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Showing results for 'Vehicles'.
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Woah Woah Woah... Was this a private hive? Was he TP'ing and killing you? or was he just hopping around the map doing stuff... There is NOTHING that disallows admins doing that on private hives... and on top of it frankly if you're on a private hive and the admin CAN'T do that then he is less powerful that the 5-10 hackers you're likely playing with lol... On a private server you can turn of BE and run every hack in the universe... it's so the admin can see when and if there is a hacker quicker than if BE was on and do something about it before people all get teleported or killed or turned in to bunnies... If he's using it to hop around and kill people then F him don't play there... If he's doing it to repair vehicles and place them so he has their location references for his spawn table then he's a good admin. Also on the BP that's a setting that a good admin or programmer can change... you can tell the game what units take up what spots... For example in 2017 scrap takes up 2 spots i/o 3, in some maps cows only put out 5 or 6 meat... You can make motorcycle hold 100 guns and 2000 items if you want to... although I think alot of the spacing parameters might be in the either the dayzcode or the mission file so it requires heavy editing... I'd take a private hive server with an active GOOD hacking admin over an unattended one or one that has admins who don't hack but teamplay to kill all the visiting players...
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BattlEye server side filters [update]
NonovUrbizniz (DayZ) replied to a topic in Mod Servers & Private Hives
I am going through all of this now, I had done all of this when it came out and should have followed more closely I suppose but so much else to focus on... I noticed quickly going through the scripts there is no references to pastor or butterfly, or eagle... I don't know if those get used or not but if people spawn into seagulls why not the other animals? FYI I had a guy spawn 5 pastor's on my server the other day but I have no idea if that means he skinned himself like that or spawned a dog on the server that was running around or what... There is frankly a BOAT load I don't get about the hacks and scripts and the game/server mechanics... I'm a newbie to all of this... Can these new scripts prevent: Dogs being spawned AI Helicopter swarms being spawned Nukes Helicopters surrounded by buses Mass teleports Map Banned Vehicles being spawned in and left usable Duplicate vehicles being created and STAYING in the hive after destruction/restart I have ALL of these problems on my server... (i'm running createvehicle, mpeventhandler, publicvariable, remoteexec, scripts, setdamage, and setpos) and almost NO evidence of ANY of the above is left in the logs... It's not even a super hi population server, only on the weekends does it get very busy... all the regulars who work hard all week end up either getting killed on the weekend or having all their stuff destroyed or spawned away... I'm going to go through all of these scripts and get them up and running on my server even though I really want to focus my efforts elsewhere right now. If you can't answer all of above PLEASE PLEASE answer this... Why can't Admins have an IP locked BE tool that allows them spectator or some kind of more powerful tools for active admins... YES there might be abuse but I think that with active admin abuse reporting and a group of responsible admin oversight it will be a FAR FAR smaller problem than the user hacking is now. I don't play on my server at all anymore. Hardly at all in the public hive. The few brief windows I have to actually play I just log on wherever the group I'm on TS with is going. -
New Server [300 VEHICLES|CARE PACKAGES|WRECKS|ACTIVE & FRIENDLY STAFF!
SixZoSeven posted a topic in Mod Servers & Private Hives
*Please disregard my previous post* Anyways, I have a new server up and running! You can find us at 50.97.49.84:3153 or by searching "Ultimate DayZ" We can rollback if needed and have friendly and active admins! Stop by and say hi! -
[RHG] Random Hero Gaming | Chernarus | Lit buildings | Custom loadouts | And more!
RandomHeroGaming posted a topic in Mod Servers & Private Hives
Come by and visit our server. Our server has several mods without the need for Rmod. Our server currently has the following mods: Buildings that are illuminated at night randomly and burning barrels in many towns A roadblock / checkpoint between cherno and elektro Auto refueling at gas pumps Custom starting gear (Nothing Excessive) Custom donor gear (Nothing Excessive) 300 + Vehicles 50+ choppers Server resets every 4 hours and 1/2 day/night ratio Upcoming mods in the next few days are: Towing ability Nuclear explosions with falling ash and heavy dirty fog randomly (Will not cause damage) Come check us out! -
ShannonZKiller - Jan 2013 - Interview/Livestream with Rocket
SmashT posted a topic in Mod Announcements & Info
Full Playlist: Yo dawg, I herd you like reading. Here are the majority of questions and answers for those who don't want to watch an 11 part, 3 hour video. Plus, it's easier to reference something mentioned if it's in text. Q: Talking about the recent poll on Reddit, for me one of the most exciting things there was crafting on a basic level, the idea of being able to make a molotov cocktail etc makes perfect sense to me. A: One of our programmers, Jirka, is REALLY into crafting and he has created this really amazing design idea that we hope to implement soon. He loves RPG's, and he is the programmer writing our inventory system. Q: Will the game explain a little about the back story, why things have happened etc? A: Our aim is to make items that allow you to find out about the virus and stuff in the world. My brother (being the virologist he is) has come up with a plausible virus Q: What are you most excited about in the standalone? A: For me, it's character clothing, the most profound thing for me is the ability to find different items of clothing that have real effects. I don't think people quite realise just how profound it changes everything, like you can tell people apart from their clothing etc (and clothing is unisex) and clan tattoos, symbols and stuff like that. Q: Have you looked at implementing horses? A: We have looked seriously at horses, the main issue is one of animation. Our CEO (Marek) really wants horses but there is a pretty serious issue with horses, like don't act like cars when going up hills. Q: How do you feel about streamers and your whole relationship with the DayZ community? A: Streaming is a big part of Dayz's success. I see a day where E3 is dominated by streamer celebrities going through and reviewing the games. I'm a realist - one of the reasons we are successful is because of these people so we have to maintain that community support. This is a big thing I'm going to discuss at my GDC talk. Our community is pretty amazing. I'm looking at working on a comic that is driven by player legends.. more to follow on this. You heard it here first, I hadn't announced it until now. I've hired some comic artists, going to choose the best one and I'm hiring a writer. It will be in print BUT the key difference is the stories are based on player legends, so the story is driven by the players. I might do some interviews with streamers from my base camp on Everest too. Q: When is the game going to be released? A: Honestly I don't know and for the first time that doesn't bother me. I'm confident now that if we don't screw up from here out, we are going to make the game I always wanted to play. It would be no fun at all at the moment, the inventory looks really "dev", it's got like bright blue boxes and all sorts of weirdness it looks like shit right now but the function is starting to be awesome. 3D objects, drag and drop off and on your 3D character etc. Technical test could fail, it's still in a very dicey state but also a very exciting state. It's pretty frustrating now as I want to work on it all the time and I want everyone else to as well. I am not a great deal of fun to work with at the moment. Q: Will there be an in-game notes system? A: Yes there will be notes, even books. Q: Can we expect to see infected children? A: We looked at infected children but it's a big job, it would require new animations, new skeleton etc so I would say horses are more likely then children. Q: How do you feel about the last blog update, the progress made and the comparison to the mod? A: It's good, it was a really good update and it was a lot of fun to do. It really felt at the end of December we didn't have anything to show for our hard work and that was really frustrating particularly because it had been such a tense time. So now it's great we can show stuff and finally getting to design stuff. That's why I wanted to do this, before it was a lot of business stuff, project setup stuff, data stuff etc. I definitely wouldn't say we are coming to the end, we are kind of at the end of the second beginning. So originally we planned to just turn the mod into a standalone game which is really just a modified version of the mod that worked on it's own, but what really happened was we actually made a new engine. So we are at the point where we have just finished that and got the engine to a point where it does the basic stuff we need to do and now we are putting the meat on it. We are being very particular with anything we pull across or are instead redesigning it and implementing it how it should be done - which is exactly what's happening now with zombie path finding for example. I think if there has been one lesson in making a good MP game, that's you keep doing something until you get it right. As development goes on we are going to be able to talk about more and more stuff. There are obviously some lighting problems, like our CEO was just telling me the sky is probably a bit bright at the moment and we will need to do some changes to it, like it's probably a bit blue but we are well on the way. For a start we were just intending on tidying up the mod and push it out and making the decision to decide to do it properly was pretty nerve racking and I'm glad we made it now but up until December and particularly December it was looking like that was a bad decision. It wasn't until today when I did a comparison screenshot to look at the new lighting/clouds etc and I realised there was a lot of stuff that ArmA doesn't do that has been added into the engine, shadows at a distance etc. I like to have the view distance set lower and the object distance higher for example and in ArmA you can't change the object view distance so it's those small details that come together to have a large impact. Q: A lot of people got into DayZ for similar reasons that I did, that heart racing experience unlike any other game, in which case all of this waiting will be worth it. A: We were talking about this at lunch today, about the importance of context. I think it's that context that gives DayZ it's urgency and TotalBiscuit put it really well when he said DayZ is part of this desperation genre that so many people are desperate to play a game like that but there is nothing out there so they have to play this crappy mod and I think that's something we are able to provide this context to people gaming, risk