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Showing results for 'Vehicles'.
Found 41868 results
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US 1641 DayZ 24/7 Daylight(v1.7.6/Beta 102285) [us1641.enjin.com][[email protected]][starting gun][Active Admins][230+ Vehicles][15+ choppers][care packages & wrecks][3DP:ON|CH:OFF][GMT-6][bE, Gotcha, & TSW Secured] Hello Everyone, I only recently decided to create an account because after reading all the new hate of the latest dayz patch. I just want to say that was disgusting. I wanted to advertise my server and I am not going to waste a ton of my time making a fancy post like others have as if I have something to prove. My server is running awesome and I wanted to share that with you. US 1641: 216.245.223.154:10402 Features: Chernarus Map (New buildings coming SOON!) 40 slot server Private hive dedicated to our server only and does not share with anyone else. Never lose out on days of work again, back it up with $5 donation and its a guarantee 24/7 Daylight with 4 hour restarts. 230+ vehicles with 1/3 being coastal spawned. (Adding more every week) 15+ choppers )Adding more every week) Carepackages enabled (medical boxes with supplies hidden around the map) Wrecks enabled (for all your valuable weapon needs) Gotcha Anti hack secured The Silent Warrior Anti hack secured Battle eye secured 2000+ bans from several community ban lists. Almost always 24/7 watched by online and offline admins Random events (See website for details) Donation Perks (We have very generous offers for donations) Busy nights we have had up to 25 and slower days is 7-15. We are growning everyday and wish to share in these awesome experiences with you. We will always be up 24/7 on chernarus. We do random events and will be adding custom buildings to liven the fun. The admins are all adults and are skilled in how to track down hackers. Join us if you wish it will be the last server you ever need to look for.
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Introductions? Semi New Guy Here
ZombieNation2012 replied to ZombieNation2012's topic in New Player Discussion
Thanks I wont forget it this time. It is under the same IP as this account, but I will be moving soon, so my IP will change, I dont need to send any special messages or register for a multi IP address do I? And thanks guys. Arma 2 is amazingly fun all on its own. I been playing that to get an idea of what the cities look like without zombies or snipers trying to take me out lol :D Cheers and Thanks. Yeah I love how DayZ has that realism effect. Actually gutting animals for food and what not, finding parts to repair vehicles. THIS is survival. Accept no imitation :P So I have noticed!! DayZ 2017 was a real different treat. I also figured out how to avoid zombies lolol, No more endless running, just need to lose line of sight long enough to duck in bushes. Once my move is complete, I will be a permanent resident of this mod, forum and future SA edition. -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
U.G.N - Jedi Panda replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
I will look in to the auto restarts and their warning messages. But just because the server restarts doesnt make vehicles blow up, unless all 6-7 vehicles were choppers! -
Tired of KoS? Do something about it!
Imafighter replied to plrsniper's topic in DayZ Mod General Discussion
The only way to deal with it is to KoS yourself? Here is a grand idea: Don't shoot them, and maybe they won't shoot you. And for the last thing, you are simply complaining about folks who do not shoot players. Why alt+F4 when you could follow them to their camp, steal their supplies, then destroy it? Steal their vehicles? Creep them out? Make their life ruined? -
Hardcore Older Gamers (=HOG=) is running a DayZTaviana 50 slot server... New spawns will start with a very generous loadout that includes Map, and upgraded pistol, and backpack Tons of vechicles available and being added at each server restart Automated server reboots with warnings to keep things running smooth and perfectAdmins are usually always on and friendly and DO NOT use admin tools for their personal gain (=HOG= is A No cheat fair play Clan) We are willing to provide clans & groups that game on this server on a regular basis with a custom base at a location of their choosing to secure all your hard earned loot. We are looking to share this server with many other clans, groups, or single players for whatever type of game play you are looking for... For more info on setting your clan up in a custom base please go to http://www.hogclangaming.com or just jump into the server and discuss