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Showing results for 'Vehicles'.
Found 41868 results
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0.62 Found the truck after a server restart right where I left it and in the same orientation. As I start the truck it wants to re-position itself as they usually do, probably hitting the shed and flipping over. After that nothing I could do with it, could not see or salvage the truck inventory, couldn't destroy the truck with matches. This is why I usually don't bother with vehicles, they always end up being more of a headache than an aid to gameplay.
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Removing the Destroyer of Vehicles (one type of tree)
Ian McGuinness replied to Ian McGuinness's topic in Suggestions
I understand. It also looks nice and everything, but until those conditions you describe are met, would rather it: - Destroys all vehicles, including the ones that will drive over them in the future. - Destroy none of the vehicles, because they haven't got the vehicles working properly with those trees. Vastly improving the fun for all those people who have been in Alpha for years still having to spend hours fixing trucks and off roads for a 5 minute ride. IMO there is also a difference beween off-road (as in not on the dirt roads) and on dirt roads. My volvo 460 sedan would easily manage all dirt roads in the game, but wouldn't do well in the forest. -
Anyone left who likes jogging instead of sprinting?
☣BioHaze☣ replied to Jock McScottish's topic in General Discussion
I sprint a lot but mostly because it doesn't effect stamina yet. I look forward to using jog which makes the map feel bigger and vehicles more important. There will be people who still try to sprint as much as possible and part of me hopes it bites them in the ass. :P -
Removing the Destroyer of Vehicles (one type of tree)
☣BioHaze☣ replied to Ian McGuinness's topic in Suggestions
These tress are in now to create a more realistic forest floor. You should not be able to off road with all vehicles and in the future some vehicles that should be able to drive over these will likely have the capability. The V3S, an off road pick up truck, and an ATV, will likely be the best to deal with these once physics are updated. -
I've recently returned to this awesome game and the work that has gone into the game the last couple of years is truelly amazing. I don't break my legs by falling of 30 cm plateaus anymore and I can now hit the zombies! After getting the survival bit sorted out, moving on to finding a vehicle is the logical next step and then................... You wreck 8 vehicles in 3 weeks because of this ridiculous tree: That one really light fallen tree with the small branches that seems to be on the other side of every hill you ever pass with your vehicle. I mean at the moment, I spend hours and hours finding and repairing vehicles only to see my entire truck ruined by driving into this monstrosity at 5 kph, because you can't see it on the other side of anything (including grass) in 1st Person mode. Suggestion: 1) Finding the name of the ingame object and removing it from the game files (sorry for the person who designed the model) 2) Finding the name of the ingame object and making it a hollow object (meaning: it's not physically there and you can just walk or drive through it). 3) Finding the name of hte ingame object and moving all of them away from anything that resembles a road. Any of these would be fine and improve the fun in playing this game by 100000% (for me atleast). Does anyone agree with me or am I just a moany player? Kinds regards, Ian McGuinness PS: If anyone knows how I can put the picture up in this thread let me know or if you have a picture of one feel free to post it here.
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ANy Idea of what happened to Official server UK 5-50 ?