vs reward and try and develop the social side of it. I think there will definitely be people disappointed with the standalone but I think a lot will understand we need to go back to the drawing board with it and redo all the components. In order for DayZ to be successful it has to effectively follow an MMO architecture, so that is what we have done. Even our programmers from BIS not working on the game are blown away by how much has been ripped out and completely rewritten from scratch. Q: How far away will grass render? A: I'm trying to think, it's forced by server I think. I'm not sure, it's kind of hard to tell because of the changes in the way rendering works. I haven't noticed it as much so I'd have to check. I read peoples concerns with that other game recently and it's problems with that, so we are aware of it but we haven't looked at it yet and it's going to be an issue but hopefully one we can solve. Q: Are dogs still planned? A: We hope it's in there for release.I doubt it will be in there for the technical test. The tech test is going to be very basic with only a few weapons as we wanted to redo basically everything so it will start off very simply and build up but I imagine that dogs will be in for the first paid build, they won't be a milestone for it so if they are in there for release that's great but if not they will come in a near update. We won't hold the release for dogs. Q: Are you taking the direction of more civilian based weapons? A: Yes, It's a lot more civilian, even in terms of our approach with animations etc so you don't salute now, you wave. We wanted to make it feel a lot more immersive all around and as we are bringing in new weapons they will come under a strict review in terms of how they are made, what they look like etc so the attachment system becomes very important there, you will probably see a lot less weapons but the weapons that are there are more customizable, better designed, better models, the crossbow has been completely redone, all that kind of stuff. Q: What about the sounds for weapons? A: We have a plan to work on sounds, we are going to continue to work with the guy that did a lot of the sounds for the mod but to be honest we haven't even started on that yet, we are trying to get all the hard stuff out of the way because once we have that out of the way sounds etc are relatively easy. Q: Bows and arrows? A: I'm really into bows and arrows but they have some massive technical challenges that we have to overcome first. Q: Any performance/FPS improvements compared to the mod? A: I can only make a qualified guess as we simply just don't know yet. We know if you can run the mod you'll be able to run the game, but as to performance improvements, I believe it will be smoother experience with less up and down spikes, and from a server perspective it will be much lighter in terms of data footprint etc. We are likely to go with linux for servers but can't confirm that yet as we are currently still using windows (we have tested linux). I think it will be better and smoother but we will have to see. Q: What about item spawns, are they going to change? A: Forget everything you know about the spawning mechanics in the mod, at the moment you grab equipment and loot in piles, that's not longer the case, everything is an individual item and you'll need to scavenge drawers, cupboards, under beds, inside vehicles wrecks etc and it's going to be much more challenging in that sense. I think in some ways the game is going to be easier to play since we are fixing the glitches and that's often what killed player but I think to counter that there is a much greater depth to how you survive in the world. Q: Is there going to be a spray or something to disinfect clothing? A: Nothing is implemented on that yet as it's still quite an early mechanic but the design that is there at the moment is to use some multi-purpose disinfectant like iodine to wash clothes, similarly with water you'll be able to boil it to destroy anything in it like cholera the longer you boil it and that is why we wanted to add in defecation, as comical as it sounds I think after trying it that it's going to be quite compelling. Q: So is there going to be an issue with contaminated water? A: Well you don't have to boil it, but it might cause you serious problems like Cholera etc if you don't. My brother was saying it could provide some really interesting research output in terms of reacting to a serious incidents and see if people organise and making sure their waste will be put in certain areas or infect all the waterways and how people will react to those players or a server with a serious outbreak of Cholera. I think this is the crux of it, it's that organic context and I think a lot of publishers go for the safe ground of making a story, packaging an experience and DayZ is going in the complete opposite direction where we build a framework and the players/streamers/youtubers/content creators build the story, the mod doesn't do anything particularly exciting with it but it's how the people interact and the context it provides that provides the power. Q: The humanity system in the mod doesn't necessarily reflect player interaction, are there plans for that to be reworked so it's more natural? A: I'd say that I could spend the next 20 years trying to make humanity perfect but that's not to say that I don't think it worthwhile trying. I think it will take us a long time to figure out what works and the only way to see what works is by trying something and seeing how it goes and then dealing with it, changing and revising it. I think humanity is going to become a little bit less important in the standalone due to the increase in character customisation, if you see someone walking around with hunting gear, covered in blood and lots of damaged equipment, you can probably get a good idea that they aren't friendly. Someone with high vis jacket and lots of medical equipment is probably going to be less of a threat etc. So it's my suspicion that it will become less important. Q: So what sort of gear would you start with? A: At the moment, it's the hoodie, jeans and gym shoes but that's just because I think the hoodie looks so damn cool. I think what you will start with is a tshirt and gym shoes, so pretty basic. Q: Are you considering putting the asshat glitch back in? A: It wasn't as cool as people would think, It was a funny bug though. I wrote that bug report myself and quite enjoyed that. I also took some screenshots but you have to be so careful of screenshots you put up as media outlets will focus on anything you put out. I've had to be really careful of how I phrase things too. Q: Have you thought of implementing bounties and pushing things like the Reddit Rescue Force? A: I really don't want us to push this artificial stuff as I think the strength of DayZ is somehow it's creating this organic, emerging, social gameplay. I think we want to focus more on mechanics and support options, for example writing. Matt and I play a lot of SS13 and in that game you can write on pages, take those pages to a machine that creates a book and that is saved in a database so we were talking about that at lunch and how cool that would be and I have no doubt that someone will end up writing amazing books in DayZ. I would love to see something like a really famous book like a Book of Eli situation or tagging clothing and coming across some famous persons backpack etc but we don't want to build this stuff, we want to build it to happen as that is a million times more compelling to us then creating something artificially. That is why we don't want to take the easy route and add in bounties or this and that but instead set it up in such a way so that the players develop the stories and they develop a lot that we would never think of, legends like Dr Wasteland, The Black Widow who have become bigger then the game itself we designed. Q: I remember when you removed the respawn button and you suddenly started finding bodies under bridges and lighthouses and it was so disturbing, what are your thoughts on that? A: That's the kind of horror I am most interested in, that horror when you realise these things happened to someone and the perverse nature of you coming across it when it wasn't designed or intended for you to see, we are very particular about that and it's a key direction for the game. Q: Will spawn points work similarly to the mod on the coast or will they be random throughout the entire map? A: I just realised I haven't even looked at that yet. Any total DayZ hipsters from back when there was only one server will remember everyone used to spawn at the petrol station West of Cherno at the start and we are kind of back to that point now as it was the first building I configured with the new item spawning system so I've configured the spawn for that location while we are testing. We will have to look at it and test some things, I think definitely one of the advantages of coastal spawns was it gave a reputation to the inland towns and I think more then ever with the new areas we want to maintain that so coastal spawns will probably remain a good idea. Q: Will you be able to track players or find evidence of a firefight, blood trails, bullet casings etc? A: ArmA III has got it, (I'm pretty sure) but there is an issue for us with memory and dealing with these things, we had something like that in the mod at one point where eating a can of beans left an empty can but that has issues effect framerate so I think it's a bit much in terms of bullet casings, so that's probably a no. Q: Will players still spawn with items similar items to what we have now, a bandage, flashlight etc? A: I've thought about a bunch of options. We don't have as many artists as I'd like at the moment so the pace of creating clothing is a little slow (expect to see a post about hiring soon) I was thinking of trying something where you can choose a little about your characters background. I was a fan of that level of customization in Fallout but I think we want to have things much more organic in DayZ in terms of skills so it's a balancing act. We'll look at it but don't expect to start with many items. Q: Do you think we will see any kind of leveling for your character? A: We feel pretty strongly (definitely I do) that the levelling you do in DayZ is your gear, perhaps the different thing about DayZ is that.. I think Zero Punctuation put it very well when he said the great equalizer in DayZ is you can suddenly turn around and kill someone and take all their gear if you are lucky or skilled and it's not that you have won because you are a higher level. So I don't think we are ever going to have any type of levelling, we are always going to have this focus on the gear being your levelling and I think that's a really cool direction to go. I really want to see us develop more of the character side of it, that is our focus for the next few months, reinforcing the sense of character and beyond that we will look towards end-game content like customizable vehicles towards the middle of the year, stealing another cars bonet because you need a new one or want a different colour etc. At the moment the vehicle system will do exactly like it does in the mod just better performance but later on towards the middle of the year will be heavily customizable and then towards the end of the year providing the game has been successful we