with one of the admins... We moved to a new IP and are looking to build our population back up... Our previous server was ranked in the top 50... We would love for other clans to call this server home. We are looking for players of all types... So whether its PVP or survival game play you are looking for you will find it here... We do not put up with any types of racism and will ban on sight for this... Server Details - DayZTaviana -(2.0/102285) [Regular] Active Admins | 600+Vehicles | Day Time | Custom Loadout | Epic Bases |www.hogclangaming.com IP: 173.192.170.117:3017 Loc=USA, Diff=General, Map=DayZ Taviana (.com Version), Slots=50, TZ=Daylight 24/7, 3DP=on, CH=on, NP=off, DM=on, SC=Yes, PW=no, WL=no Contact: http://www.hogclangaming.com
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=HOG= Clan To Provide Other Mature Clans With New Server And Custom Bases To Call Home
shan1784 posted a topic in Clan / Group Recruitment
Hardcore Older Gamers (=HOG=) is running a DayZTaviana 50 slot server... New spawns will start with a very generous loadout that includes Map, and upgraded pistol, and backpack Tons of vechicles available and being added at each server restart Automated server reboots with warnings to keep things running smooth and perfectAdmins are usually always on and friendly and DO NOT use admin tools for their personal gain (=HOG= is A No cheat fair play Clan) We are willing to provide clans & groups that game on this server on a regular basis with a custom base at a location of their choosing to secure all your hard earned loot. We are looking to share this server with many other clans, groups, or single players for whatever type of game play you are looking for... For more info on setting your clan up in a custom base please go to http://www.hogclangaming.com or just jump into the server and discuss with one of the admins... We moved to a new IP and are looking to build our population back up... Our previous server was ranked in the top 50... We would love for other clans to call this server home. We are looking for players of all types... So whether its PVP or survival game play you are looking for you will find it here... We do not put up with any types of racism and will ban on sight for this... Server Details - DayZTaviana -(2.0/102285) [Regular] Active Admins | 600+Vehicles | Day Time | Custom Loadout | Epic Bases |www.hogclangaming.com IP: 173.192.170.117:3017 Loc=USA, Diff=General, Map=DayZ Taviana (.com Version), Slots=50, TZ=Daylight 24/7, 3DP=on, CH=on, NP=off, DM=on, SC=Yes, PW=no, WL=no Contact: http://www.hogclangaming.com -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
redard replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Please stop the ninja restarts! Today at 14.35 pm (ish) an admin made a restart, giving a one minute warning in side chat. No red text no nothing. Most of us don't know who all the admins are, and as a result of that around 6-7 vehicles were lost, and some made complaints about tents disappearing aswell. So far i've loved the server, but if there's something that's been bothering me it's these kinds of things. Same goes for admins writing "5 minutes to restart" then restarting after around 2-3 minutes. I don't like complaining but when people waste my time (as in spent getting a vehicle, then losing it) i have to. -
New player looking for a group in EU
boxman80 replied to Wolfen1234's topic in Clan / Group Recruitment
Hi mate, you're welcome to check us out @ The BSB Network. (http//:www.bsbnetwork.com). We're an open social community for fair and mature gamers with our own Survival Taviana server that's well suited to newbies who are starting out with lots of emphasis being on PvE (survival) . We have our own Teamspeak server too (easier than Skype). We're UK based and all our members speak English. We've been playing and supporting Day Z since launch and have our own internal clan (split into two factions, BSB Ravens and BSB Scorpions) as well as hosting several smaller groups and clans within our community. Our Taviana server is Whitelisted and protected against hackers and has loads of vehicles (300+) , loads of new buildings and interesting cities and most points of interest are less than 1K between each other. Our server is very much suited to new players and our members are friendly and helpful and are more than willing to have you tag along, as well as giving you tips and help along the way. We run weekly events for our factions and community on the server too. Anyway more details can be found on our recruitment thread; http://dayzmod.com/f...gamers-est2002/ Server details -
Looking for... Players, Groups (Large or Small)...