golgothe replied to golgothe's topic in General Discussion
5-101 is not new, that I am sure. I played on 5-101 one or two weeks ago (server hoped looking for vehicles because there was none on 5.50 for many days, and there was some...). -
[Dev] Eye zoom 'probably' being removed entirely
Mantasisg replied to -Gews-'s topic in General Discussion
How to save more on performance. Make corpses disappear in 10 seconds; Make it to be always foggy, very very foggy; Remove third person view completely; No... make corpses disappear in 5 seconds..... Remove stupid things like night and rain, no servers are using that anyway (because people only likes sunshine and being comfortable, even on dayz (I know it is sad to me too, I'd like to play in rain and cold nights too); More LODS, like new LOD every three meters; Reduce max players count to 30, because there is no difference anyway when they all gets all through the map; Reduce capacity of inventory; Cancel Base Building, because there is no room for it performance wise anyway. Cancel vehicles, whatever lol; Strip down the physics, kids will not notice anyway; Actually there could be even less loot around. Reduce the map size - now this one is real idea, no sarcasm here. I don't know why DayZ keeps removing nice things.... Ohhh, performance.... Anybody remember times when after death you could still hear and see a bit..... Or when corpses lasted something like 30minutes..... It was cool. -
[Dev] Eye zoom 'probably' being removed entirely
Dancing.Russian.Man replied to -Gews-'s topic in General Discussion
While I'm not against the zoom, I'll play devil's advocate: I don't see it as a big issue, because most FPS games are doing just fine without the zoom. Now, some would say that (almost) no other game has as big of a map as DayZ, but that argument doesn't work for a few reasons. For one, you won't see across the map, for two, there are quite a few games where the engagement distance between players is about the same as it is in DayZ. (Squad, Planetside, Red Orchestra / Rising Storm, PUBG, H1Z1, etc.) Those concerned about draw distance have to keep in mind that there's only a certain range around the player where their client will receive data about other players/vehicles/storage, so even if you did see further than, say, 1000 meters, it wouldn't help you beyond plain scenery. The LOD issue can be fixed by just upping some graphics settings if your computer allows it. And, he says in the video that the zoom was causing technical problems because changing the FOV would cause the game to load higher detail models/textures while zooming in, which it would then have to discard as you zoom out. (Memory management and performance reasons, basically.) I didn't catch where the LOD transition was mentioned. -
I see that You did NOT check the server mentioned, which is listed as "OFFICIAL" - and shows up on the OFFICIAL list today [25 Aug 00:10 GMT] but does NOT function ATM. A little more interest and you could have figured out WHY. It takes a few too many minutes of your time, I guess .. - and so you do NOT know what happens when you try.. right ?? - There is a REASON for such events (more than one, indeed). But DOGMA has ever been at odds with REASON. * Yes I am a tremendously talented individual (to answer your second question) - a sort of modern day Renaissance Man. In fact strikingly intelligent, witty and handsome, well versed in the arts and the sciences. * Good to hear from you again Emuthreat, - You're not offended I hope? - I was seriously thinking of contacting you while on the top floor of a barn beating off seven wolves (is that 2 packs?) with a rusty spade I found there. After what seemed like 20 minutes and plenty of blood loss & bandaging during the fight I killed 4 of them and the rest gave up. This was an interesting re-intro to the game. I think in these circumstances we should be permitted to cut the throats of the fresh kills and drink their hot blood. Seems only fair. OR - (renaissance - [add a rapier to the game, and some classically formal hat doffing instead of just giving the finger] ) - if we stretch burlap over a stick frame can we build an easel and paint DayZ sunsets using wolf bristles to craft the brushes? Beats spraypaint IMO. And people do seem rather to complain about reading 'books' to pass the time. Also we TOTALLY obviously need caltraps for cars.. I hate vehicles (not sorry). There are too many towns and villages on the maps now, and the undergrowth per tree is considerably thinned out. Otherwise no complaints.. Just far too much building. xxp see you in the forest somewhere sometime,
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I think you might be taking a lot of this out of context. The current build is the most advanced they can manage without the new underlying technology. In a sense, it is all putting lipstick on a pig, just so we have a pretty pig to play with while they finish creating the new engine. Many of the things that you mentioned are the reason that they decided to build a new engine. It was an application of the law of diminishing returns. Everything they could have done to address those problems would have added unnecessary complexity, and severely impacted resource consumption and server performance. The .62 patch is held together with duct tape and wire, just so we still have something to play; and likely so they can do large scale testing on the CLE and vehicles. .62 might be the most complex build that they have released, but it is nowhere near the smoothest. In beta we trust.
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One word: vehicles.