can start doing huge things like underground instanced construction. Q: Why zombies? A: I'm not really big into zombies I just see them as a mechanism to study people, I said it before it's more palatable to look at a zombie disaster game then if it were based on peak oil or fiscal collapse or something. Talking with my brother we have always talked a lot about diseases and the impact (since that's his job) and part of that is where DayZ came from and so I'm hoping DayZ can teach people how fragile that can be, how disease spread and how to control disease and so people can gain an awareness on what happens in a disaster situation like DayZ. If you do any reading into Cholera you will realise how serious it is in disaster situations and it will be a very serious problem in DayZ. It kills within hours, you need a lot of water and finding clean water is going to be problematic in DayZ. I can see clans trying to control areas around ponds to secure the drinking water and so many other dynamics coming from this system and all of this is possible because of the inventory system being designed from the ground up. Objects actually exist now, they are effectively a vehicle it exists, it's persistent and all of it's attributes are persistent and that's a fundamental change. I hope those people who have complained that we didn't use ArmA III have been answered now, this is a new engine now, it's not ArmA II, it's not TOH, it's not ArmA III, it's DayZ. Q: How will the new engine prevent cheating? A: The single biggest difference between standalone and the mod, is that in the mod, the way ArmA II works is it sends all updates to everyone and individual clients can control their world. In the standalone you only receive updates for objects that are near you and the server decides everything so unless you hack the server, the impact of whatever hacking or any of that is limited. That doesn't mean people can't hack but it does fundamentally change what effect hacks can have. It's a hard one to talk about because people will assume what you are saying is hacking is gone and I don't think it will ever be gone entirely, in a sense the mod was kind of a hack but I think it's drastically going to remove the impact of hacking and that's the key. Q: What about combat logging, the server architecture and netcode? A: Well essentially the whole architecture of the basis of how the mod worked has changed as well, previously the way DayZ worked was your client was connected to the server and that server connected to a database, that's problematic for security and a bunch of other reasons and it was very difficult for the mod to realise when a player had left the game. Now we have complete control so when the application knows it's closing it can force saves and things like that, now is you have the client, you have the game server, the game server talks to a central server and then that central server talks to the database. So it's really easy to control stuff like combat logging now as you don't control when you disconnect, the server controls everything, you don't log out until the server logs out out and if you just disconnect your player is just going to be hanging around until the server decides to clean it up. Someone raised on Reddit why am I talking about volumetric clouds in the blog post while I am talking about the server architecture stuff and it doesn't matter how many times I raise this stuff people will focus on the visual graphical things so I guess I kind of focussed on those things but those who understand will realise just how fundamental these changes are. This is why we don't know when we are going to be released because we have taken a game that operates in one way and changed it into an MMO (done by our lead programmer who was the guy who wrote Operation Flashpoint and set up BIS). In terms of netcode, the way ArmA II works is all of the clients calculate their own simulation for objects so lets say I fire my gun, all clients are notified that I fired my gun and they compare notes on the server and it's usually the client who that object was local to that decides the outcome but there is no real umpire, everyone figures it out on their own and then tries to resolve it, in the standalone, the server decides. So that's why it's taking time and in the meantime we are looking at zombies, pathfinding, how they attack etc. Q: Have you heard of another post apocalyptic game 'The last Of Us' coming out on PS3? A: Yeh, we actually looked at it. There are a couple of things it does, they actually don't bother with transitions for their animations and a lot of people describe ArmA as clunky, Zero Punctuation described it as walking around with a washing machine strapped to your back and I think there is some truth to that and a lot of that is because of how ArmA deals with transitioning you between whatever animation state you are in. We have trimmed a lot of that, so I don't mind if your character jumps into something if it makes the game more playable. I think it's much more important that your character is responsive then if it's perfectly transitioned and that's something last of us does that I really like. Q: Have you thought about implementing 'take downs' or something to that effect? A: That's something Matt and I both love about SS13 and we are pulling a lot of ideas from it. In SS13 you can gouge someone's eyes out with a screw driver, you can kill them with viruses and stuff like that. So there is a tremendous variety there but at the end of the day DayZ needs to focus on it's simplicity so I guess i want to downplay some of the expectations for when it first comes out, for example, when the small limited group of people play it in the closed technical test, there will basically be one, two, maybe three weapons, that's it, so we are drastically restricting things so we can change things easily while we are testing. Q: Is there going to be default player models or will we see face editing customization? A: At the moment it's going to be pretty simple and you can see the screenshot of the three races we have in the blog update. We want to do more and more faces, even thought about allowing players to upload their own textures for the faces (that's actually supported already in ArmA) but a phrase called 'time to penis' comes in to play here, which is how long until someone makes a penis out of what you have, so that's why we probably won't allow people to upload their own faces. The artist behind them is currently working on zombie stuff but will move on to the two other female options next week and moving forward we will probably add more types of heads but it will be three of each for the time being. DayZ has been very popular in Asia so we definitely want to push that and making sure it's localised too. It's actually going to be localised by the community so it's open source localisation for Chinese, Japanese etc. Q: Is there going to be a scrolling action menu similar to ArmA II? A: We haven't finished that yet. I don't like to make design decisions until I have to because I think leaving it flexible helps. So we have a few ideas of how we want to go, I am a quite a fan of interacting with things through the inventory system for a couple of reasons, the new inventory screen makes you look at your character in 3D so that gives you a sense of engagement with it and also takes you out of the gameplay element a little bit and in terms of the context menu is we want to have it more like minecraft where it feels like you are interacting with the world, that feels a lot better then a context menu to me but we are going to keep playing around with it until we get something we like. Q: Do you have any update on how Ivan and Martin are doing? A: They did a TV interview today actually, but it's all in Czech. I haven't actually spoken to them because I think it's important they have time with themselves and their families. Ivan and Maxwell (Martin) are the guys who started Chernarus Plus, they did a lot of the work and that comparison screenshot actually shows some of the work they did. If you look at the screenshots you will notice some objects have been repositioned, the southern airfield is different and all of these changes are the result of these guys and it's my hope that now they are back they can get really heavily into it because Ivan is a magician when it comes to the Chernarus map, he grew up in the area it's based on and I'm confident now that he is back he can give it the attention it deserves because I haven't been able to. Q: So they are responsible for the work we see in the comparison screenshots? A: Well it was a lot of peoples work, it was the change in the map, it was one of our lead artists work with the shader side of it, we have a couple of more things planned for example ArmA III did a little work with ambient lighting which is one of the reasons ArmA III looks so beautiful so we might see if we we can pull some of that work across. There is some real awesome information sharing between the ArmA III team and DayZ team which is a great thing about working with Bohemia. If I know Ivan like I do, he will want to get back and work and I think when he does, it will be a fantastic addition and he will probably tell the entire team off for what we have done to Chernarus and I'm really hoping that once we finish Chernarus that he starts spear heading the next environment for DayZ. Q: Will DayZ be Oculus Rift or TrackIR supported?' A: Well I met the Oculus Rift guys at Pax West and tried it out and it was freaking awesome. They were big fans of DayZ and ArmA so we want to do everything we can to ensure that happens. However, ArmA and DayZ suffer from a very complex entity so achieving a locked framerate at 60FPS is very difficult because you can't guarantee what is going to happen and you need that constant 60FPS to make the Occulus Rift work. So the challenge isn't to technically support it (because we already do support TrackIR), the challenge is optimising the game. You don't want to optimise too early so we need to do all the innovation and then we do a lot of optimisation so we will see how it goes, but we love it and having played with the Occulus Rift myself I can hands down say that it will make DayZ a thousand times better and that's not an exaggeration. I don't know how many people have tried the Occulus Rift but if you get the chance to then do it but like I say we are going to have to do a lot of optimisation. Q: Hunting is relatively easy currently, is there going to be any sort of chase mechanic implemented? A: That's something that I am personally going to be designing as the new ambient animals finite-state machine (brains) change. Elements of hunting and survival are the biggest key things for me to develop. Q: Any plans to implement the ACRE raido system? A: ACRE is a fantastic mod for ArmA that adds an amazing level of detail to radios. We probably aren't going to go for something as detailed as the ACRE system but something more like SS13 how they have channels on their radios. So I think we are going to end up somewhere between where we are now and ACRE and more in line with SS13. Q: Won't people just use teamspeak? A: I don't think we need to worry about that too much, similarly someone could use a use downloaded map and that really doesn't bother me too much. What does bother me though is the chat and something SS13 does well is this