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Showing results for 'Vehicles'.
Found 41870 results
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I don't know if I'm just elitist about this game or what, but all I can imagine for the Negative Reviews is basically whining PvPers because the game hasn't gotten any new guns lately and Oh! The environment can kill you xD When they fix up vehicles really well, I'm hoping the game will feel more alive for new and active players.
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@sanguine00 In no way I meant to be offensive just to let you know. I can understand the confusion, it was shorter than the other. @Sqeezorz Yeah almost all vehicles should have a radio or could have one attached. Vehicles that you would assume to have radios. I don't mean like talk shows, just the ability hearing players talking over radios. For example, "you're driving along the dark lonely road decide to play that, awesome but shitty, polka music cd you found couple miles back. Music gets to cringy for you're taste so you decide to listen on the radio for other players speaking to each other on either long range or short range radios."
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Ok, I agree, a noisy, crisp radio can create atmosphere. What kind of vehicles? V3S rather only talk radio. Lada? Sedan only music radio. Bus music / talk radio. Ok, there are even more vehicles, maybe I see this too narrow and stubborn.
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I actually like the idea...just because its an apocalypse, it doesnt mean CDs and cassette tapes vanish or dont exist. If you dont like it or dont care about it, you should be able to just leave it off. It's little things like music that make the world feel alive and lived in, which iverall make the game more immersive. I always compare open world games to witcher 3, because they nailed the little details of things and people who would actually exist in the world. +1 for music/recordings in vehicles
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I believe, now that vehicles are taking a bigger role in the game, it would be nice to see some extended functionality to vehicles. I mean in the sense of the workable stereo systems, such as radio stations, listening to music cd's and cassette's while driving. To make these work you would find and attache the stereos to the the desired vehicle like you would with a tire or headlight. Their functionality could merely consist of listening to music and radio chatter from the short range radios you are later adding (not the walkie talkies). Maybe add cd's and music cassettes to the loot tables as well. Perhaps audio diaries containing stories of citizens during the beginning of the outbreak. I could imagine myself maybe others enjoying this feature if it were to be added.
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It's still on their Trello and the latest video Baty threw up showed they were still working on the Network Synchronization for the vehicles - I'm assuming that means other kinds of vehicles as well, such as Bicycles and Helis.
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Is there an official list of current persistent times for: Tents, Barrels, Ammo Cans, Protector Cases, Medical Kits, Dry bags, Backpacks and Vehicles and how exactly they work. It would be nice if the persistence worked flat across, but it seems there are massive variations... Also, I remember before that Tires would last several days if placed in a camp or out in the woods, is this still the case? I would like to trust player experiments, wish I had the time and patients to run a test... And yes, giving a private hive the option to adjust times and all containers and items would be interesting.
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I completely agree, but was not going to speak on the matter until we got past alpha. anything below 14 days is too low for many players... but i would suggest we allow private hive players to adjust these times. 14-30 days for barrels seems fair enough. 8 days maybe for a backpack stored in a tree?? I usually would up anything to do with arma 3 exile, when it came to virtual garage, base storage, safes, vehicles, etc... because we knew players could not always log into your server, almost all servers would increase the time for when your stuff starts to disappear.
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So vehicles are back in? Is there a list?
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I've been building a camp on an Experimental server with a few people since Vehicles were added on Dec 23. The camp is still there, and growing. Persistence seems fine, on Exp, at least.
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Combat logging will always be a thing that people with no honor will do. No use avoiding game elements because of cowardice of the meek. Had a guy combat log just today, after he told @Thurman Merman his name, and it just happened to be the same one that KOS'd BioHaze the other day. The experimental servers have been super low pop lately, so besides ruining all the vehicles on the map, we have been feuding with the other locals. Maybe @Hicks_206 (DayZ) Should add a new machine gun to the Experimental Branch so people will actually play it. For now they seem preoccupied with stockpiling loot that will most likely be wiped when the vehicle patch goes stable. Haven't had any more that 15 people on SC 0-2 at any one time, so far.