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@chambersenator very good points. Your consideration of exploits were my first thoughts while viewing the video. Carry a wounded player with all his equipment. It is hard for me to accept this, especially with the weight system and the stamina system. The reason to wear a player must not go out of his loot, it must be the value of the player or the body. This means loot or body (either the own loot has to be deposited [vest / backpack] or that of the "rescue body"). Furthermore, it must cost the savior much strength and endurance. The decision must include consequences which lead to compromises. A compromise will be, loot or life .... the softskills will certainly influence the decisions. In the case of dead bodies, it is primarily a question of removing "evidence" or "hints", and again only to secure the life of one's own life or that of the group. It has already been mentioned that it is possible to bury corpses (graves). This is certainly meant in a certain environment of the crime scene. To make further transports with bodies (and Loot) one must use vehicles ... and that is something we can so far, even if now the vehicles through the Instant Drive do not have the same value as they later with the "maintenance Mechanics ".
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I am really into the history and lore of pre-infection Chernarus as well. The amount of work that was put in by the ArmA 2 dev team to bring Chernarus to life through its rich, tragic, and complicated history has always impressed me. Anyone that is even remotely curious about the history of Chernarus should, at the very least, read up on the events of 2009 that are covered in the A2 Harvest Red SP campaign, or play through it themselves. OP, you're correct about DayZ maintaining, and continuing to enrich, the 'canon' pre-infection Chernarus history. While all the other official maps released for ArmA/Operation Flashpoint take place in the same "Armaverse," AFIK, DayZ is the only one that has split off of that into an alternate timeline that starts with whenever the infection occurred. Though I am 100% behind the decision to keep the exact details about the infection vague, I love seeing how the devs have been able to develop Chernarus in a way that makes the country's troubled past even more detailed, while not disrupting it's canon history in any significant way. Just a few examples: Except for the NWAF, military locations along the northern part of the map (that borders with Russia) show evidence of two separate destructive events - the ruined leftovers of the Russian "peacekeeping" operation (read: unofficial support of the Chedaki rebellion to create instability to justify an invasion and occupation/repatriation of the ethnic Russian Chernarussian province of South Zagoria) that were targeted by CDF/NATO operations in 2009, and the hastily made forward operating bases made during the infection. The ruined Russian armored column north of Krasnoe is a nice touch that's worth mentioning. The presence of statues honoring the Soviet general known as Aleksei Vasilii Guba, from OFP The ruins of the village of Kumyrna, which was burned to the ground (and IIRC, along with all its residents) by the Chedaki (AKA Chernarussian Movement of the Red Star - the evil bastards that wore those black berets you find in the game) One of the best things about the Harvest Red campaign was the way your character was thrown right from the start into a complex, ongoing situation with little preparation and that in order to succeed, you needed to learn about far more than just your assigned objectives. Understanding the underlying conflicts between the two main ethnic groups in Chernarus that had been going on for centuries was key to not only winning the 'hearts and minds' of the population to get them to help you, but to use that knowledge to make decisions in the field and have to deal with orders coming from command that are coming from people who may not fully understand what's really going on. This all adds up to one thing - those that have played the Harvest Red SP campaign, or at least have read up on it, will most likely have a much more immersive experience roaming around Chernarus that those that haven't. ------ Here's what I'd like to see in the future that incorporates the history of Chernarus (after the real important stuff is taken care of, obviously): Tweaking of the CLE and heli crash spawns - have NATO/UN helis and equipment spawns favor locations that are south of the NWAF, and Soviet helis and equipment favor the more northerly locations. The NWAF and VMC should be a balance of the two. By 'favor,' I only mean that there should be a somewhat higher chance - NOT that locations spawn exclusively one type of gear/crash site. Even though the infection came at least 3-5 years after the 2009 civil war, and that the UN continued to have a presence in the area to support the CDF (Chernarussian Defense Force), it seems logical that the UN/NATO forces would