concept of out of character (OOC) chat, so instead of having side chat, there will be an OOC chat where you can talk about server related issues and we want to have it so that players can hide that chat if they want and that servers can enable/disable that chat mid game. Q: So there is going to be a lot more options in the standalone? A: Yes, people don't seem to realise how much is possible now especially with the inventory system. Your weapon is an object, you can attach variables to it, we can say it's got cholera, we can see who the original owner was, we can see every person who has touched it and this can all be synchronised to the database. While a lot of the stuff isn't necessarily going to be there right when we start, it means every Friday, well actually not Friday as we decided that was a bad day for updates, let's say, every Monday or Tuesday we can introduce crazy stuff with new patches because of how the engine architecture was built. Q: What about map markers. You've talked about leaving letters or notes, what about maps? A: We have some ideas for maps but I am a little reserved about talking about them because I don't think anyone has every really done what we're considering doing and I wouldn't want another game to pick it up. So that one is going to have to be a surprise. Q: Besides Space Station 13 and preparing for Everest, what else are you spending your free time on? A: I'm pretty excited about Kerbal Space Program but I've been so busy I haven't had much time for it, fantastic game. I've also played a bit of prison architect but not much else. I should be doing more training for Everest but haven't really had the time. I'm really glad I am sticking with the Everest thing, the timing is pretty bad but it's literally written into my contract so I'm going. Q: How do you feel about streamers, youtubers and user generated content? A: I was thinking of doing some interviews with streamers from base camp (through satellite). I don't like to ignore traditional media too much but streamers are really how DayZ became so popular. When I went to E3 last year it was a bit of a mixed event for me as that was when DayZ had really started to become big business (I think we only had 300k users at the time) so I saw a little bit of the darker side of the industry while there and I think what's going to be cool is the rise of streamers and user generated content. I think streamers and youtubers are sort of like the movie stars of gaming and developers are like the directors. We were playing SS13 when SurvivorGamez were on and I put it up through twitch on my big screen and at that point it really struck home to me how exciting things like that are and how important streamers and user generated content is. DayZ has some real potential there and one thing I really like about DayZ is it's sort of created this cottage industry. We know people who have made a lot of money through hosting DayZ servers (enough to quit their jobs and do it full time) as well as youtubers/streamers. A similar thing happened with Flight Simulator, it created this industry around itself that helped push it forward until Microsoft got greedy and that is one of the reasons we don't want to get in the business of managing servers and instead give that out to the community. I think we do want to build in some features to help with streaming but the biggest one is probably our focus on immersion and removing UI, there is no UI. If you want to know how many bullets are in your magazine you will have to either check or count. I look at games like Transport Tycoon that are still alive so many years after they were made and that is why instead of having GameSpyTech (which I am not a big fan of), we are using steams server browsing system. We can't use their method of routing through proxies so that is a little bit of a problem and you will need to port forward your DayZ server when setting it up but at the end of the day it's a huge win for us and gives the project much more longevity. Q: Will all servers connect to one central hive or will we see private hives? A: Initially when we release there will be one central hive and once we have that working beautifully we will allow other hives to pop up just like with the mod. That will mean DayZ will survive for a long long time and I also think allowing anyone to host servers means we will get the best level of server hosting, much better then what we could do ourselves. Q: Has you ever sought inspiration from Eve Online? A: I actually met the CCP guys at E3 and we had a big chat at GamesCom. They are fantastic along with Valve, Chet etc so I am looking forward to catching up with them at GGC. We want to do something like Eve in the future but we don't know how that's going to go. Q: DayZ will be on steam, can you talk a little more about that? A: We are very deeply integrated into steams tech and that's been incredibly good for us. Our pipeline directly uses steam, DayZ is actually on steam right now and we use it as a developer. We can push to steam with a click of a button and the update goes out using delta patching, it's just been fantastic for us and costs us nothing. Those saving can then be passed on to you and that is why DayZ is able to be sold cheap. The steam costs aren't ridiculous, they just allows us to be flexible. We want to have a lot of players, DayZ is a multiplayer game and the more people that play DayZ the better so having a low price point is important for that and encourages people to buy DayZ now so they get it cheap which in turn fuels us money-wise to develop the game later on. We are very thankful to Notch and other developers as well for driving this model. At the end of the day, DayZ is part of Bohemia and Bohemia is a business and has to make business decisions but it's one of those situations where it kind of lines up and the consumer is directly plugged to the developer instead of going through some publisher, distributors and a whole bunch of marketing in between. To use a KSP reference, I'm pretty sure DayZ as a franchise has now achieved escape velocity, it's going to go up and develop itself as a franchise, we just need to make sure that franchise develops itself as what we want it to look like, which means No micro-transactions! I don't like micro-transactions. They just feel wrong to me even from a business standpoint as you end up focused on your micro transactions. Here is an example of how I see our monetary stream working, we make this basic game and release it in say a month or so, the people who are going to buy that are the people who are really interested in DayZ, they are following the streams, updates and then there will be 3-4, maybe 10 times as many people who think it looks kind of cool but are undecided. To get those next sales, we need to add more stuff to the game. So that's our focus, our revenue stream is generated by making the game progressively more awesome and because of that getting more people, then lets say DayZ reaches 1.0 and we release a console version, there is some more users. So I think using the revenue stream of innovation is much more pleasing to me then hats. Q: One of the most exciting things about DayZ for me is the community as well as your involvement with the community and a sense of integrity we haven't seen from recent developers. A: It's easier to see the nice parts of it, Matt will I'm sure tell you stories of me getting very angry at things so I prefer to think of myself as a pragmatic person, you may as well be pragmatic about things and if something is shit you tell them it's shit and when I was developing the game I was pretty controlling about what was going to happen and what wasn't going to happen and there are some things that I'm not concerned about and just say go for it, like the artists and other things where I say nope, this is how it's going to be and I think that for a mod to be successful you kind of need that and sometimes I think you need to reserve judgement until you actually work with me, it's easy to come across as nice when you are being pragmatic. A lot of game developers would love to take the approach that I am but haven't been given that opportunity. I guess one of the reasons I am most happy now and suddenly super enthusiastic about DayZ because I can turn around and say nope, I don't like the animations or the zombie behaviour so we are redoing them from scratch and because of what was happening to us towards the end of December it seemed like if I was going to take that approach we were never going to release anything, now I can turn around and delete them if I don't like them, and these aren't even zombie animations from the mod, they are new ones we came up with. Comic, lets hire three people to do a comic and choose the best one, you can't develop niche games like that, you can with big games like DayZ. Coming back to that cottage industry thing we were talking about, I think that's very much needed for the franchise because it perpetuates it, that was something that always disappointed me about the death of Microsoft Flight Simulator. I look at it as if there are a bunch of people who are making money and I think some have made a lot from DayZ servers, youtube videos etc. I think, that's great. That means these people are going to continue doing it and so I think in order for that cottage industry to continue that need to have that involvement. There is nothing more compelling then player interaction in a game, a story in DayZ would destroy that, if you find a book in-game, it would be written by a player instead of artificially forced onto players and it's a difficult balance between telling a story and setting it up so players can tell their own stories, there are very few games that do it because it's so risky. Q: Is there going to be any sort of ballistic vests or riot gear? A: The classes of clothing we have 100% confirmed are hat (helmets and hats), glasses and eye wear (night vision, masks and anything that covers your face) tops (jerseys, jackets, hoodies), vests (ballistic vest), pants and boots. All of these clothing items can add more inventory space. Q: Will ghillie suits offer any sort of protection? A: Unfortunately when you start to talk about the armour of clothing, it virtually no armour so if you wear a ghillie suit without a vest then you obviously will have no ballistic armour. Q: Will wind have an impact on bullet ballistics? A: I don't know, we probably aren't going to screw much with the ballistics, we'll look at that later so it will probably be similar to the mod. Q: Do you plan on adding small things like seeing your breath in the cold. A: I'm super big on all that sort of stuff, we definitely want to do a lot of that but it's not going to be in the first release you are going to see. One day you will join up and there will be a patch with all this stuff. Q: Can we expect a bandoleer for holding additional magazines and will that impact backpack space? A: That's what is awesome about the inventory system, different clothes will have different container space, so you can put items in your pants and if you put those pants on the ground and forget about those items they will stay in the pants. You will find ammunition boxes in the world and you take that ammunition and load it into magazines. Q: How do weapon attachments work, can I swap an ACOG scope between lots of different weapons and will it