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Showing results for 'Vehicles'.
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Latenightsoldiers.enjin.com Whitelisted Private Hive
Midget777 posted a topic in Mod Servers & Private Hives
Welcome to latenightsoldiers. Whitelisted Private Hive Apply here or via the forums at latenightsoldiers.enjin.com with, Ingame name. Guid. Role. i.e survivor medic bandit Latenightsoldiers.enjin.com Chernarus Private Hive Regular GMT-6 Custom vehicles 70+ PvP Special events clans welcome (1.7.4.4) 3rdP:on CH:on Tags:off Anti hack protection from Gotcha and active admin. Ts3 Server 85.236.100.27:12677. Channels to be allocated on request. Uk based server. We’re a group of gamers who’ve been playing DayZ for a while ( http://dayzmod.com/ ) and decided we’d like to make a home for ourselves with the following points to it: No Hackers This may sound like a common and even perhaps slightly naive, but it’s gotten to the point where we, the players and friends we’ve accumulated over our time in Chernarus (and it’s equally doomed neighboring states!) would rather pay a small monthly server rental, with the power to honestly and legitimately play the game, as opposed to spending hours gearing up, and looking around, just to have the day’s gaming ruined by one scripter. We know we don’t enjoy that stuff, and are keen to meet others on the server who’re with us! This should hopefully translate into: No hack-boxes, period. A tried and tested, simple solution – report the box, report the co-ords, and report the time. Admin will take care of the rest! No teleporting. If you’ve got someone in your sights, and you think they need some open head surgery, they won’t be getting away from you by teleporting! Whitelist is all set up and ready to go if hackers become too much of a problem Friendly Server We’d never tell anyone ‘how’ to play the game on DayZ – bandits are a great dynamic for spicing up your daily jog through Elektro or Cherno shopping trip, but we try to encourage a bit of sensibility in the game: No hiding bodies (unless particular circumstances emerge, which can be discussed with server admins), no murdering-coast bambis, and perhaps a more controversial rule – no looting bases. If you happen across tents/vehicles, and you’re already armed to the teeth/sitting on a convoy... it’ll be bounty time! Server Events Numbers providing, it’s our hope to organise (democratically) some PvP events, maybe some events (bicycle races, Bandit camps, downed heli's just a few of the idea's floating around...) and some good ol’ simple zombie slaying! We’ve had a few tester events on the server, and it’s definitely a brilliant way to while away a Sunday afternoon! The server is currently looking at some good regular groups/lone-wolves, with a healthy assortment of bandits, heroes and survivors. A happy balance! We are open to everyone and look forward to meeting some new people in game. Server. Whitelisted hacker free game play Day night cycle gmt-6 Reguler server setting 5 Crash sites Care packages, vehicle wrecks Custom Loadout. Assault pack, food drink, makarov, and compass Custom Vehicles, new trucks pick ups land rovers all in, max of 8 assorted helicopters and planes. 6 hour server restart. will be set to 3 when population higher Midget - A LateNightSoldier. Murray – A LateNightSoldier. IP: 5.63.147.180:3238 Server Name: latenightsoliders.enjin.com See you in Cherno! We will be recruiting people to help with admin duties and would hope to find someone with mission editing experience to bring some new features into this server, i.e new weapons modified loot tables etc. -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
drillakilla80 replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Just a question about vehicle spawns on this server, will there be double vehicles spawning in the locations that we are all used to, or will there be several other locations they spawn (when compared to the dayz wiki map) ? Also any tips for getting to a vehicle, I've had no luck on this server? Thanks -
many military vehicles just have a push button to start. Civvie vehicles have car keys, I think it would add to the game. I like it. It'd mean less cars and more value to em. Cars do need to take more damage though especially to non vital areas. L
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Chernarus Server with 160+ Vehicles,Debug Monitor,Starter Gear,Active Admins
CheZZe posted a topic in Mod Servers & Private Hives
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230+ Vehicles - FRIENDLY server - Extra Barracks!- custom Starting Gear [Black Knights] Clan Server - Petunia rMod Hive
Petunia-Server replied to Petunia-Server's topic in Mod Servers & Private Hives
Well, I am sorry, but because: You seemingly just went straight to vehicles, without deviating at all You went straight to a base, that was quite out of the way Your guys all suddenly had loads of amazing gear inc as50's with lots of ammo (way more than you find on a crash site!) even though you had only been on for 30mins Battleye kicked you for hacking (not admin) EVERY player on the game got a pop-up window with some dodgy looking code in it All the above means that, unfortunately, the admin ban remains in place. We have some loyal players, and we need to protect them. No hard feelings, and I wish you guys all the best - but under the circumstances, I owe it to our survivors to keep the ban in place. I wish you all the best elsewhere though! :) -
MEGA Helos and Vehicles!