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In my opinion, the entire concept of soft skills meant is to discourage players from so easily throwing away a character's life, by adding tangible value to the experience of that character's life. To really flesh-out a meaningful skill system, everything but weapon sway, reload speed, driving vehicles, and melee, should have some element of progressive and permanent (until death) character growth attached. The benefits of improved character skills should be significant enough for people to want to pursue improvement, useful enough to create real value attached to the character, and take a fair amount of time to accomplish. This proposed polar separation of fine and rough skilled actions appears to only hit one of these points, the time sink. I would hate for it to end up with players committing suicide because they have become too far specialized in fine skills, and want to start with a clean state, because that is somehow better than both of the end results of this "either-or" skill system.
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Our journey begins just outside Gorka. A friend and I are on a mission to find a vehicle -- any vehicle -- to do our part and test this critical component of the 0.61 build currently on the Experimental branch. In 136887 (r: 23 Dec 2016), vehicles spawn complete and ready to drive; not necessarily scratch-free, but whole. This means that upon finding a vehicle, you are free to begin driving it right away so that the experience of driving can be evaluated and quantified. This is the type of feedback the development team is looking for right now. I happened upon a V3S Cargo truck to the west of town and met up with my friend who was approaching town from the east. I marvel at how well the truck's headlights work (and how well they look) in 0.61. Since the truck is a very noisy vehicle, it's only natural that I attract the attention of some infected. Driving through Gorka, I eventually collect about a dozen even just sticking to the main road. I was impressed with the headlights, but I also take a moment to appreciate how pretty the gauges in the truck look at night. We head north and make the long, winding trip through the expanse of the middle-north. Apple trees dot the road along this path, and I have several opportunities to crack 60 km/h in this lumbering elephant. About halfway to Severograd, we happen upon another truck parked in the road with its lights on. We never did see another player, but we had the odd feeling we were being watched so we didn't stick around for too long. Eventually we reach Gvozdno, and we decide to make a turn to the west to see how far we can make it before we both need to log off for the night. Note the severe weather warning in the lower-left corner of the screen :p The northern highway is empty on this night, at least while we pass through it anyway. It's oddly calming, but we're still on our toes. The truck has been a nice, quiet ride so far. Passing through Topolniki now. My friend remarks that it feels as through we just missed... something... but he can't quite put his finger on what. I agree. I love what this game does to your head. Making our way north from the area around Sinistok. The new shadows in 0.61 do an excellent job of leaving you to wonder what might be lying behind those stone walls where your headlights don't shine... The first of many littered vehicles on our way to the Tisy base. Some were complete and had obviously not been touched, and others had very clearly met an unfortunate fate at the hands of a careless driver. Finally, we arrive at the Tisy military base. I park at the front gate and take a seat to admire my accomplishment for a moment before logging out. Overall, the experience was primarily good. There were some hiccups when driving near other vehicles, but nothing that would have resulted in anyone's death or the killing of a vehicle either. When not near other vehicles, the ride was excellent the vehicle behaved predictably and without fault. I very much enjoyed my trip.
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Not allowing people to shoot when in 3PP goes againts those who prefer 3rd person view. I myself hate 3PP when shooting, I would miss everything, but I both love/need 3PP for everything else, cuz in this game for some reason 1PP is unplayable. It must be model proportion, FOV, head movement (tho I have it disabled). I don't know, but I always end up resorting to 3pp when playing, also because I like watching my character. But for me, the solution is rather easy - conceptually speaking -. Make every interactive element on the map (players, zombies, vehicles, items...) invisible to the player if not in the eyes field of vision of the character. I've seen some mods already doing this though in a bad way (with latency at appearing/disappearing stuff cuz they're mods and can't modify the graphics engine itself), but it's doable. Integrating it with the engine would also make it 100% effective and not performance costly (for those who don't know the number of operations behind EVERY pixel of your screen for each frame rendered is asthonising, adding this to the math wouldn't affect your fps at all).
