players thought it would be safe. I didn't I was like who is going to the watch vehicles. I was told they were safe and before I knew it, I was the only one still online. Well... I put a whole bunch of work into what I had and the cars as well. I wasn't going to loose them. So i clicmed the latter and then watched for people who were headed to the facillity. I had 400 rounds and basicly a one shot kill weapon. When the first guy logged on eight hours later, I had racked up 17 kills. I was living off coffee and bitched the guy out before I logged off. It was that Namalsk map that made me go Bandit. I don't care what you say, that map is meant for PvP and thats it. Shoot on site. Becuase I had always played as a hero with this group. They had never seen me realy use a sniper rifle. When I came online after sleeping off the Coffee shakes. I picked up a M107 and picking people off normaly with the first shot, even after having to lead them. I quickly was designated as the groups over watch when ever they were in the "hole" or A2. I don't play bandit any more, as other things happend. I started playing DayZ in June of 2012. But one thing I did learn as being a bandit... How to be a better player killer. -
British Sergeants Mess Server Promotion!
R9Rsc68avHbs replied to Spikér's topic in Mod Servers & Private Hives
Our group is playing on BSM now for about 2 months and we are extremely happy with the server's features, performance, stability, responsiveness, administration and lack of hackers. Performance and Responsiveness: Server restarts take place within seconds. Also no delay or lag when moving items between storage containers (e.g. car -> backpack) Stability: Server runs very stable with very little crashes (a handful during the course of a month) Administration: There is always an admin around either in-game or on their teamspeak server. Protection from Hackers: Since we started playing on BSM there wasn't a single instance where we witnessed teleporting, spawning of items, mass suicides or the like. Of course there is the occasional occurrence of glitching where some players "hide" themselves or their tents in rocks and similar exploits. We know of those incidents because the admins actively search the logs for such exploits and warn offenders and ultimately ban those individuals (happened once in our time). Features: Not only are there a lot of custom scripts implementing features for dayztaviana.com that only exist in vanilla DayZ but they also add completely new functionality like melee attacks, part detachment and re-attachment to vehicles, HALO jumping (controlling the opening altitude of your chute along with your speed and direction both in free-fall and on suspension on the chute), spawning of loot when approaching in a vehicle, syphoning of fuel and auto-refuelling, loading vehicles in the Osprey and C-130 and dropping them on a chute (amazing tactical opportunities!) along with a healthy number of additional weapons (MK12 SPR, L86, VSS and more), vehicles and skins. New features are being developed and added continuously by SilverShot. Gameplay: If you appreciate a good challenge like our group does you will like the minimalistic loadout (no weapons, no tools), the missing crosshairs, changing weather and view distance along with an existing day-night-cycle(24hrs) topped of by a healthy but friendly competition. Here you still have to work for your gear and be smart about the way you operate. Succeeding here actually has a value attached to it. And with the recently added base-building you can recover from lethal failure (does seem to happen every once in a while :D) at a faster pace. I am sure I have forgotten to mention a ton of other just as important facts about the server but this is what I came up with off the top of my head. Most of us share the feeling that BSM is on of the best Taviana servers if not the best server out there for the kind of gameplay we like (and trust me we have looked thoroughly for we are very picky about the servers we play on) and we wanted to reach others with similar taste and invite them to play with us (or against us whatever your preference is ;)). Word of caution though if you prefer to start out kitted (AS50, Coyote, Map, Compass), with vehicles everywhere, crosshairs and always daytime you might want to steer clear of this one. Also please be advised since this is my very own opinion I am sure other players on BSM like completely different things about the server. So consider this is my own promotional contribution. I hope I have piqued your interest and will see you around the server soon! -
Active server wih players on at all times of the day. Growing population No pay to win load outs! Standard low gear load out for all players (makarov, 2 mags, Czech vest & 2 bandages) + for a limited time only 1 tent! Usual custom buildings such as extended urban areas, additional fire stations, barracks, appartments,castles etc (Nothing Over pwered or that makes it easy though!) Daylight settings temporarly runnign 24/7 No admin restricted areas Additonal vehicles custom loot tables 30+ new weapons added to the spawn table and more coming! custom vehicle spawns AI Bandits, soldiers and survivors Custom ambushes and choke points Towing/airlifting moderaters with lmited admin access (so no admin abuse!) to just kick and ban hackers Many new features including custom Wasteland-style base building! Now more than ever it’s important for server regulars to pick a side! With the recent relaunch (moved server host and changed maps!) and success of our Day Z server, it’s important our server users get affiliated to a faction! Our Chernarus server is a dangerous place with AI and human bandits on almost every hillside, in every city and around every corner! We’re already seeing a lot of casualties though treachery, deception and damn right piracy! The only rules that apply on our server (apart from no cheating!) are faction members cannot fire upon members of their own faction – there is only honour among our factions! Affiliation to a faction at least guarantees your safety (and support) within that faction! Affiliation last the entire course of a Faction Wars season, which are regular events that are hosted on the server and played at specific times, so once you are affiliated with a faction you are bound to them for the long haul, but benefits of being a part of a faction include team loyalty, better event participation and eventually a protected faction base! All three factions are presently open to join and offer various benefits! Ideally, the factions have different goals and approaches (but these arent always set in stone!); Ravens tend to be more "hero” style in their approach, friendly, skill full, stealthy and interested in building bases, helping others and providing protection to bambis and noobs alike! Scorpions are more "bandit" style players, pirates of Chernarus their main objective is self preservation and to f**k up some ones day! They are only loyal to each other and will think nothing of shooting first, asking questions later! Jackals are the newest faction and specialise in base building and trading. They also tend to be a friendly/hero styled faction but have been known to switch their loyalties to the highest bidder! They are kind of a bounty hunter faction! However it’s important to understand that this is only the IDEAL of the factions and there are no obligations for Scorpions to play bandit, Ravens to play hero – Ravens can be as cold and ruthless in their daily excursions and Scorpions can be friendly and helpful, it’s entirely up to you how you wish to play! To apply to a faction simply click visit the faction wars page here;- http://www.bsbnetwork.com/dayz
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It's disappointing, same with the helis as well. Heli's should be very rare and take a lot to fix, but the vanilla version at the moment seems to have them about right. Cars though, why would they be rare? Doesn't really make sense as they are everywhere in real life, considering the amount of population that would have died there would be far more vehicles left over than people.