Oberst Ollie replied to Oberst Ollie's topic in Mod Servers & Private Hives
Thanks for the pointers guys: Ok -- the server is set to the following: Crosshairs on Always Daylight 3rd Person on Regular difficulty Care packages on Over 200 vehicles, with at least six helos on the map at all times Server restarts every three hours with plenty of warning Server can be rolled back in order to fix a hacking issue New players start with compass, map, and a pistol Server is located in Washington D.C., USA I am the admin, so you can pm me using this board Private Hive -
(Bandit group) Looking for place to play
Wotuu replied to machine6fd's topic in Mod Servers & Private Hives
Hi, If you're looking to try out Panthera, try out the WofjeM server (see signature). I'm the only admin as of now, and I actively ban hackers if they're on. I can't be around 24/7 ofcourse, but I always inspect the logs for any sign of hacking. Kicking is never done for killing, only for side channel abuse etc. The server's usually attracting a lot of players, but for some reason the last few days we've had low population counts. Myself is using the server for creating new anti-hack features, and other cool stuff is coming in a while. The rest of your requirements are all ticked as well, no starting gear, decent amount of vehicles, etc. Admins don't have the power to teleport and/or give gear etc (can be good and bad, but I simply can't because the server's with Vilayer and their hive). If you're interested, give it a shot! -
US 0.1 - RMOD - Rmod, 400+vehicles, Gun shop, Custom bases, Custom Vehicles, Custom Weapons and no Mercy - Shooting at gun shop is ban - Dayz, 1.7.4.
boneboys replied to Countsporkulus's topic in Mod Servers & Private Hives
How many players ? If 40 that makes 10 vehicles each, sounds cool, gun shops & bases, where did you find that, Wasteland ? Shame you are US based, I would like to see how it plays out. -
Join my epic server and have fun with my gun shop or new vehicles you can get or even making your own base and any weapon can be bought from the gun store. US 0.1 - RMOD - Rmod, 400+vehicles, Gun shop, Custom bases, Custom Vehicles, Custom Weapons and no Mercy - Shooting at gun shop is ban - Dayz, 1.7.4.4 - Regular,3P - Always Daylight - Private Hive - Hosted By Sporkulus
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What do you feel like when you kill someone?
boxman80 replied to Watermelon56's topic in DayZ Mod General Discussion
Depends who it is. If it's someone hostile or who has been killing me or my team mates, im usually quite happy and pleased with myself. When i'ts someone who has ventured a bit too close to something im doing and dont want to be disturbed or compromised, I feel guilty and bad for them. We killed a guy who had just run the full length of the Taviana bridge (for the second time!) the other day because he was armed and too close to where we were refuelling our vehicles. Felt really sorry for him. -
Some more questions answered on Reddit by Rocket, will add more as they come. Q: How long is the closed technical test going to last? A: As long as it takes to smooth out the architectural issues. Q: Can we expect any new guns/gear upon foundation release? A: Yes, lots. Q: Have you made any improvements in terms of sound? A: Sound isn't something we've played with a lot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes. Q: Will the standalone bring an FPS improvement? A: Yes, but I follow the usual pessimistic thought that whatever FPS increases we see will likely be taken up with new things added to DayZ. A staggering amount of code that was unused by DayZ has been removed, and is ongoing. This includes UI code and object related code, everything. This provides some benefits. There has been a huge amount of art asset optimization, again helping. Overall, I would say DayZ standalone will offer a smoother experience but not necessarily an FPS increase. I.e if you run it on High now, you won't be running it on Very High but you should get a much smoother experience. Q: Any plans for Minecon-style DayZ events in the future? A: Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future. Q: What are your plans for end game content? A: Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc... Then towards the end of the year, probably, looking at base construction as an entirely new game mode. Q: What about vehicle customization? A: Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build. Q: Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it? A: Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design. Q: What about the price? A: Cheap for a start, rising in price during development. I'm just going to come right out and say it, so that people start to stop with this whole "competition is good" thing. Competition can be good, under the right circumstances. Personally, the WarZ scandal and the price people have been paying has made me think, personally, that we've been undervaluing the project in terms of price. If one company releases a product, that doesn't perform well and is at a high price, and succeeds - what example does that set for other companies? People need to behave like rational consumers and not just instantly buy everything they see - otherwise all they will end up with is crap. The moment gamers start organizing and rewarding developers that meet what the consumers want - is the moment the publishers will be forced