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Showing results for 'Vehicles'.
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A couple questions: - Is it possible to add in more ARMA 2 vehicles to the map tool? I'd like to be able to easily add things like the Antonov An-2. - One of the guys who I play with quite a bit noticed that some of the vehicles commonly seen on Panthera on other servers(I think mainly ViLayer servers) aren't part of the spawns on my server (Things like the Antonov, and MH-6 Little Bird). Are there separate versions of Panthera out there, or different default setups for the vehicles spawns? Just really curious more than anything. Thanks for all your hard work and fast replies!
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FOURTWOZERO DAYZ PANTHERA SERVER SERVER NAME: .:NL:. DayZ Panthera [PRIVATE HIVE][1.7.2.6|3DP:OFF|CH:OFF] - Presented by FOURTWOZEROGAMING.COM SERVER IP: 31.204.152.111 SERVER PORT: 2302 TEAMSPEAK IP: 31.204.152.111 High Performance Server New Map! 100 Players + Full Vehicles & Saves Capture Bases and Territories Private Hive Clans / Groups / Co-Op Buddies Welcome HOW TO JOIN: Download DayZ Commander Install/Update DayZ Panthera Search for fourtwozero in the search filter Connect! Alternatively you can download DayZ Panthera and Panthera Island manually. FOURTWOZEROGAMING.COM is happy to announce the launch of its latest server, DayZ Panthera. This new unofficial DayZ map, Panthera Island, is based on the Gorenjska region in Slovenia, Europe (which isn't actually an island). Featuring a map the same size as Lingor (and by the same creator), players can explore up to 50 villages across this almost completely accurate remake of the region. FOURTWOZERO welcomes groups, squads and friends who are seeking a place to play maturely - griefers, cheaters, and hackers will be banned. We will be holding regular events, and also have an official hive Chernarus server, along with a new DayZ Fallujah server. FOURTWOZERO is also recruiting members for its DayZ fireteams, if you are interested in joining please contact WintersWolf on skype: winterswolf- or read our recruitment thread: http://dayzmod.com/f...ero-recruiting/ DayZ Panthera: http://www.tunngle.n...to-version-1-3/ Island Panthera: http://www.armaholic...age.php?id=7467 NEW BASES AND OUTPOSTS TO CONTROL AND DEFEND As part of our initiative to get our players more actively inhabiting the world, rather than living off in isolated locations - we have set up several new bases and outposts. These fortified areas offer the chance for survivors, groups, and clans to take over and defend these locations. Each location has its own benefits for those who control it, whether it be medical supplies or control of the main access to a valuable area. Join our server now, find one of these outposts and claim it to be yours. Check out some screenshots of some early bases below - please note we are currently in a test phase with these bases and currently just have a few on the map to see how they work out. We will be working on more elaborate and detailed bases/outposts in the meantime. Radovljica NE Airport Checkpoint Control access to the main entrance to Radovljica airport, located on the North East coast of Panthera Island. This checkpoint was established to stop civilians entering the airport, causing chaos and panic on the runways - now you can use it to control who enters and leaves, or set up the perfect ambush. Benefits: Control of high-traffic road, control one entrance to the airport. South Shore Outpost Located on the southern coast of Panthera Island, this small outpost the perfect secluded camp for a group of survivors. With plenty of visibility, and flat open ground surrounding the outpost making it perfect for more tents, vehicles or a helicopter. Benefits: Plenty of flat open ground, secluded area. West Airport Base This base located on the western coast of Panthera Island is one of the more well fortified bases on the island. Offering an extremely well fortified perimeter, watch towers, and medical facilities - this was home to some of the last soldiers to make their stand on the island against the undead. Benefits: Medical loot spawn, airport location, easy to defend. Arnoldstein N Airport Base Located on the far north coast of Panthera Island is another large base that was the area of operations for freshly landed troops when the outbreak first began on the island. Extremely well fortified, with raised walkways, high visibility and an airport location - this base even comes with a jail perfect for holding bandits or kidnap victims. Benefits: Easy to defend, jail to keep prisoners, airport location.