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Zombies are stronger which is a good thing, and they are all over the map. I've never been attacked by wolves, but the whole idea is pretty cool. I don't mind the new spawns, even though it does get a little boring going hours without any interaction, just searching for scraps in camps. Overall this patch is the most broken one ever released to stable. Between getting stuck in door ways, pulling your gun out and getting jerked all over the place, frame drops, stuttering, game crashes, graphic glitches, at times i can't put my gun away during PVP due to player lag, players dying in 15 minutes after it rains(which doesn't make any sense), status indicators are broken, zombies hit you without swinging, some sounds are too low, no vehicles, ect.. I like the patch in a sense, but holy shit, so much shit is not working properly. I thought after 6 months working on a patch we would get something decent here.
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Is it worth buying Dayz standalone yet? [With Developer responses]
Nodar Svanidze replied to Blade4777980's topic in General Discussion
There are too many threads, different videos on youtube, some standalone versions some with numerous mods. I cant understand after all, does current DayZ 0.61 Standalone version have following features or not: 1) Driveable vehicles; 2) Base Building (Basic Shelters, or Complex Structures?); 3) Dynamically Changing Weather( rain, wind, tornado etc.); 4) Servers with different rules (Role Play style servers?); Thanks in advance for answer! -
Thurman Merman, Starvingart and me already tested it. The desync problem with 2 vehicles near each other has been resolved. Although I noticed indeed some frame drops which people mentioned, specially if you look towards a vehicle but looking the other way you'll be fine. I think this might because of the items in the inventory of the vehicle but I'm not sure. I might hop on later but I'm not sure yet.
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Alright, first of all on the topic of apples, in the future the apple trees and probably berry bushes will change into an inventory based system. Which means you will need to press TAB or search for apples and you will get an inventory menu and you can take the apples out of there. This means that apples aren't going to be infinite anymore and spamming doesn't work. You will be able to get a few apples but if the trees empty, it's empty. At least this is how I think it will work and I hope it will be balanced where apples are not the main source to get yourself energized, hydrated and healthy. In Experimental I tried to get healthy without the use of apples and I started to loot Berezino. Finding food was hard so I had to resort to farming which also didn't help that much but I could keep myself from starving by the bit of food I found and the crops I farmed. I finally got to healthy after I started fishing and that's how I like to see it. Loot the town for supplies and optionally farm crops to keep yourself from dying of starvation until you can hunt or fish which is a way better energy vs. stomach content ratio. Also, the developers are reducing loot or at least canned food with each build or patch. I think there are two reasons behind this. The first reason being that they need to analyze the data they get when they tweaked the loot. This takes time and after they analyzed it they can tweak it again and rinse and repeat. The second reason is to push the players slowly but surely towards the end game. If they suddenly reduce the loot severly there are going to be a lot of deaths and a lot of tears suddenly which results in gasoline cannisters full of tears to keep me hydrated (yeah, I live on those tears). The developers mentioned many times that DayZ isn't supposed to be easy but rather hard. And in the endgame we will see if they keep their words and in my opinion I'm sure they will and I'm seeing it happen even though it's slowly. Wait until the stamina system comes in with weight and no more endless running. In the latest status (or was it the 2016 review topic?) they mentioned that sprinting everywhere is going to be history because that's why there will be vehicles. On the topic of diseases, there already some diseases in and I peaked through the game files and there are already more diseases in but I don't know if they're active at the moment. But I saw someone mentioned cholera and that drinking from ponds need to have an higher risk. Perhaps you don't drink a lot from ponds but if you're not healthy and you drink from a pond without purifying your water there is an high chance you will catch cholera. And I believe cholera is at the moment the worst disease you can catch. Just like when you're soaked or drenched you need to act immediately or you'll die when you catch cholera. The problem is, cholera is a slow and torturing disease and it takes multiple hours to get rid of it. As soon as your get the red status messages all you basically can do is sit still because you're losing blood slowly and your hydration goes down hard which means if you move you'll lose even more hydration, speeding up the process of your death. I do hope they make wells a limited source of waters which slowly regenerates again just like I think how the apple trees are going to work. This will make it also harder to stay hydrated and you need to plan carefully with your hydration. In conclusion: at the moment DayZ is easy to survive although slowly but surely you can see they are pushing towards the PvE and survival aspect which is great. We will see survival getting harder and harder going towards the release of the game so I shouldn't worry about it too much now.