to value their developers more (and pay them more). Regardless, it's never going to be at a full retail price. Q: How often will updates come out? A: Daily/weekly. Pushed through steam as delta updates (<3 you steam!) Q: Will there be some kind of report system in case of hackers? A: TBC, likely something we will have to work on improving for the entire life of the product. Q: To what extent will customization go, e.g clothing, character A: Clothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack. Q: What about player numbers, 60 seems low currently but obviously that will depend on the map design and new areas etc, what do you think is an ideal number? A: This has been a key focus for redevelopment of Chernarus. I think about 150 is a good number, from our testing in terms of design. Q: I've been quite impressed by Seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ A: It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans. :) Q: Will there be other animals in the woods such as wolfs, bears, a horde of zombies? Will there be caves, etc? A: One of the artists is working on a deer, and I believe a rat has been done. The main issue is animations, they have to be generated (often by hand, although once a horse was mocap'd here in the studio for another game!). Q: Has a chainsaw been added yet? A: Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible. Q: Are you aware of the issues with rendering vegetation, obscuring items, tents and players at close range while they remain visible at long range? A: It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes. Q: How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc. What's your method of keeping things together? A: Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game. I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off. Q: How do you plan on making lone-wolfing more interesting as well as player interaction? A: I really want to increase the amount of activity in the game, such as hunting and just general surviving/traveling. I hope this makes the lone-wolf play more interesting, which in turn will add more value to any human interaction. Q: How does the whole humanity thing work? A: My first thought was "not well". Then I realized I made it, and I just felt bad for myself :( I think we can do better with the standalone with some good experimentation and innovation. Q: Is the idea of making security systems for underground structures still in? A: I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first. Q: Will the ragdoll system be initially available in the SA or will you implement it later? A: No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay. Q: When ArmA 3 comes out, are you going to mod DayZ into it or let the community do it? A: My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community. Q: Can we expect some unannounced surprises in the standalone release? A: Absolutely. For the next 12 months at least, probably beyond that. Q: Are you still looking for SA testers? A: I am not handling the SA technology test tester list, Matt handles that. I'd probably implode with all the queries I'd get with it (my twitter/facebook/email is full now already). Q: Will private hives on the SA allow for admin controlled starting gear? A: Private Hives still haven't been thought out much. For a start, we're going to issue the architecture to some of the big hosters initially until we can secure it and lock it down more for general release. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hoster. But we still haven't decided this fully yet. Q: Are you still considering underground bases? It was mentioned early on but not so much since. A: Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas. Q: Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)? A: I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world. Q: Are we going to be able to hide from zombies in trees and bushes? *Here comes a swarm of zombies, I'll just sit in this bush until they give up.* A: Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensue Q: Do you have anything in the works for more obtainable skins like the hero and bandit skins? A: You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet. Q: What's after DayZ? Can we expect a DayZ 2? A: I've got two "ultimate game ideas" that I have wanted to make for many years, and I'm hoping this is my ticket to fund and develop them completely myself and make them the way I want, with no marketing department input. So I'd probably be more interested personally in pursuing these once DayZ is 1.0. But sequels are really just a numbers game. If the idea is still fresh, I hope the harsh approach of DayZ spawns a sequel, so long as that sequel tried something new and fresh (but with the same flavor) on, say, the PS4 and/or the Steambox. I mean, why not? But I'm not sure how involved I would be with that. Q: Did you play The WarZ at all? Anything from that game that you liked/disliked? A: Yes, both me and Matt did. It's rather hard to compare because it just wasn't the kind of game that I would want to play. I am not a good barometer for what is a good game or not (the games I played most last year were OpenTTD and KSP..., and this year it is SS13). My taste in games is very "out there". So to say it wasn't my kind of game is putting it in company with the new XCOM and many other well received games. Their out of game UI was very polished and