have been more populous in the southwest and southern coastal areas. Remove the black Chedaki beret from military spawn areas, make it much more rare, and shift the spawns to civilian houses in the northern third of the map. It makes no sense for them to be just lying about in military bases, as it's from a uniform of a rebel force that was defeated years ago, and as such would be something that would have been kept only by sympathizers and rarely, if ever, been worn in public. Put some sort of small monument and area of disturbed ground to mark the location of the mass graves south of Pusta (another Chedaki war crime site). Even if the bodies were dug up and given a proper burial after the 2009 conflict, there should be some small memorial or at the very least, evidence of a large patch of disturbed ground. Same goes for a Kumryna. Add the remains of the Manhattan FOB on the top of Klen mountain. I know there is a small wooden marker there currently, but it would be nice to see a bit more there, even if it's just a few wrecked vehicles and a couple busted up HESCO bastions. No need for item spawns, just the remains of the FOB. Add a few more burned out civilian building ruins throughout the northern third of the map. While the NATO strikes would have focused on strictly military locations, the overall rarity of ruined civilian buildings from that conflict in that area seems a bit odd. And finally, the toughest one to get right - a few scattered remnants of Chedaki and even NAPA rebel camps deep in the woods or other out of the way areas. They shouldn't be anything fancy, or spawn loot in general, but later on when buried caches are in the game, I could see having one of them spawn a hard to detect buried stash at one of them. It should only spawn rarely, perhaps once a week at one of these camps selected randomly. The cache shouldn't be OP, and most of its contents in damaged condition or worse (having been buried for so long and probably not all that well protected), but for those that get lucky and/or desperate, they may provide a serviceable SKS or AK rifle, some ammo (mostly ruined), clothing, and a mag or two, but nothing that you'd want to hang on to for an extended period of time. One last thing - I'm in the process of writing up a series of 6-8 longform articles on Chernarus' pre-infection history that's aimed at exploring the backstory of certain locations and items one finds in DayZ to give players who may not be aware of Chernarus' history a bit more context and significance. I'm trying to keep it as canon as possible and avoid straying into fan fiction territory, and tying together all the info I can from various places on the web, from the Harvest Red mission files itself, and hopefully a little extra info from those who worked on the Harvest Red campaign. It will take some time to complete, but perhaps in a few months, I'll have it ready to share with you all.
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I have not played PUBG and won't. I've liked Dayz from the moment I accepted that it was alpha and still after ~1400 hours later. But with that said, I believe the game has been in Alpha too long and that being in "Alpha" is now, and has been, used as a canned response to every player who has a complaint. I know the devs have changed the engine (a few times?) and are always working, but I really hate to admit that I believe the novelty of Dayz has worn off and that many players have left because of bugs that never seem to be fixed, or vehicles that really don't function right. I still enjoy playing the game, but I just don't think I'll be in to it as much once, if ever, it's released as a stable (non alpha/bata) version. just my 0.2 cents worth
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Thats a bit different, than expanding running grounds. Map is already large enough to have more vehicles than there is right now. Traffic jams wouldn't happen, trust me. The map could probably feel relatively small with helicopter and plane (which also is comming), but I guess most of the dayz player will never get a chance to use one anyway. Few a little more distant islands would be nice for boats and helicopters. But please no more land.
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Yes back seat designers and devs is just going too far, I like to play one sometimes too, but I think there are limits anyway. And to the ones who would like MAP EXPANASJAKJDA. What do you think people, what do you think........ We have 14x14km map already, and it is bigger than huge, just 50-60players online, vehicles extremely rare. It is almost impossible to meet anyone already, even delibarately trying to do it. What you want would make the game worse, I even would like the map to be chopped into several fragments to have greater density of players.... huge hopes for the modding. And if you only want something new to explore, then just wish for alternative map IMO I hope Developers does not think that way (seems like many of you do), I'm sure they are clever guys.