them18pro posted a topic in Clan / Group Recruitment
DayZ Chernarus (1.7.6) Hello fellow Survivors, Bandits and Heros, 116TH are currently looking for 3-6 small to large groups to join our Faction warfare style server,This is a no holds barred fight for survival with one of the groups main objective of being the high power. What incentives are there for joining with your group? ''Well if you and your group join and are accepted you (Faction Leader) will be given a stakehold in the server'' What does that mean? That means that whenever a change may go through it is discussed between all stakeholders, So basically you have your say in how the server is run (i.e, Number of vehicles, What custom buildings etc) What if my group is small? Well we urge you to still come and join in the fun we have plenty of independant small groups and even single lonewolves. There is nothing stopping you from recruiting any of the independants to your group. What are the servers details, I.E Vehicles etc? 300+ Vehicles 15+ Flyable Helicopters Lootable carepackages Refeuling at gas stations ( refeulling time speed increased so refeulling is quicker) Custom Dayz Coding. Server Details? -VETERAN -WAYPOINTS + ON -CROSSHAIR = OFF -3RD PERSON = ON -SIDE CHAT = ON (NO VOICE) 146.185.30.234:3357 (This server uses a Whitelist feature) *If you are interested then please contact me through the PMs* Once we have spoken your group will be whitelisted to the server. -
GREAT SERVER, BALANCED, FRIENDLY, TRY US --> Devils Castle Will Fall | DayZ 1.7.6.1 | [GBYC] - New Abandoned Cities | Alt Loot Tables | Sidechat on
BCaused replied to {GBYC} EvilBunny's topic in Mod Servers & Private Hives
I finish exams tommorow and Slorgos/Jorgen should be back then so we will be able to play friday. Btw did the update reset tents/vehicles? -
not really. You just have to define where taviana lies in relation to chernarus. Then you take your boat in chernarus to the edge of the map. The loading-screen simulates the open-ocean-travel, respawning you on the edge of taviana map. You could require f.e. 5 full jerry cans in the boat, that are set to empty on arrival. You'd then need to refuel in taviana to get back. You wouldn't go by boat for days, but it should still make up for an hour of traveltime or more. I'd recommend an airplane :-) not really. Dayz Epoch runs on 4 or 5 different maps at the moment. They can be added to the same hive. So when you change maps, your gear stays the same. Saving the data from one map to another therefor isn't the real issue. Getting the vehicles over would require a link tough, as you could send the description and recreate it there. In standalone, when they are objects, it shouldn't be a problem anymore. At the moment they are strings tough, so it could be more difficult. The actual transfer between the maps wouldn't be more than saving your character with changed location data, leaving the server and logging back into it, on the other map, with the new location. Considering server-load this shouldn't use up more ressources than changing your clothes. One issue would be the vehicle spawn tough. People could abuse that, to get all planes and helis from all maps to their base. To decide how migrated vehicles behave, how long they exist and when or where they respawn isn't something to be ignored.
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Assuming the server admin hasn't altered the chance of it spawning, it doesn't always spawn. I edited my database so all vehicles have a 100% chance of spawning on my server.
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I found an awesome custom server today and it has a lot of awesome qualities, and a friendly admin, just needs more of a playerbase :(. They offer an admin run gun store (not npc'd) where you can sell/trade/buy weapons and vehicles and even custom bases for your clan if you get enough credits. It also has a tow and heli lift script which are REALLY nice for getting a vehicle you really want even though you already have one. Admin also says by tommorow they should have auto refuel script at gas stations up and working. Its permanent daytime and has 150+ vehicles and like 6 choppers, the vehicles are at a low amount as well as the starting gear to add realism. Some of the plans the admin said were coming in a few short dayz are: Website, Donator rewards, auto refuel, custom buildings, custom vehicles (osprey) etc). Its using version 1.7.6 (even though dayz commander says differently) if you want to play with us, its been a great server so far. Im informed it has latest antihacks as well. Hopefully someone sees this and joins us :) 142.54.189.34:2382 - Art of war private hive
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US#1 - AoWDayZ.com - *NEW WEAPONS**NO 50 CALS**HACKER FREE**Chernarus 100+ Vehicles
unkinhead replied to unkinhead's topic in Mod Servers & Private Hives
Made updates! +Custom Buildings +Auto Refuel +Added vehicles to tow list +updated properly to 1.7.6 EDIT: Error in mission files, will have to check it out tommorow for now -Custom Buildings -Auto refuel Are not in the update. everything else is -
From my experience (played 5 times a week since the first week this mod was released) there is 4 types of players you'll come across in dayZ. The solo survivor: generally this guy will be friendly, he plays solo and is most likely new to the mod. The solo bandit: this tends to be the guy who sits up on a hill with over watch of an area and shoots anything that moves from little bunny rabbits to unarmed players. The survivor group: they tend to be mostly hostile as they have enough players in their group and plenty of gear, mostly they will try to communicate with you before they rob you of your beans and pride. However some groups can be friendly but just keep an eye on them. The bandit group: much like the solo bandit but these packs of rats work in groups, mostly setting up road blocks and missing vehicles that go past with terrible aim, they will give make no attempts to communicate and play to KOS. When playing dayZ the best advice is to treat everyone as a threat, don't become another douche bag and KOS, try to interact with the players, get them to drop their weapons and rob them or if you feel they are safe just let them go. You will have much more of a rewarding feeling if you communicate with someone and get them to drop their weapon rather than just sniping an unarmed player from an undisclosed location.