overall gave a much better impression about the product from the word go compared to DayZ. The DayZ standalone, probably will not ever match that either mainly because I'd rather have that artist working on assets for the game rather than a menu or some out of game screen. But that level of polish was really good. Connecting was simple and straightforward, and quick. The melee was "better", although with some caveats. I mean, the bar is pretty low, the melee I mod'ed into ArmA2 is probably as basic as it gets. Continued... Q: Any possible date or time frame for the closed technical test? A: We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus. Q: Do you think SA will come before April? A: Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good. Q: Any plans to implement a sewage/drainage system in the major cities? A: I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly). Q: Will the mechanics of inventory management be changed to something like ARMA 3's, where you have tabs for your person/backpack as well as drag+drop capability? A: Drag and drop... confirmed. Like ArmA3's... no. The aim's a different. DayZ needs a viseral feedback of what you have. Your inventory is everything in DayZ. I see it as the mechanics that DayZ needs. Hell, you can take away the zombies and still have a game if the inventory is decent. So when you open your inventory screen, you will get instant feedback on everything, using 3d models and some good drag and drop functions. Let me put it this way, if you liked the original XCOM system, you'll like this one. Q: Are players going to have to re-learn how to play DayZ with SA? Meaning, has the core gameplay architecture changed so much that things we have learned (repairing vehicles, filling a jerry can, giving a blood transfusion) will have to be re-learned? A: Yes Q: Don't you think 150 players is a little high? A: In our testing during DayZ mod, its clear that the vast majority of people stick to the urban centers, and the carnage ensues. So I think, that with more people, it will make the cities both more lucrative (dead people loot), more scary (more crazy "nononononononono' people), and more risky (more bandits). I think this merges in quite well. At the end of the day, it will be the community that decides what the optimum number will be, because they set the terms of how the servers are. Popular servers will see more similar configurations, less popular ones will not be populated. Darwin would be proud! Q: Do NVGS or Rangefinders need batteries? Do the Red Dot sights ever run out of power? A: It's done. That's what "weapons as entities" system has provided us. We can now require any object to use batteries or have components added to it. Q: Have you thought about implementing a radio system, like ACRE? A: Ideally approaching the ACRE guys and hiring them to do a radio system would be ideal. But this kind of stuff will be later this year. Q: What about side chat? It's useful for building a community instead of server hopping constantly. A: Yes agreed, but I'd love to see the option of an "Out of Character" chat that can be enabled/disabled by admins on the fly. Yes just like in SS13 I shamelessly got the idea from there! It works really well there, at the end of the round or when problem is experienced - admins can enable the OOC chat and talk about it. If folks dont want their immersion broken they can hide the OOC chat all the time. Each attachment will require an engine supported proxy object and we need to get that into the engine ASAP and then start the art pipeline on them. Q: What are your plans for melee weapons? A: We discussed it at lunch today. I favour going in depth "mount and blade" style. But this would take quite a long time, it's something we'd consider later. Initially it will be a tidied up version of what we currently have. There are IK anim issues, but they're not insurmountable. But they take quite a long time, we don't have time I would say for the first half of the year. But more and more I am thinking melee is becoming very important in the new standalone. Q: Will we be able to disassemble weapons? A: There is a finite limit to just how much we can do and not kill performance. On paper I considered this kind of thing, but it requires a considerable amount of extra art work, textures, and materials. More materials is a really GPU performance killers. More materials = more sections (which means more passes by your GPU before it renders to screen). Already attachments are bad enough, we're lucky that zombies have no weapons, and also have just one material (and just one section!). So the weapon attachment system (confirmed, as of today, it's in full development) is kind of a compromise on this. Q: Will Heinz, Pepsi, Coca-Cola etc be in the standalone? A: None of them have returned our calls so I doubt we will see them in game despite our best efforts, unfortunately. We tried pretty hard on this one. It was a tremendous fail, we didn't even get any call backs or replies to emails. I was really hoping we could get something going with Heinz at least. Q: Can you elaborate on what testing will involve? Will there be focussed testing days, do you want normal bug tracking/reporting done or is it more focussed on stability, performance etc. A: kju asked me this the other day. Quite literally, it starts with "does it explode?" Then gets more advanced. At the start we're not even looking for