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Chernarussian drive-by's!! X) How bulletproof is the door skin going to be, though? Because it's pretty easy to punch through a car door and window/windshield with most standard munitions... Most rounds will still be quite lethal too. Honestly, an unaltered car is pretty much a death trap to a bunch of armed combatants going up against armed combatants... It's just a box of 1/8" (3-ish mm?) sheet steel and glass, and let's not also forget that these vehicles are pretty badly rusted and compromised... Only thing the steel might stop is .22lr, and the glass (sans the windshield, maybe) won't stop jack. :P And speaking of alterations, it would be very interesting to add expedient "bullet-proofing" to doors by adding books to the inner panels; Mythbusters proved it's slightly plausible, better so than unaltered doors, though their .50bmg punched right through with ease... Mainly cuz it's .50bmg, and there's not a lot you can do to stop that round... ;) Unfortunately, in most videogames, cars and stuff are near-impenetrable tanks... A standard car in something like Grand Theft Auto will take a whole mag and a half before it becomes undriveable. In the first Halo game, you had to shoot the player out of the spot to get them off the vehicle (dunno about the rest of them, didn't play them). Etc... When in reality, unarmored vehicles are notoriously easy to punch through...
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The Zombie Swarm I would like to have a single roaming zombie swarm on the map. Large enough to make fighting futile. If all 60 players had plenty of ammo and worked together, they MAY be able to take it down. They have simple models and graphics, compared to normal zombies to save on processing power. You are not really looking at one, so much as all of them. It could even be that all are not rendered. Lets say the swarm has a count of 2,000, but you can only render say 100 at a time... when one is re-killed, the count is reduced and if any remain a new one spawns in near the center...like it stands up and starts moving with the swarm. If a swarm enters a town or area where normal zombies spawn, the normals are deactivated until the swarm moves on. The swarm movement would be like a school of fish. They stick together, change direction together, clump up at a boundary then change direction. If they hear a player sound or gunfire, they move towards it maybe run. If they see a player, they run at it (chasing). If they reach a player, they attack. Maybe the swarm zombies all try to attack a single player, maybe they can attack multiple players, as there could be sub-groups. Like if 100 zombies had 5 groups of 20 and the sub-groups could focus on a different player. So then if a sub-group member is killed, it deducts from the whole count and if any are left it spawns a new member at its sub-group. The swarm should move as fast as players when they are chasing, so if it is chasing you long enough you will tire and they catch you. If you can make them lose sight and they cannot hear you for a time then they may stop chasing and resume normal movement. It could make vehicles more important. If you run into a building while being chased...as in they see you in the building, the swarm should know it and surround the building and go into Moat mode. Not sure how the door mechanics work, but if they manage to breach they pour inside. If the door(s), windows(s), is secure, they stay outside waiting for some period of time...potentially long enough to have you die of thirst...after which they leave Moat and go to normal movement. But if you stay silent and out of sight for a while and another player gets the swarms attention...are Chase-able...or if the other Chase-ables are making more noise than you are, the swarm leaves Moat and will Chase the other player. It introduces possible distraction techniques.
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Well, judging by the wear on the buildings and vehicles, the abandoned nature of the entire game world, and the amount of overgrowth., it sure doesn't feel like Day Zero... More like Day 5400.... :P
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Maybe @BCBasher will be interested in this part: "A new sandbox inspired by Vancouver Island and the original Dead Matter mod's map. Smaller and denser, Vancouver Island is home to new weapons, new enemies, new vehicles, new clothes, and new places to explore, all on a coastal landscape that will change the terms of survival. You'll also be able to travel between Alberta and Vancouver Island at your leisure, assuming you've got the supplies for it." But they didn't show anything which particularly interests me and I'm not jumping into yet more early access survival games (lmao). This thread belongs in Off-Topic General Discussion.