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With the advent of DayZ version 1.7.5.1, there has been a lot of argument over whether or not the update solves any problems of DayZ. One of the problems that someone is almost certain to bring up is the so-called "KoS Problem". I'm going to retain a neutral standpoint on this issue to try and eliminate some bias for the reader. Some people say, "The new spawn system and way that [zombies] swarm makes it so there is no reason to shoot the [zombies]". Other people cheer, "[These] new difficulties sound great...[they are] exactly what I'm looking for in this game". This is in regard to zombies being changed for better or worse. Only a fool would say that removing zombies entirely would be beneficial to the game, as DayZ is built around the idea of a "Zombie Survival" genre. The way I see it, there are 3 conflicts in DayZ: Player Versus Environment Simple enough, this category is the most encompassing, and makes the game a "survival" type game. This includes water, weather, disease, height, terrain, obstacles, blood, food, temperature, etc. This also includes the struggle for resources like food, water, weaponry, ammunition, and other items spawned by the game (not player dropped). I would argue that this category is the most important, as it defines 100% of the time you play the game and requires the most attention. Any action you perform in the game will depend on the environment Player Versus Player This category is by leaps and bounds the most talked about, and it helps to add a significant amount of challenge into the game. It also is very important as it creates competition for resources, adds fun and entertainment, and keeps the game fresh and new every time you play it. This includes killing other players, banditry, competition for loot, competition for vehicles, following players, taking resources off of dead players, giving blood, giving assistance, interaction over chat, and any and all interaction between two players. This category is hard to make generalizations with, as it is the most variable between player depending on how they view other players and their style of gameplay. Most of the time, this category defines around 5-45% of the time you play. Player Versus Zombie Unique to DayZ, this category is quite popular to debate and distinctly separates DayZ from any other game. This category includes killing zombies, being killed by zombies, interaction with zombies, the "Ear" and "Eye" indicators on your HUD, any movement, any decisions made that are influenced by the presence of zombies, I'm focusing on the Player Versus Player category, and killing on sight comes up often in Player Versus Player conflicts. I've come up with, in my humble opinion, a pretty complete list of why exactly players kill on sight. -Little to be gained from contact with other player -High risk of death from contact -Choose one: High reward for high risk (Killing on Sight and taking their gear) or Low reward for high risk (making contact and possibly trading) -Not being able to trust someone you've just met -Lack of time (if you only have 1 hour to play then you are not generally going to try to make long lasting alliances) -High entertainment value -Competition for loot and resources -Main risk in game (makes players want to "beat the game" by beating the biggest risk) -Zombies don't pose enough of a threat to force teamwork and cooperation Now I'm merely trying to explain why people Kill on Sight, not saying that DayZ needs to have loot piles paving the streets, zombies that see you from 10 miles away and can kill in one hit, or players invincible to other player's damage. I'm trying to say that PvP is a necessary part of the game and that removing it or limiting it will destroy a fundamental challenge. Killing on Sight is simply a natural behavior that people will do for the above reasons. Killing on Sight can't be fixed by changing the game. You need to change the player to stop Killing on Sight. If you don't kill on sight, if you try to make contact first, if you try to change yourselsf, other people will change along with you. My hope with this post is that people will change their habits to create a more interesting, varied, and fun experience with other players in DayZ.
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Why make instanced or underground bases?