bugs we just want to see if it is physically possible to have a full server, etc... etc... Q: How are zombie spawns going to work? A: We're probably going to spawn all zombies + loot at the start of the mission on the server to decrease lagspikes and to remove the spawning issues we had. This also allows the potential for the whole "roving zombie" crap people keep harping on to me about (seriously, I get facebooked every day with this one request). Q: Doesn't that mean all zombies will eventually be killed? A: The zombies respawn, but it's done at a server level, not client like previously (which was a nightmare). Q: Where is the closed test, is it delayed? A: Closed test? Here's the deal, I wasn't happy with the zombie anims or the pathfinding at all. So redoing for the closed test. Honestly we're pretty close to beginning the closed testing. Today though, I felt the architecture was looking good enough that I increased by optimism about what we could actually test with the closed test, so I figured that I would make the zombie changes part of that milestone. That reflects some serious progress on the part of our programmers, considering in December I was biting my nails with nothing to show for it. It's going to be a "slow and steady" progression from the first online tests outside of the company to everyone around the world playing it. It's not really fair to say it's delayed, it's more that I wasn't happy with the zombie pathing/anims to the point of saying that it would form part of the closed test. Q: Will there be zombie children? A: Looked seriously into this. Aside from the PR nightmare, the killer of the idea was that we would have to make: A new model (not a big deal), a new skeleton (reasonably big deal), new animations for every animation, on the new skeleton (a MAJOR deal. Vast months of work) So the idea just wasn't really feasible. Q: Can we expect underground construction? A: Playing games like SS13 have made me see the real potential of an underground construction instance. So yes, this is something I want to see. Both underground in Cherno and some kind of base building. But we are talking Q4 2013 at best here. Q: Have you considered a whisper type chat for very close range? A: Interesting, I'll include this on the list of our chat revisions. Currently the whiteboard in my office has: Server/OOC chat (clients can hide/server admins can enable/disable live), Direct Chat, Radio Chat (selectable on a frequency e.g. 800 - 1700) and (obviously we leave vehicle chat in) Could maybe look at splitting out Direct Chat. Will investigate. http://www.reddit.co...for_harder_and/ http://www.reddit.com/user/Rocket2guns
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XS42 Gaming Community server - 24/7, Dayz+, 64 slots and Veteran
Volumed posted a topic in Mod Servers & Private Hives
www.xs42.net Server Information | Membership Application | Appeal Ban DayZ+ Chernarus - [1.1.2] [VETERAN] Private Hive - [XS42] - DayLight - | Base Building | 300+ vehicles -
Hi there ok so here is my problem - I have made a small safe base for players on my DayZ private hive server with some weapon boxes, food, vehicles and all that stuff. But when ever i start the server and spawn in every vehicle on the map (Even crashed helis) duplicate and wont stop. So i ended up with a whole map covered in 1000+ vehicles and don't know why. Can anyone help me please. P.S. Not sure if this is right area but i did look and this is the best one i could find =]
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Looking for a clan to join on dayZ
boxman80 replied to Jakeen229's topic in Clan / Group Recruitment
Hi, you are welcome to check us out at The BSB Network. We have around 1700 registered gamers, 400+ of which are Day Z gamers. The community is mostly adult gamers over the age of 20 (well over in most cases!) but there are no age, time or skill requirements - all we ask is you play fair and have a bit of common sense about you! Our members are based all over the world and are on at all times of the day and night, but all speak English and most are based in the UK and Mainland Europe with some in the US too. We aim to accommodate gamers of all levels; from those who just wish for the occasional hook up with trustworthy decent people, to gamers looking for dedicated groups or clan gaming with regular and organised tactics. We host various ad-hoc groups teams and clans as well as our own internal clan that has it’s members organised into two opposing Factions (BSB Scorpions & BSB Ravens). We run our own Taviana server (with many admins, loads of vehicles etc) also have our own free public Teamspeak 3 Server so our community can communicate and coordinate their scavenges and raids. We've been gaming as a community since 2002, so we're not some ad-hoc fly by night clan that's been quickly set up and will be gone in the blink of an eye! There is no obligation to join our clan or any of our affiliated clans/groups to take part in our sessions though, everyone is free to just turn up and get involved with some games. If you're interested then please take the time check out or website @ http://www.bsbnetwork.com and try to hop on our Teamspeak 3 server and say "hi!". Our Teamspeak address is below (click on it to see who’s online playing right now! 212.187.246.58:9140 Our Day Z server details are: Hope to catch you in game soon! -
[Idea] Trains bring them back into gaming!