degrade? A: I'm using people like Dslyecxi (A well known ArmA celebrity) for some advice on coming up with how that works, I'm more concerned at the moment with how base architecture works and the build you see in the technical test will be architecturally based, there will be a lot of people disappointed with what they see in the technical test but for the people that matter they will see, yes this is what we need to build a good game, it's not going to be a good game, it's going to be the foundation that we can build a good game on. Q: Will default aiming stances change so you don't look so threatening when approaching players? A: Yes, there is going to be a lot of work done to make sure you walk around with your weapon lowered or on your back or something like that and because of some of the changes to how first/third person works (you aren't going to be able to change between them as quickly as you can now. You're going have to go into your menu to change it) it means if you actually want to shoot someone (you now don't have a cross hair), your going to actually have to look down the scope at someone or look down the iron sights so yes, I think it's a key focus. Q: Will there be a sound for opening inventory to make it more risky? A: I think that's a good idea, it's not on the plans but I really like that and will make a note of it. Q: Will zombies run indoors now? A: That's one of the new zombie mechanics, I tried doing it based on the current solution and that didn't work so those animations were scrapped and we are redoing them, I'm looking forward to showing people the new animations on video or when people see it from streamers in the technical test. Q: So what about that release date? A: The key thing here is that we have the chance to make the game I always wanted to make with no big compromises because there is such a following and anticipation around DayZ, we have the time to make it right and this week was probably the first time where I realised if something is not right I can scrap it and do it again until it's right. Everyone needs to take that in mind. Q: Are we going to see cannibalism implemented, like we see with DayZ 2017? A: Yes, I do. I think I really want to see some of ideas taken from SS13, we actually run a server called 'RocketStation' so everyone is welcome to join us on there as a lot of ideas are taken from there, they actually make burgers out of people in that and it's free. Maybe we should hire some of those people because we are actually looking for a junior designer right now. Q: Can people climb through open windows after breaking them? A: We did look at this, the problem is all the buildings were designed without this in mind, to make it so you could climb through a window we would have to reposition the window which would involve a lot of texture work, unwrapping changes all that kind of stuff, so that would be the kind of thing we would look at in a new world. There is no doubt in my mind we will see new worlds, personally this is what I would like to see. I would like to see a world with a large city in the middle of it surrounded by woods and mountains with natural barriers to it and it would be a western city, that to me is the next Dayz map I would like to see, but I also want to see some community maps ported over for the early DayZ as well. Q: That to me sounds like the possibility of a sequel, DayZ 2? A: I don't like the idea of DayZ 2. I'm more interested in just doing what we are doing and adding more stuff on to get more people coming into the game but I am quite sure that DayZ has reached a level that you could consider it a franchise, we just need to make sure we do good things with that and not crap things. http://www.twitch.tv...ler/b/360548045 https://twitter.com/ShannonZKiller http://www.youtube.c.../ShannonZKiller- 87 replies
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During the Expo for Day-Z, Rocket did a Q&A and one of them was about shooting out the car. Q(Audience Member): Playing through a large group of players and there's always a question that comes up through all of us is when were in vehicles like for instance when we found another group of people with vehicles and we get into a nice car chase and a time that it really ends is that someone screws up like crashing into a tree or a blockade but in the Standalone are you looking into implement shooting from vehicles like you're a driver sticking a pistol out the window or a friend going through the sunroof. Are you thinking of implementing things like that? A(Dean Hall; Rocket): Well I know with ArMA 2 there has been some community made mods and this is one of the -- Ordinary thing of ArMA 2 is that they have all these fantastic mods of which DayZ is just a small part. One of the mods shooting from vehicles; there are some real technical issues with it and I can't remember whether it was ever on the ArmA 3 list -- I'm not sure, I'll have to look at the press releases on that but it's not on the list of things to do at the moment but I think we want to look at vehicles a lot that'd require some code time to do it but it's definitely not on the list of things for the initial release. We just have to be realistic like the hacking and the duping. If we don't fix that, it doesn't matter how many awesome stuff we can put in. I think this is something we should look at once we fix the basic problems because I see vehicles at least until we get this uber player construction that we want done. The vehicles will be in-game content. Until we get that end there won't be best things that we want. Source:
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The BlackBandits are coming to a slowdown and want a bigger community! The server is a great server to play on including 2 custom citys at novy lug and cap galova barracks in all the citys and a custom loadout including a m9. many vehicles are on the map ranging from the coast to the back of the map! What are you waitin for? comon over and have a little bandity fun. the server can be found at BlackBandits Warzone or 198.136.25.138:2402
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SA DayZ: No Modifications? [POLL]
Zachstar replied to The_Man's topic in DayZ Mod General Discussion
Not true. Hackers have a laughable easy time hacking the mod because Arma II was NEVER designed for this kind of operation. DayZ SA has security as one of its highest priorities. Steam, VAC, Serverside, code changes to prevent as many memory hacks. Hacking will never go away. However the sheer level of it in the mod is what was killing DayZ, Not lack of vehicles. And SA will have FAR more places to loot so lack of a vehicle at first is not likely to be the issue it is now. -
There will be as many hackers in the SA as there are or were in the Mod. Locked or not. Do the people here really think locking down the SA will stop hacking? If the game is popular, then the script kiddies will come. Never seen a popular game that has not been plagued with hacking of some sort. It wont be minimal either. The many vehicles in the private hives have kept this Mod alive, who the heck wants to travel by foot in any of the maps available? It gets tiring after awhile. Script kiddies are a minor annoyance in these servers. Im kind of ok with Rocket not adding mod tools yet to the SA. My fear is that it will either take too long for the tools to finally come out, or the tools will be limited. In which that case, hopefully Arma 3 will be out which will have better features and groups will make a DayZ mod for it or some sort of zombie mod.
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Hi, I'm Atheistpuppy, I just started playing, but I'd really like to get myself into a clan or group of people who want to help other survivors. I haven't killed anyone yet, but I've established quite a nice looting career. I'm standing with an AS50, 3 10 clips, an M4A3 CCO with more ammunition than needed to feed an army of bullet-eating robots, all of the equipments (including MilFlash and Entrenching), and a coyote (backpack, of course)! I'm apparently great at not getting killed and looting. I'm working on vehicles at the moment. Also, just in case anyone would respond with a fake clan to steal my stuff, save both of us some time and just ask for what you need. Lol 19 Years old, have a mic, and ready to play.
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200+ Vehicles Custom Loadout (Makarov, most tools,a few medical supplies) Vehicles in all major cities (Bold on map) Lots of Heli crashes near airfields. Fresh server; plenty of places you and your friends can place a camp and pillage the cities. Active admins daily Extra water vehicles We're officially launching our server with a new starting custom load out. You'll start with everything before but you'll also spawn with NVG and we're going to turn off the 24/7 Day. We're giving it a shot to see how it pans out because there are a lot of people who have played this game but they've never played at night so we're going to give them the chance. No matter your intent; gearing up, hunting bambis or bandits, etc... it's easier at night :). We're also looking for interested clans to join our server and help us establish a player base dominated by well coordinated and experienced clans that are competing across the map for loot, vehicles and territory. Depending on how many people you have in your clan and how many people you'd have joining, we'll give you a custom amount of loot. If you have 3-4 members, we'll spawn you a car and two medium grade guns. If you have 5+ members, we'll spawn you two cars and three medium grade weapons. If you want an advantage on other clans/squads participating in this, be sure to join before others. There are no rules but hacking will be grounds for instant-ban. Admins will also not interfere with any battles in an unfair capacity. We do request that you have your clan tag in front of your name. As I stated in the previous post, we will be having NVGs to each person who spawns in, no matter what. If it's deemed unpopular or unwanted, we will revert back to 24/7 Daytime. If you have any questions about getting your clan involved on a smooth, well hosted server, joining our server to enjoy the social atmosphere, hunting bambis or bandits, etc, you'll be able to contact me on Skype or Steam. If it's easier, you can just search BBN or [bBN]Gaming as well. The username for both: Scottie09hunt. Server IP:173.193.20.142 Port: 3289
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Here is the newest of the best servers: DayZChernarus - (1.7.4.4/100296) [REGULAR NP:OFF][GMT+9] - 250+ Vehicles - Custom loadout - Private Hive - [HAP] Hawsome's Awesome Possums | DayZ.ST Server IP: 159.253.145.189:3340 Our forum can be found at: http://hapdayz.freeforums.org/ With a max cap of 300 vehicles, this goldmine just grew by 20%. Hosted by DayZ.st (found at www.dayz.st) This server uses the following settings: Always daylight. Private Hive. Difficulty: Regular. Third-person allowed. Tracers off. Nameplates on. Crosshair on. Death messages on. Restart every 3rd hour. Care Packages and wrecks enabled. Custom loadout includes: 1x Painkiller 1x Morphine 1x Beans 1x Drink 2x Bandages Macarov + 3 mags Hatchet Map of holiday paradise Protected by TheSilentWarrior Anti-Hack. And the admins are very active and present most of the time. Grab your gear and come join the disaster TODAY!