Delta Smoke 01 replied to Jeremiah Cross's topic in DayZ Mod Suggestions
Fairly clear that you have not done your homework on this OP. At no point have vehicles been linked with the planned underground structures, and at no point will they be "safe" from being raided. Also using an instance would add performance due to the load not always beng dropped on the server. -
AUDGamez.com / Active Players / Active Admins / 50 Slots
Summo posted a topic in Mod Servers & Private Hives
Welcome to my Server! Well firstly, i'm not going to rant on why i want you to join my server, it's your decision. -Active Admins -A dedicated site, fully functional to use -50 slots -A fast connection -Over 250+ Vehicles -Custom Load out How to join? 50.97.49.79 - That is the IP And the port is '3000' I hope to see you guys there! :) ~ www.AUDGamez.com -
HATCHET RELOADED UK PRIVATE HIVE(v1.7.7.1) [GMT-4]Spawn With Hatchet & map|Air Lift Vehicles|Auto Fuel|250+ Vehicles|Custom Bases & Hero/Bandit Reward
Hatchet_Reloaded replied to Hatchet_Reloaded's topic in Mod Servers & Private Hives
Dogs are now on the server. kennels have been placed around the map and you will hear dog barking when close to one. all you need to do once you find one is waid until the dog spawns. once spawned you can then access the commands by scrolling you mouse wheel. Dogs will attack zedz and bark if a player is close by. Dogs will also get into vehicles with you. -
Before reading this post, please remember that these are my OPINIONS, and i'm not saying any of this is 100% true or that anything said here is 100% false. This is just what I think. Also before I begin, I would like to say that I think DayZ is a incredibly fun game, and I have spent many items scavenging for Mountain Dew and shooting up bandits. DayZ mod: MY criticism of DayZ mod is that it gets too much credit for what it has done with the ArmA 2 engine. I understand this isn't a problem created by Dean (Rather by the over-hyped fanboys), but it is a problem nevertheless. I have seen far too many people and even professionals call DayZ "One of the best mods of all time". I believe a better fitting title would be "One of the most fun mods of all time." Because compared to other mods for ArmA 2, DayZ has not really done much. The Undead Mod for ArmA 2 had already implemented zombies into the game, and DayZ WAS NOT THE FIRST DYNAMIC ZOMBIE GAMEMODE IN ARMA 2! In Febuary of 2012, about 4-5 months before DayZ mod's release, Craig, a modder for ArmA 2, released DZS (Dyanmic Zombie Sandbox) which was a mission (Not a mod) for ArmA 2 that featured a dynamic zombie apocalypse, with respawning zombies roaming towns, the need to scavenge cars and buildings for weapons, and in later updates the inclusion of food and water, along with hunger and thirst. DayZ Standalone: My criticism for DayZ Standalone is that I feel that it is being rushed, and that BI is not adding enough to the original mod. Why do I say this? Well first, lets look at the features that DayZ Standalone has so far demonstrated, and why I think some are good, and some are just lazy. -"ArmA 2.5" engine (Includes Volumetric clouds and lighting): Although this really is just someone mashing together ArmA 2's engine and ArmA 3's engine, I can understand that creating a entirely new one is really not necessary. -Building Interiors: Probably the most impressive feature of DayZ standalone, although still this wouldn't take much work. Modders for ArmA 2 have made (Without a dev team) entire sets of enterable buildings for custom maps (Celle, Emita, Taviana, ect) and ArmA 2 OA's Takistan had already done this. -New zombie animations: Another one of the more-worked on features of DayZ Standalone, these are looking to be really nice -Clothing models/Changing clothes ability: Already implemented into ArmA 3, it feels as if they have just ripped this out of that -Slightly Altered Chernarus: Really, all they did was flood a small section of the coast (If BI let people modify chernarus like that, modders could have done it in a couple of hours) and copy and paste Utes, the other map that shipped with ArmA 2, onto Chernarus. -Hacker prevention: For DayZ Standalone, this isn't such a big feat. The only reason DayZ Mod is so hackable is because its a MOD (You can look up the technicalities of why that makes it hackable). Vanilla ArmA 2 is much harder to hack and cheat from, and most "Hackers" on Vanilla ArmA 2 servers are just bastards connecting to a server that hasn't enabled sig check with a editing mod or such. I'm sure they have planned more features, but so far their starting lineup doesn't look too good. Remember, this is now a GAME, with a dev team and all the resources BI permits them to use (Considering the mods popularity, I think that is a LOT). I will now list what I think they SHOULD have in DayZ Standalone, although I know its probably too late for them to implement these without a major delay in release. Also, if they have already planned to add some of these, please post in the comments with proof so that you can correct me! :D -New map(s): As the DayZ community has seen, many ArmA 2 modders have been able to develop entirely new and unique ArmA 2 maps with their own custom buildings, complete with interiors and such, all by themselves. So why cant DayZ Standalone give us AT LEAST one new map on release? I expect them to create more maps after release, but as I said before, it feels like they are ripping a lot off of ArmA 2. -New weapons/vehicles: So far DayZ devs have not announced any new weapons or vehicles for DayZ standalone, which leads me to believe they will have the same weapons and vehicles as DayZ mod. I feel that they should add a more "Civilian" weapon and vehicle pack to DayZ standalone, instead of the militaristic ArmA 2 one. -Tons of new gameplay features: IE: fortification, advanced medical system (maybe similar to ACE?), easier ability to find friends/friendlies, dedicated leveling system (maybe based on bandit/hero reputation?), advanced movement system (especially with those new building interiors!), higher server capacity (Since its no longer a mod, Standalone could possibly handle 150+ player servers), mod support (Pretty sure Dean, a modder, will add this, but sort of distressed by the fact it hasn't been confirmed) -Dedicated Website/Forums (Herp derp?): If BI can re-design the ArmA 3 web page in a week, they surely can make a DayZ Standalone one aswell, or at least put DayZ in the BI forums! XD Anyway, that's about it. I don't want to distress people too much, i'm SURE they will add additional content in future updates for Standalone, so do not worry. I just think i'm going to be dissatisfied with the release, but will probably buy it anyway.
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Overpowered Weapons removed - Only 3 snipers - Custom Skins (you choose!) Check out this server!
Comrade_ replied to trunkz jr's topic in Mod Servers & Private Hives
Make sure you have the hotfix listed under announcements. Love the new weapons, vss and mk17 look just amazing. Anyone interested in a ton of new weapons, ton of vehicles and custom walled off bases, come join us! -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
U.G.N - Jedi Panda replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
OK, to combat the desyncs when we have between 60-80 players, I have split the server into 2 servers, both 50 slots as this is what DayZ can handle. Character data will be the same for both servers, but vehicles and tents will be unique to each server :) We will have dedicated admins for each server :) Enjoy :D -
Before reading this post, please remember that these are my OPINIONS, and i'm not saying any of this is 100% true or that anything said here is 100% false. This is just what I think. Also before I begin, I would like to say that I think DayZ is a incredibly fun game, and I have spent many items scavenging for Mountain Dew and shooting up bandits. DayZ mod: MY criticism of DayZ mod is that it gets too much credit for what it has done with the ArmA 2 engine. I understand this isn't a problem created by Dean (Rather by the over-hyped fanboys), but it is a problem nevertheless. I have seen far too many people and even professionals call DayZ "One of the best mods of all time". I believe a better fitting title would be "One of the most fun mods of all time." Because compared to other mods for ArmA 2, DayZ has not really done much. The Undead Mod for ArmA 2 had already implemented zombies into the game, and DayZ WAS NOT THE FIRST DYNAMIC ZOMBIE GAMEMODE IN ARMA 2! In Febuary of 2012, about 4-5 months before DayZ mod's release, Craig, a modder for ArmA 2, released DZS (Dyanmic Zombie Sandbox) which was a mission (Not a mod) for ArmA 2 that featured a dynamic zombie apocalypse, with respawning zombies roaming towns, the need to scavenge cars and buildings for weapons, and in later updates the inclusion of food and water, along with hunger and thirst. DayZ Standalone: My criticism for DayZ Standalone is that I feel that it is being rushed, and that BI is not adding enough to the original mod. Why do I say this? Well first, lets look at the features that DayZ Standalone has so far demonstrated, and why I think some are good, and some are just lazy. -"ArmA 2.5" engine (Includes Volumetric clouds and lighting): Although this really is just someone mashing together ArmA 2's engine and ArmA 3's engine, I can understand that creating a entirely new one is really not necessary. -Building Interiors: Probably the most impressive feature of DayZ standalone, although still this wouldn't take much work. Modders for ArmA 2 have made (Without