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Where are you Guys findings hunting scopes on 0.61 stable?
BAHADIR replied to chrhein's topic in General Discussion
Try looking at the military road block, located directly at far west of Lopatino. There is a long road which directly going towards out of map. End of this road you will see mil tents and lots of vehicles. I found 3 in this place. -
I logged on as IMT was signing off for the night and I got to go for a drive later on. For the record the server was low-pop for most of the night, I didn't see anyone but Biohaze and Emuthreat all night. Biohaze and I met up around Ratnoe and went on foot to Kamensk Mil base then on to Stary Yar where we found a Lada. The doors were a bit glitchy for Biohaze at first but after we got that figured out the drive was very responsive all the way to Tisy. The gear indicators might be helpful to new players trying to figure out driving and the speedo was a novelty too. We got her up to about 80 kph along the northern edge of the map and drove right through a zed - so no zed clipping confirmed for now. Emu joined up in TS and he found a V3S right away and worked his way north, he mentioned he crossed the river near Grishino without a problem and I believe he switched over to a Party Bus which he eventually got stuck teetering on something - a guardrail maybe. Emu then hoofed it to Sinistok where we drove the Lada straight into town to meet him. No desync approaching Sinistok where Emu was waiting although we caught some zed aggro and had to dispatch a few when we exited the car. We weren't able to test another car within the network bubble proximity but there seems to be enough vehicles spawning to do that. I'm hopeful that the devs have that one worked out already. edit: driving in 1PP is still very loud, I had to turn down the sound effects to hear myself steer
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Hello boyz and girlz! This year have seriously been amazing!! I mean.. there is just so much.. New engine, new rendering system, new sounds, wolfs and so much more.. Its litrally insane!! Im so happy for all of this! Every update have been better then the last :) I have one small consern when i saw "what have been going on behind the scenes" Stamina in Dayz? I mean i get that you want to give the vehicles a more importent roll in the game. but i think some people just dont want to be in a vehicle.. it sounds lound, you feel vulnerable.. I like to travel by foot.. see the nature, taking long runs, run from town to town.. But then again.. What do i know, I havent even tryed it.. Right! It might be awsome. who knows.. Everything else in Dayz is awsome so why wouldent stamina be that. :D Merry Xmas! /Irok
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Now you need to assemble experimental crew and test with other vehicles and players near.
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How full was the server? I was impressed by 61s performance a couple days ago, everything was so smooth on full pop. First time that smoothness was carried over from exp to stable. I wonder how its gonna be like on a full pop with at least a couple dozen playercamps and vehicles.
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For those who don't follow Experimental/the Experimental forum, vehicles made their comeback on the latest Experimental patch. I have to say they did a pretty damn fine job because there was almost no desync (as driver and as passenger) and handling the car also felt better. Vehicles are back and they are better than ever! Here are two clips showing the improved vehicles. The first clip is where I drive and the second clip is where BioHaze drives.
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2016 was DayZ SA's best year thus far. I really cannot wait for the new animation system/player controller. Can't wait for the Beta phase with vehicles, barricades and modding tools. I really do hope DayZ is gonna be the game we all've been dreaming about for years. Merry Christmas and best wishes to the whole Dayz Dev team, you guys are great and your hard work has started to show. #MDAYZGA