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Need a team? Need Help? Or Need a place to call Home?
justinsider posted a topic in DayZ Mod General Discussion
-=SOC=- Special Operations Capable is now Recruiting!! Clan Info: - Military Structure - Friendly Environment - Mature Gamers and Community - Age Limit (18 & up) - May make considerations - Respect - Rewards for Duties & Improvements - Team Speak Server - Website - 3 Dayz and/or Arma Servers Server Info: DayZ Server Name: -=SOC=- Special Operations Capable Map: Chernarus Server IP: 50.97.49.66 Port: 3306 Slots: 50 Arma 2 Takistan Life: Revolution: Server Name: -=SOC=- Takistan Life Server | Vilayer.com Map: Takistan Server IP: 142.4.215.214 Port: 2346 Slots: 30 Arma 2 Domination: Server Name: -=SOC=- Wasteland| Max Vehicles & Item Spawns |Custom Skins, Vehicles & Weapons plus Saving!!| Vilayer.com Map: Takistan Server IP: 70.34.194.170 Port: 2302 Slots: 20 Vist our website at s-o-c.enjin.com for Recruitment, Events, Info, and Much More!! - Presented by Special Operations Capable Staff -
Good afternoon everyone, and thank you for taking time to read my post. I have recently rented a server through Dayz commander. It is up and running as of now. I am obviously what you would call a noob at all of this. So I am looking for help, as well as suggestions as to what you would like in a server. I am looking for someone to help me add in vehicles (osprey and others). Maybe change up some skins. Also I joined a server that had bots with very good gear roaming around. Loved that idea. And small bases. Also would prefer to update a anti hack to prevent as much as possible. Bottom line I would like to bring some common sense to the map. Tavianna is the map that is currently selected. But that is up for debate as well. I apologize but I cannot provide you much of anything, other than a server you can most definitely be an admin on. Or may be able to work something out in the long run. Thanks this is long enough as is. Will answer any questions my way. And its very sad that I have to say this but please keep the trolling down. I am trying to make something everyone can enjoy. Don't ruin it please. Thanks everyone.
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Group of us have purchased a new server. We are now looking for new players to join our community. There is going to be a whitelist on the server as soon as we have regular players in game. We are whitelisting the server for one main reason... HACKERS! If you do not like hacker ruining the hours that you put into the game join our server. We have very active admins who play daily. This server is being hosted on the east coast. Check it out!!! Chernarus 250+ Vehicles 3 Helocopters 1 Plane Custom load out Side Chat-enabled Helo Crashes-enabled Care Packages-enabled FULL MOON NIGHTS!!! We can be reached at [email protected] Server IP - 184.173.146.62:3187
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Great Fresh New Server, Plenty of Vehicles and need Players.
Imafighter replied to 5carecrow's topic in Mod Servers & Private Hives
Now if only that picture actually happened. Extra vehicles is stupid in a survival game, imo. Around 50 vehicles would be good. -
Great Fresh New Server, Plenty of Vehicles and need Players.
5carecrow posted a topic in Mod Servers & Private Hives
Hey Guys, just bought a fresh new server and added a good amount of vehicle spawns, not to many to where it's over powered and not fun though. Active admins, literally on the all the time. 50 slots, that need to be filled. Server name is DayZChernarus - (1.7.4.4/100296) [REGULAR NP:OFF][GMT+9] Private Hive - Cherno Beach Patrol | DayZ.ST Should be able to find it by simply searching "Cherno Beach Patrol" on PlayWithSix or Dayz Commander. -
The Ultimate Survival Guide to DayZ (Spoof)
The Stoned Wolf posted a topic in DayZ Mod General Discussion
So... you bambis are still bitching and whining about how the game is too hard, huh? WELL NOT ANY LONGER! Because now, out of pure generosity (and boredom) I have stiched together the ultimate guide to survival... in DayZ. STEP 1: FOOD So it seems some noobs love to ask about where the best place to find food are. Well, I can safely tell you that that shit is completely worthless! All it gives you is damn diarrhea and loss of energy, and does nothing to help you except "nourish" you or something. Especially beans; that shit is baaaaad voodoo. Remember, hunger doesn't exist in the apocalypse. STEP 2: DRINKS Drinks, like food, are incredibly worthless and shit. All they do is do something called "hydrate" you or some shit. Half the time I'm sure the soda's expired anyway. AND STAY AWAY FROM MTN. DEW. It is made from undead bigfoot piss; not exactly a good source of nutrients, if you ask me. STEP 3: DISEASE In the wasteland, disease is a blessing. All you have to do is sit in some rain or go for a swim, and it gives you a constant source of pain to numb your suicidal thoughts! Can anything more really be said? STEP 4: EQUIPMENT Okay, so what's with all this hype around equipment? Surrrreee, you can get powerful guns that give you an edge over other survivors, but who gives a shit about that when you can just use your fists and finally reenact that zombie Chuck Norris movie that never happened? Or at least use a crowbar and let your inner Gordon Freeman run wild. STEP 5: VEHICLES Vehicles are honestly horrible. All they do is give you a massive amount of storage space and let you go "faster." I mean, who gives a shit about that stuff? All you need to do is man-up and start running like Usain Bolt. Not that hard! STEP 6: "SAFE" PLACES So, some people in DayZ say that there isn't a safe place. But that's just a sack of potatoes! Big cities and military bases such as the North West Airfield are completely safe, friendly places that are good to check out for beginners who need starter gear. The best part? These areas are completely devoid of snipers! Just avoid empty rural areas and woods, players can be encountered here every other minute STEP 7: CONCLUSION So, if you're too lazy to read all the way through this, here's a basic summary of what I said: -Never eat food. It's bad voodoo. -Hydrating yourself isn't important and serves no value. -Disease is a blessing, you'll want to catch one ASAP. -Good equipment is over rated and bare hands/crowbars are much better to use. -Remember, seemingly empty rural areas are almost always a guaranteed death, but big cities such as Cherno/Elektro or military bases such as the NWAF are basically assured protection. Questions? -
Public Hive Hosting, Development, Maintenance, SECURITY moving forward?