a dev team) entire sets of enterable buildings for custom maps (Celle, Emita, Taviana, ect) and ArmA 2 OA's Takistan had already done this. -New zombie animations: Another one of the more-worked on features of DayZ Standalone, these are looking to be really nice -Clothing models/Changing clothes ability: Already implemented into ArmA 3, it feels as if they have just ripped this out of that -Slightly Altered Chernarus: Really, all they did was flood a small section of the coast (If BI let people modify chernarus like that, modders could have done it in a couple of hours) and copy and paste Utes, the other map that shipped with ArmA 2, onto Chernarus. -Hacker prevention: For DayZ Standalone, this isn't such a big feat. The only reason DayZ Mod is so hackable is because its a MOD (You can look up the technicalities of why that makes it hackable). Vanilla ArmA 2 is much harder to hack and cheat from, and most "Hackers" on Vanilla ArmA 2 servers are just bastards connecting to a server that hasn't enabled sig check with a editing mod or such. I'm sure they have planned more features, but so far their starting lineup doesn't look too good. Remember, this is now a GAME, with a dev team and all the resources BI permits them to use (Considering the mods popularity, I think that is a LOT). I will now list what I think they SHOULD have in DayZ Standalone, although I know its probably too late for them to implement these without a major delay in release. Also, if they have already planned to add some of these, please post in the comments with proof so that you can correct me! :D -New map(s): As the DayZ community has seen, many ArmA 2 modders have been able to develop entirely new and unique ArmA 2 maps with their own custom buildings, complete with interiors and such, all by themselves. So why cant DayZ Standalone give us AT LEAST one new map on release? I expect them to create more maps after release, but as I said before, it feels like they are ripping a lot off of ArmA 2. -New weapons/vehicles: So far DayZ devs have not announced any new weapons or vehicles for DayZ standalone, which leads me to believe they will have the same weapons and vehicles as DayZ mod. I feel that they should add a more "Civilian" weapon and vehicle pack to DayZ standalone, instead of the militaristic ArmA 2 one. -Tons of new gameplay features: IE: fortification, advanced medical system (maybe similar to ACE?), easier ability to find friends/friendlies, dedicated leveling system (maybe based on bandit/hero reputation?), advanced movement system (especially with those new building interiors!), higher server capacity (Since its no longer a mod, Standalone could possibly handle 150+ player servers), mod support (Pretty sure Dean, a modder, will add this, but sort of distressed by the fact it hasn't been confirmed) -Dedicated Website/Forums (Herp derp?): If BI can re-design the ArmA 3 web page in a week, they surely can make a DayZ Standalone one aswell, or at least put DayZ in the BI forums! XD Anyway, that's about it. I don't want to distress people too much, i'm SURE they will add additional content in future updates for Standalone, so do not worry. I just think i'm going to be dissatisfied with the release, but will probably buy it anyway.
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Private Hive, running Oring 1.0.7 atm, UK based. Daytime 24/7. Active admins. Lots of vehicles and choppers. Blackout #1 - ORING 5.63.148.28:3102
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Why make instanced or underground bases?
Jeremiah Cross replied to Jeremiah Cross's topic in DayZ Mod Suggestions
I suppose some sort of security system could be implemented. A key code for the entrance or something that the owners would need to set when they take over would be one option. Invaders would need to either crack the code by trial and error, wait for the owners to be moving in and out then rush them, kidnap a member and, i dunno, hold hem for ransom or try to torture it out of them, or maybe just blow it up the entrance, but would then have a major repair to make as soon as they move in. Just tossing out ideas. I am growing quite fond of the idea of having set "control points" though. I don't think there should be loot spawns there, but the perk of having a highly secure base where you can store your stuff and in some cases vehicles would be a pretty big benefit in and of itself. As for options as to what these locations could be, I'm thinking an underground bunker is a given, but a few other ideas could be some sort of secure military R&D facility with and underground garage and helipad on the roof, a missile silo, a prison, maybe a secure medical research lab where the zombie virus originated (for some reason I don't picture there being any zeds here, as if they would have all moved on.).