mzltv replied to de4dcert's topic in DayZ Mod Suggestions
Is there currently an addon for ArmA2, in the ways of trains? I'm just trying to think of the issue where all the vehicles can move in any directions... trains obviously only go where the tracks take them; and I'm not sure how easy it would be to make a vehicle that can only travel forward and backwards on a pre-designated route.. It would be cool though. Give those fresh-spawns some new opportunities - steaming it down the south coast of Chernarus, with a middle finger to bandit snipers from the window. -
Panthera Deathmatch - 10+ Helis - more crashsites - PvP startgear
Therotak replied to alfalis's topic in Mod Servers & Private Hives
Just added more choppers like the mk17 and the really good uh1y. More vehicles to come ;) greetings -
Poll: Do you think, ones the SA is out, there will be and pros for playing A2 DayZ?
Michaelvoodoo25 replied to tals975's topic in DayZ Mod General Discussion
When the SA comes out there will be a lot of reasons to continue to play DayZ mod. Look at the variety of game play you can have with the mod as it is, the SA will be limited to map and content upon release. With a whole range of maps available for the mod there will be lots to look forward to. I find having servers with 50+ vehicles a great way to play as it offers less competition for vehicles in the SA. SA devs stated vehicles will be phase 2 of development for the SA, Although vehicles will end up being better (Mad Max style?!) we can still enjoy the mod for availabiliy. As most people will play Chernarus + in the SA, some players like the variety of maps available, take Lingor, and taviana, they are great maps and offer different ways of playing. Only having one map is limiting and as it is practically the same but with more enterable buildings and a few new places, bordom may set in. on the plus side there will be more maps for the SA and they will be officially released maps so less likely to be buggy and unplayable (I hope) If it wasn't for the Hacking and the engine limitations in the Mod, there would be no need for the SA IMO. It is being supported by the community also which means more mix and matching for more variety of play. Look at servers available, there are lots of different ones for different types of players, which is good. I think the Mod will have lots more to offer after SA release, and hopefully some details will cross over to the SA, particularly details that work and have player acceptance. I hope ideas can be bounced off each one to give us the players more choice. I often wonder about the poor souls who only own the SA, they will be missing out on a rich history and some great maps (Until new maps are introduced into the SA) It would be a shame to let it go to waste. With primary attention on the SA the mod may go in directions players feel the SA lacks and be more experimental. Either way it is early days yet, we will have to wait and see. -
JOIN US FOR THE ‘WHERE ARE YOU?’ SERVER GRAND OPENING!
MissBehave posted a topic in Mod Servers & Private Hives
JOIN US FOR THE ‘WHERE ARE YOU?’ SERVER GRAND OPENING! January 19, 2013 at 1:00 PM PST We are closing our public hive server, US3055, and opening a brand new Private, Whitelisted, DayZ Chernarus Map Server! Come join a merry band of regulars for a fresh start! Survivors, Bandits and Heroes Welcome! Drive them ‘til they blow up! Grand Opening Festivities: For opening day we are placing vehicles in coastal towns all fueled up and ready to go, helping you on your way to a new adventure! Drive away in the first car you find, keep it as long as you can. These vehicles will remain on the server until they are destroyed. Rare Limos, SUVs, Police Cars and Offroads! Find the Pizza truck and make some deliveries! Server Features: ACTIVE ADMINS Veteran Mode. Our Zombies will knock you the fuck out, so don’t take them lightly. 3rd Person, Reticles, No Tags. Kill messages and Death messages enabled. 24 hr. Daylight Side and Direct Voice and Typing chat enabled Increased Vehicle Spawns Wrecks and Care Packages. Search wrecked vehicles for chances of loot! Whitelisted with secondary Password protection If interested, send us your GUID to be added to our whitelist and included in the fun via forum PM! To find your GUID, enter Dayz and type in chat' #BEClient GUID'; No-one will see it in chat but you. Follow us on twitter for quicker contact @DayZ_US3055. Server Name: Where Are You?! | DayZ.ST Server IP: 206.190.134.36:3340 -
Server always start at 12:30pm and tents are gone
codeakira replied to codeakira's topic in DayZ Mod Troubleshooting
i think not all got deleted. installed from a fresh server and all working fine now except vehicles and tents are all gone. probably vehicles and tents are saved in a different location. probably profile in user arma2 folder. i'll keep digging. -
Want to start a friendly small tactical unit - Respectful & Mature Only - Newbies Welcome - (Anti-Hacker/Bandit)
Spon9eBoB replied to AbstractVision's topic in Clan / Group Recruitment
HI Abstract, I think we are off to a good start. Have you come up with a permanent name for our group? I think we need to start looking into making 2 or 3 camps so we won't loose everything on 1 raid. Don't know if you know, but we currently have 1 helicopter and 5 other vehicles. The first camp has been moved cause it got raided. Told the last person on game to move a couple of vehicles from camp, just in case we get raided again. Looks like everyone is enjoying the group. Thank you, Snoopy -
-=SOC=- Special Operations Capable is Recruiting!
justinsider posted a topic in Clan / Group Recruitment
-=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 -
Server RU25 (RU25MOD) - Veteran/ 3D On/ Cross - Off/ DayZ 1.7.4.4/ Beta 100697
oniman73rus posted a topic in Mod Servers & Private Hives
Server of DayZ - RU 25, invites players of all age and views on the game. Precise tracking administration cheaters and dishonest players. Hackers ban punishable by life in detecting cheating, after debriefing. The server has its own modification Ru25Mod: • Advanced list of equipment, more than 50 models. (Radar switched off) • More than 10 units. New weapons without breaking balance • Reduced spawn of food • custom skins. • refueling tankers for aerial vehicles • Private players list. (Temporarily disabled) • You can flip up your vehicles, if it turned on the roof Mod download link (https://dl.dropbox.com/u/108830775/Setup_Ru25ver0.3.7.exe) -
AKA safezone. AKA shop. It's going to make it too easy for players by offering them a place to be safe. A primary point of the game is to survive and find loot, not to give the player the luxury. As mentioned there are some freeside traders and I myself have traded in game a lot of times in a safe manner simply by asking in side chat. Currency in this situatin would be foolish, what use is money / currency if everyone has the same chance of obtaining it? Raids are carried out already for less, players are gunned down in vehicles with limited loot, even Bambi's are taken out for bandages which are easy to obtain so there is no need for convoy raids (have you seen the swathes of dead players around chopper crash sites?) Now It seems to me to be a suggestion from a Warzzzz player, but remember the differences in the games are whav makes the games unique. No cross over elements are needed, certainly not Warzzz ones which have been proven to be bypassed and abused.
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Can't argue there, an Mi-17 would be more logical. I personally like the UH-1 more, it's easier to fly, it's more maneuverable and it looks prettier. Completely agree, maybe the Helicopter could already have those guns on it and they could be detachable and vice versa or it might spawn without guns, randomness. The minigun idea I fringe on, just based on the bullet consumption and the cartridge used, only the FN FAL uses the 7.62 nato round. There should be no abundance of that round in the current dayz setting. Not to mention the power of that gun existing in dayz is questionable for balance reasons. Agreed, this makes me laugh also in the sense that you can't shoot out of a car. And now rocket is planning to allow zombies to hit players inside the car. The unfairness of the situation is quite evident, not really sure what the ultimate purpose of this is. Maybe the way you're suggesting will be implemented eventually in the standalone. There are plans to allow players to modify and build on vehicles for more protection from zombies and other players. Internal bleeding is a serious thing. Fixing wounds is an intricate part of a survival game, not sure how internal bleeding would be done tastefully to balance realistic simulation with gameplay. A realistic approach would be that if you get internal bleeding, you die. A gameplay approach would probably revolve around having a different "bandage" for internal bleeding, which just doesn't make any sense and contributes nothing to the game. Thanks for the suggestions Freakydeakydutch, I like some of them.
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Vehicles are extremely rare and weapons are hard to come by. Just keep playing, use this loot map to help you find stuff: http://dayzdb.com/map