NonovUrbizniz (DayZ) replied to NonovUrbizniz (DayZ)'s topic in Mod Servers & Private Hives
If they are not willing to do that than I say offer admins who opt in to IP/GUID ban themselves from playing on their server but gives them more tools to monitor and remove hacked in stuff. I had a thunderdome on my map for over a month, I had hacker ammo boxes ALL OVER my map for weeks, I'd guess there are over 200 glitched/hacked/broken tents (OH BTW WTF is up with sliding tents can we get that fixed? they slide down hill every restart until they hit something and then break)... Now to top of all the insanity I have 2 of EVERY legit vehicle on my map... EVERY spawn point has 2 vehicles, depending on their respawn rates after destruction there can be one there one day (fix and move it) then another one the next, OR they can spawn on the same day and are glitched into eachother... With even the most basic tools I could have seen this happening AS IT HAPPENED... or worst case REMOVED THEM MYSELF... but no, I can't be trusted according to BE or Arma or the Dev team or whoever... The mod is falling apart thanks to hackers, and the public hive is the MOST exposed... at least private hives can use some tools provided by the hosting companies... but even then If you try to develop your own modding tools that might actually be effective you can end up Global Banned by BE... For trying to keep your server safe for the people playing on it. Me and my friends have been paying for this server for 5 months, and haven't ever asked for a donation, we LOVE this game, but at this point we can't even play on our own server because if we get hacked... we're fucked.... I have squads playing legit on my server spending HOURS fixing helicopters... they log off... and withing an hour some dick hacker can come on spawn all the vehicles to him and blow them up, or TP to them and blow them up, or crash them all, or whatever... I'm LUCKY if there are actual records of half of what happened... I can say this... from regularly reviewing my logs and having a few friends try things to see what gets caught and what doesn't I can say with 100pct certainty that ANYONE can hack on ANY public server and if done with even a touch of intelligence the admin will have NO WAY WHATSOEVER of proving you hacked.. -
Hello, I've been an avid DayZ host for over six months now. I've learned a lot over that time and decided to focus my attention on a private hive server. Welcome to Random DayZ in Taviana 2.0. We're utilizing the latest *** detection applications and have an hourly backup. Random DayZ in Taviana EU (Central Time and Server Location: DC) IP: 184.173.146.24:3187 TeamSpeak for reporting: 64.34.174.48 Reboot Schedule: Every 6 hours. Random DayZ in Chernarus (Eastern Time and Server Location: Chicago) IP: 216.107.144.192:2302 Reboot Schedule: Every 12 hours This is a fresh server that spawns ~70 vehicles. Good luck! Hope to see you there. We have active / responsible admin and hourly database backups that will only be restore in the event that a hacker ruins your day.
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Right, I've been playing DayZ for quite a while now, and despite the many flaws it is one of the best games I have ever played. This mod has huge potential to come forth in the standalone version to be one of the best games ever made. This game was born out of a strive for realism and survival, and the following list follows that general principle. I think that is what makes the game so immersible. 1. Guns do not blow up cars. Cars are hard to blow up for that matter. I am tired of driving a car and being shot at by a Lee Enfield a few times and having my car just blow up after a few shots, or I accidentally get stuck on a fence and blow up trying to get out. 2. Vehicles are more common. Parts a bit rare. After playing on many different servers, I've found the best balance of vehicles is around (server claiming) 300-400 evenly spread across the map. On good servers almost every vehicle you find will be missing a piece or two, so some work is required to get them going. Most servers claim 300 vehicles or 400 vehicles, but that amount is simply not the case. That amount is a max number if I understand it correctly, so in reality the vehicle count is a bit less than that. Ideally players should be able to find a vehicle within an hour, and then begin scavenging a bit rarer parts to try and repair it. 3. Players should start with only the bare minimums. Servers that give players starting stuff takes away 3/4 of the game. 4. Zombies improved. Okay, zombies need a LOT of work. Firstly, zombie paths need to be revamped. The jerky fast movements make it near impossible to aim at them and take them out without wasting precious ammo by missing. But first lets talk about zombies as a creature Zombies have many different characteristics. I'm going off the standard apocalypse survival zombie, as you would see in the hit TV show "The Walking Dead". My ideal zombie in Dayz is like this: Zombie starts out slow, he has been wandering around for quite some time and is a passive creature, weak from hunger and used to quiet non living company. As a zombie slowly becomes aware of a player he makes a chilling zombie cry and begins accelerating towards the player, not too fast, but determined and hopeful of a meal. As he draws nearer his speed quickens, he is in full realization that there is blood to be eaten and becomes crazed. Like mad he wants to eat flesh and will not stop until he gets it. His zombie cry draws dull attention from the other zombies. Depending on proximity, they know food is around and slowly begin staggering in that direction. Once the other zombies get close enough to see / smell the player they start the pattern. Zombie animations differ between zombies, with different animations of walking, running, and crawling, it makes the zombies come to life as many different creatures. If there was 5 animations for staggering walking rather than 1, the games immersion level would increase like CRAZY! It would feel more real, feel more eerie, make you forget for a second that it is a game. When a zombie attacks, he claws at first which does a bit more blood damage then it does currently. Never does it knock you out unless you have below 4k blood. After a few claws and you still are not moving, then he BITES. A bite is rare but fatal. I think it is too much work to have player afterlives as zombies so we will leave it at that. Zombies do not spawn only when a player is in the area. That gives away the fact that players are around. Zombies huddle around not doing much unless they are provoked (ie player, shots, throwing tin cans, flares, etc.) Paths redone for smooth zombie movement. This is probably the most important for immersion. Players are no longer safe by running into a bush or a pine tree. There has to be some kind of player escape tactic, so the zombies speed should be a little less then a player. Once a player is a sufficient distance away from the zombie, breaks line of sight, the zombie becomes confused and wanders off. Another way of losing a zombie would be flares. Flares are bright and distracting. Throwing a flare should attract all zombies to it. Likewise at night, players with flares will be beacons for zombies and attract MUCH attention. Shutting doors should keep yourself safe from zombies, but after a while they will bang on the door enough to open it and spew in. Zombies should be able to move faster inside Zombies still attracted to sound and such. Zombie spawn should be random. Some areas can have 0 zombies spawn, while others you may encounter a hoard. Zombies should be scarier looking. 5. Thermal Scopes removed for obvious reasons. 50Cal Snipers removed. Only because 50Cal could in real life take out an engine in a car or with a proper shot, really damage a helicopter. These aspects of the game would make it too unbalanced. If the community is set on them, they should be so insanely rare that if you did manage to find one, you would spend another week of looting to find ammo for it. 6. Fall Damage fixed I'm sick of the overly sensitive and weak bones of the players of Dayz. Maybe introduce sprained ankles but falling out of a 2nd story to your feet should not give you a broken bone / bleeding / death. Also various crawling broken bones need to be fixed. One time I decided to crawl into my tent to see what it was like. It was a very dangerous tent and broke my bones and rendered me unconscious. I think I'll sleep in the car. 7. Groups and name indicators. Say you meet up with someone and you guys want to team up. Jack Frags had this idea of a "Handshake" where you shake hands with a player and he becomes in your group. After hes in the group you can see a name above his head. This may strike away from the "realism" aspect but this feature is needed. In real life you have situational awareness of the people you know and where they are. That is impossible to replicate in game so something like this is needed to make sure you don't shoot your buddies by mistake. Killing a group member should have a penalty of a respawn delay of an hour or so. 8. Direct chat and walkie talkies. Direct chat is GREAT, but side chat should go away except for admins, and walkie talkies should be able to be found. Complete walkie talkie channels would be great as well as broadcasting stations. Perhaps the option of spawning with a walkie talkie as well. This item should be pretty easy to find so groups can dish out walkies to entire squads. 9. Food & drink plays a bigger role. Food and drinks need to be rarer. Way rarer. The player should have a real hard time finding food and beverage spawn, and have to resort to hunting and gathering water. After the food or drink icon starts flashing, the player should move slower, get cold easier, and take more damage when hit. Too long without and then yes blood should start going down. 10. Extreme weather / Storms Random extreme weather can come and zombies will seek shelter or fall over and only be able to crawl. Players would need to find shelter as well. This would lead to house / building clear outs and holding off a building from more zombies. 11. Build-able shelters for safe haven and bases This one is difficult. Maybe finding the items "powertools", and "hardware" which would be nails and such. Allow you to gather wood, stockpile it somewhere, use powertools and hardware to build different tier bases. A lean-to shack: protects from the storm, but player still gets cold without fire inside it. Sturdy shack: Protects against storm and cold, has lockable door from the inside, cannot lock from outside. And finally Fortified Shack, which would require locking parts of some kind, where users can lock loot inside and quit / join inside. Destroyable only by RPGs, vehicle mounted machine guns, satchels, and other explosives that may be introduced (Molotov?) Possibly the option of a Fortified bunker with garage, which can only be made with 4 players working together. Players could then respawn inside the safe bunker after death, and have access to stored loot inside. Bunker also destroyable by explosives only. 12. More weapons / melee weapons We need more variety, and some kick ass melee weapons like machete's and swords. Melee fighting should be improved so you can take down zombies close quarters without getting hit by a zombie. More civilian weapons would be great too. Like .22 rifles, more hunting rifles, shotguns, pistols, flare guns etc. Flashlights should be mountable to ANY gun or your head. Duct tape required. 13. Group spawning. If you ream up with a group before joining in the game, I think an option should be put in place to spawn together. This game is AWESOME when played with a friend and I think players should be encouraged to do that. Even teaming up with a stranger should be an option, lobbies, etc. You should get a respawn penalty for killing one of your group members (ie cannot respawn for an hour or more). 14. Various apparent bugs fixed, hacking impossible, other misc. There are too many to list. Disappearing items, duping, private map markers, reloading hatchets, performance optimization, more / all buildings enterable, cars getting stuck in walls, falling off ladders, etc. Hacking is a huge problem and I'm sure they are working on that. Well that is just what I could remember right now, I had to get that out of my system. Any thoughts / comments are appreciated!