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it is so people can see the game how is it a hit? yup alpha with so much in it, tons of vehicles, claim house, base build etc etc
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"Leave the launcher, take the rocket" - several possible uses for the RPG-7 rocket that don't require the launcher
chambersenator posted a topic in Suggestions
So we know the RPG-7 will be in the game. Of course, the ammo will be rare, the launcher heavy and cumbersome, but who needs the launcher when the rockets have so much potential on their own? You see, the rocket for the RPG-7 has its detonation trigger at the tip, of course. There is a little protective cap that you remove from the tip just before firing, since without it, it will go off if it gets enough force applied to it. So, if all you have is the rocket, you have yourself an incredibly dangerous weapon even if you don't have the launcher. Now, what sorts of things can we do with it? 1. Throw it. If done right, this is not as suicidal as it may seem. Since you want it to land with the tip hitting the ground first (and as far away as possible), a rooftop or a cliff's edge seems a good place to throw them from. Once we can fire from vehicles, throwing them from the back of a moving V3S might be a good way to take out that car chasing you. If you're on the ground, and have no other choice, you'd want to throw it underhand with a decent arc with as much force as possible - throwing it overhand just makes it spin end over end, and it *might* not go off. Of course, there is always just taking the F11 route and just slamming it down at your feet, taking everyone else nearby with you. 2. Launch it old school via improvised ballista. A regular bow or crossbow ain't going to cut it, unless you want to have a front row seat to your own dismemberment. You need to go bigger - like *at least* 3x-4x the width and strength of a crossbow for something you could carry short distances (obviously not something you could shoulder or just carry around anywhere) and use it for a high-arc path that probably maxes out at 30ft (perhaps useful for camp/base assault/defense), or go even bigger and mount it to the back of a vehicle like the V3S, and scare the hell out of everybody. In either configuration, something like that is going to require quite a bit of crafting and materials. 3. Incorporate it into a tripwire-triggered trap. It would be hard to conceal in most situations, but as long as you have a way for the armed rocket to drop several feet once the tripwire is triggered, there's not going to be much left of anything that was there just before it went off. 4. IED. If placed properly, and covered by another object to both conceal it and increase it's trigger area (such as a car hood, log, board, sheet of corrugated metal, or something to that effect), driving or maybe even running over it could set it off (perhaps as a base defense to prevent the entry or removal of vehicles from inside). 5. Something in your way, such as a pesky wall, building, or pedestrian? Have no interest in surviving to see the next sunrise? Tell your squad to get out of the vehicle. Have them attach one or more rockets to the front bumper or hood. Approach your target at high speed. Spawn on the coast. So after reading that, one might consider that maybe this particular weapon might be just a little too OP, if we would be able to use it in such a manner. To a certain extent, I agree, but I think there are ways to balance that out. Obviously, making them about as rare as a SVD or VSS spawning with a full mag right beside another full magazine is the obvious first step. Rockets should have and 'armed' and 'safe' action to them. In their armed state, they should be incredibly dangerous to just have jostling around in your backpack, and should have a small chance of going off if you fall or dive to the ground. Even when the safety cap is on, **and** once the devs have a new system for handling inventory damage in place, there should be at least a *small* chance that if the rocket is in your inventory, and is hit by one of the heavier caliber rounds (perhaps .308 or 7.62x54r, for example), it may detonate. While this is probably an incredibly mind-bogglingly rare chance of this happening IRL, if done properly would seem to be a fairly decent risk/reward balance. I would hope that we would see at least some of these possibilities later on in vanilla DayZ, but of course, I don't think we'll see this particular item's full potential until modders get their hands on it. What do you think? -
It's been a long time since the infection started and all people and military left the area. This is why all towns and raods are overgrown and most military vehicles rusted. By that time the corpse would most likely already have been consumed by the infected.
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Random vehicle spawns would be good idea imo, it would be more dynamic so noboy would know where they are and would have to explore the map bit more to find one, some people would find it easier and some not, currently the spawns are fixed and thats the reason all cars getting picked so fast and also destroyed due to glitches and noob drivers. For the despawn it should get gone asap after all parts are ruined and spawn somewhere else, its because nobody probably will use or have the matchbox to destroy the vehicles also players should drive more carefully knowing that it could be ruined forever after an impact.
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Never had issues with vehicles, just learn to drive. "And even then, it will break for no reason and all tires will explode. " That's exactly what happens when you drive like crazy. Probably driving at max speed then drift off road damaging all the parts. Just stick to the road and dont drive max speed nonstop and u should be fine for weeks with the same car. Plain fields also is pretty safe.