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I NEED YOUR HELP I am working on a final poll and need help classifying the data I have. Read through the list and ask yourself the following questions... Has an idea been confirmed? (If so I will remove it) Should an idea be in a different category? Can an idea be consolidated under another idea? In 5 words, what ideas have I missed? Categories Balancing | Endgame | Environment | HUD | Items | Mechanics | Survivors | Vehicles | Weapons | Zombie Poll Data Barb wire should have a small % chance to cut you [balancing] Buff the crossbow [balancing] Increased sound range for guns [balancing] Less ammo [balancing] Less powerful guns [balancing] Lots more bicycles [balancing] Remove spawn location when entering game [balancing] Vehicles more common, but gas hard to come by. [balancing] Elektro power station restoration with huge effort and teamwork [Endgame] Radio towers allowing people to broadcast messages [Endgame] Town generators for night time lighting [Endgame] A river or stream that crosses the breadth of Chernarus [Environment] Additional ways to store items? eg. Bank vaults or lockers at bus stations [Environment] Caves and mine shafts [Environment] Cellars to buildings [Environment] Derailed train [Environment] Edible berries and mushrooms of which some are poisonous [Environment] Extreme weather and conditions [Environment] Global broadcast of "supply drop" location [Environment] Houses have mirrors [Environment] Increased map size [Environment] Make doors squeak and slam when they open or close [Environment] Sounds should be unique for each type of activity/consumption [Environment] Sporadic birds flying away in panic if a noise is to loud [Environment] Subterranean parts of Chernarus [Environment] Tall weeds for easily hiding a boat [Environment] Treehouses [Environment] Add noise to the opening of a backpack [HUD] Animations that deal with status effects. Vomiting, sneezing, shivering, etc [HUD] Combining 8 raw meat into a "stack of meat" that takes 2 inventory slots [HUD] HUD Colorblind mode [HUD] Make the weapon lowered by default [HUD] New death screens [HUD] Resizable compass [HUD] Unknown ammo count unless you count the rounds in the clip [HUD] Addon storage i.e. front vest packs, belt storage [items] Bricks (throwable) [items] Deployable amouflage nets for bases and vehicles [items] Diary system [items] Different looking tents [items] Digital/Polaroid Camera [items] Dr's coat [items] Flare guns [items] Gasmasks [items] Head mounted flash lights [items] Ingame camera recorder [items] In-game mini games - eg Cards [items] Introduce a quiver or a means of carrying stacks of crossbow bolts [items] Mechanics overalls [items] Megaphones [items] Pens/pencils and paper [items] Police clothing [items] Rain Jackets [items] Rope [items] Shopping cart [items] Shortwave radio system with multiple channels [items] Snares and traps for animals [items] Sound decoys with a delayed execution (like firecrackers on a fuse of 20 seconds) [items Spray paint [items] Storage packs on dogs [items] Tools to baracade doors [items] All items throwable [Mechanics] Batteries for all electrical items [Mechanics] Being able to see distant reflections from binoculars or scopes [Mechanics] Blood regenerates slowly over time [Mechanics] Buildable deer stands [Mechanics] Bury items [Mechanics] Cannibalism [Mechanics] Combine ammo in magazines [Mechanics] Communications channel - Shout [Mechanics] Communications channel - Whisper [Mechanics] Crafting [Mechanics] Customisable houses. ie barricade windows with planks [Mechanics] Diggable graves to bury the dead and reduce disease [Mechanics] Dog companions [Mechanics] Doors that stop zombies [Mechanics] Dragable dead bodies [Mechanics] Drink from a source of water directly [Mechanics] Duct tape to tape my flashlight to my rifle or shotgun [Mechanics] Fatigue system [Mechanics] Fireman carry [Mechanics] Fishing for food [Mechanics] Flipable vehicles [Mechanics] Foraging for food in the woods [Mechanics] Group manangement/identification in-game [Mechanics] Hand gestures [Mechanics] Handshake based humanity system [Mechanics] Hatchet as a secondary weapon [Mechanics] Hug for warmth [Mechanics] Lockable doors on houses which require a crowbar or a lock picking kit to enter [Mechanics] Meat degrades and goes off causing sickness if not cooked or consumed in time [Mechanics] Milkable cows & goats [Mechanics] More information in study body [Mechanics] Passengers can shoot from moving vehicles [Mechanics] Player tracking [Mechanics] Private Map notations [Mechanics] Realistic rifle accuracy and ballistics for sniping [Mechanics] Spectator mode aka Hunger Games [Mechanics] Switching to an axe or other melee weapons when carrying a gun [Mechanics] Tents usable for shelter and warmth [Mechanics] The ability to tear down and move anyones tents [Mechanics] Trading System [Mechanics] Underarm grenade throwing [Mechanics] Unique usernames/unique ID system for usable friends lists [Mechanics] Weight system [Mechanics] Male beards that gain length for every additional day that I survive [survivors] Persistent injuries and scarring [survivors] Horses [Vehicles] Manual train carriage [Vehicles] Row boats [Vehicles] Tandem bicycle [Vehicles] Wheelchairs [Vehicles] Bayonets [Weapons] Compound and long bows [Weapons] Explosive hostage vests [Weapons] Firearms usable as melee weapo [Weapons] Homemade pipe bombs and IED's [Weapons] Hunting knife usable as weapon [Weapons] Mantraps and booby traps [Weapons] Non-lethal ways of-incapacitating players [Weapons] Punji sticks [Weapons] Tasers [Weapons] Tear gas [Weapons] Teargas [Weapons] Tranquillizer rifle [Weapons] Children zombies [Zombie] Persistent zombie spawns [Zombie] Zombie animals [Zombie] Zombies being able to smell blood [Zombie] Zombies huddle together in a corner when spawned inside a building [Zombie] Zombies infected spawn inside rooms [Zombie] Zombies should be able to knock you off your feet [Zombie] Zombies should be able to rip you off of your bike [Zombie]
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DayZNamalsk - Bambi's Unite (0.73/100296) [survival Loadout] |BS:ON | EVR's:ON | 100+ vehicles 10+ helis | Friendly Active Admins | - everybody welcome 185.2.138.60:3306 Arma OA Version = 100296 Namalsk Mod = 0.73 *Admins mainly use TeamSpeak now we have one up* 178.33.179.44:16881 ---------------------------------------------------------------------------------------------- * Server Information * - Private Hive - 40 Slots - TimeZone = GMT-5 (Day/Night Cycle) - E.U. Server - Hosted in London UK - low ping - Auto Restarts: Everyone 3 hours. (With Warnings) - Fix Server Lag (Deletes Blown-Up vehicles & vehicles with extreame damage... This reduces server lag. - 10 Flyable Helicopters - 3 Planes - 75+ Vehicles (Including Non of the ordinary) - Multiple Crash-Sites - Regular Difficulty - Waypoints = ON - Crosshair = ON - 3rd Person = ON - Side Chat = ON - Death Messages: OFF * Anti-Cheat features * - Gotcha AntiHax: Enabled - Battleye: Enabled - Active Admins: (See Admin List Below) * Rules to be followed * - No Hacking - No Exploting - No Racism - No swearing in side-channel (Keep Chat Clean) - No voice in side-channel - No Blowout (EVR) quiting. (Take it like a man... not a horse...) - Combat logging will result in a 24Hour ban! - No screaming "HACKER" over side-channel, if you suspect someone is hacking, please contact Admins using appropriate ways. *Admins, including contact information* -Guardian: -robstar.961 -(Skype)- -iAmJameees -iAmJameees -(Skype)- -UK-Sizlac -sizlac192 -(Skype)- -Zuliee -chrisjanes51 -(Skype)- *Admins mainly use TeamSpeak now we have one up* 178.33.179.44:16881