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I'm basing these tips and tricks through my Dayz experience and hoping that you can pick up on these tricks too if you haven't already. If not keep practicing until they're second nature. 1. Scan: You'd be surprised how much you miss if you don't scan. There might be a tent filled with loot, or a guy with an as-50 sniping your ass. Regularly scan, even if you think you're safe in some wooded area, you never know whats around that tree. 2. Getting shot at? Don't Panic!: I cannot tell you how many times I probably could have saved myself by taking the time to aim my shots, or just picking a clever route to evacuate, or some distraction to get away. When you get shot at find the nearest cover, and think your plan out before you execute it. You will notice that survival rate is much higher. 3. Realize that your going to die on every character: When I first started playing this game, I was always scared of seeing other playing and worried about dying. I didn't want to die because some bandit wanted my stuff, and to be honest with you, it kind of stopped me from having fun. I didn't like to go into hot-zones for fear of dying and I began to realize that I was removing a major aspect of the game, the risk. So the sooner you realize that you're gonna loose your equipment sooner or later, the more fun you're going to have. 4. Never disconnect in hot-zones: Even if you're running out of time, try to disconnect in the woods, even when you're in a small town. You may reconnect in that spot later with a guy pointing a gun at you, and probably shooting you. ( I actually killed a guy this way, and he had quite a bit of stuff on him). 5. Grow a backbone: If you know you're going to die, don't disconnect. The guy that shot you out bested you in a fight, let him have the satisfaction of getting your loot and killing you. If everyone in this game did this tactic, it would be a whole lot more fun for everyone and enjoyable. 6. Explosives: Hand grenades and M203s are the only explosives in Dayz (besides the satchel charge and AT4). Hand grenades are a bit tricky to use because Arma's tossing animation, but are just as effective as M203s. M203s, if you can get hold of an AR gun that has one, are much easier to use, being faster, quicker to load and shoot, and overall practical to use. Now to the explosive part, Arma 2 is actually one of the few games that doesn't go wimpy on the blast radius. So, you really only need to land your explosive in the general area of the target, about 25 meters and your target should get hit. Not only are explosives dangerous in that respect, but they're a great intimidation tool. I once fired a M203 at a group of six survivors and I pinned them all down even though I had missed. Even one man with a M203 has enough firepower for 6 men, so yet again great thing to have in your possession. Satchel charges are mostly useless and is usually used for trolling, scaring, or for the lulz; but it can sometimes be used for ambushes, place it on a vehicle or something else that will attract any survivors that pass by. Unless you place it in NWAF; or any other highly populated place expect to wait for a long time before anyone comes. And even then you might just get pretty bad loot from the survivor. Be aware; satchel charges cannot blow up vehicles, it is a well known Arma 2 bug, that makes it impossible for satchel charges/IEDs to blow up vehicles. However; it will always kill the people inside the vehicle. The AT4 is to be used similarly to the m203, but from a longer range. The splash damage on the AT4 can at some times be broken and not deal any damage to survivors at all unless you get a direct hit. 7. Never use weapons outside their effective range: Although this is already self-explanatory, I cannot tell you how important this is. Even when in the effective range the weapon is still wobbly nearing it, meaning that your shot will have reduced power and accuracy regardless of the round type. Always try to shoot within the range. 8. Having two different primaries: I myself keep going back and forth between which one is better but, its all about your preference. Would you like to carry more stuff as if you were going on a supply run, use a single primary. If you are going to do some banditry, use two primaries (usually a long ranged rifle and a assault rifle, sub-machine gun, or a assault rifle and a machine gun is another good combo.) 9. Watch and stalk your target: Sometimes your target is not alone, he may have a buddy covering him or a whole team behind him make sure you watch around him and let him run for about a kilometer and follow. Even if he does have buddies you should have a good kilometer buffer zone to kill your target. 10. Weather or not to aim for the head or torso: This really depends on your range and gun. Use this as a general rule: Sub-machine guns: short ranges aim for the head/upper chest, medium range aim for the torso, long range don't even try. Sniper rifles: Short range aim for the chest, medium range aim for the head, Long range aim for the chest Assault Rifles: short ranges aim for the upper chest/head, Medium ranges aim for the torso, Long ranges aim for the torso Pistols: Short ranges aim for the upper chest/head, and don't fire it past 50 meters at anyone. 11. Sniper Rifles and Distance: I'm sure some experienced snipers have noticed this but it's always important to notice drop differences at different ranges. For example, If I zeroed my rifle at 300 meters and my target was 325 meters away the shot would dip down a little, not too much. Now lets take this target to 525 meters, and I zero my rifle for 500 meters. The drop, if you notice, is much larger than the previous shot even though the difference in meters from zeroing is still the same; 25 meters. This can determine whether your shot is a hit or a miss at long ranges. 12. Should I take a silenced weapon?: In my personally opinion I cannot stand silenced weapons for quiet a few reasons. -Reduced damage -Reduced effective Range -Reduced accuracy -Reduced Flatness of your shot (More bullet drop). -The ammunition is much harder to find then the unsilenced version All of these is for the exchange of: - noise REDUCTION (Silenced guns still have that really annoying pew pew noise when you shoot them players can hear it up to 50 meters if I remember correctly.) -No muzzle flash For me the cons of silenced weapons out weigh the pros that if I had the choice between a M9SD and a G17 I'd chose the G17. If I had the choice between a m4a1 CCO SD vs an m4a3 CCO I'd obviously choose the m4a3 due to the fact that the m4a3 can shoot up to 300 meters + and still retain large amounts of damage whilst the m4a1 can only shoot maximum 100 meters and dealing almost no damage at all. This is mainly caused by weapons losing damage over range, silenced weapons losing a large amount of damage over a rather small range and unsilenced weapons less so. 13. Where should I bandit?: I never want to bandit in a town, ever. I would rather choose to bandit around a city/hot-zone then in it, or maybe even the out-skirts. Try to choose locations that people might run near, rather than the person's destination. This will ensure that you have a greater chance of not being spotted and shot at. 14. How do I beat suppressive fire?: If you're getting suppressed, first find the biggest chunk of cover you have near you. Next, return fire and try to suppress your target. If it isn't working or you have suppressed him lay down some aimed fire on him, after that you should be golden. 15. How to use cover: Always lean out of cover and never look over cover. You should do this for a number of reasons. - You expose less of your body when you lean out of cover. - It takes less time to lean back into cover than it does to duck back into cover. - It allows you to peak around cover more efficiently. 16. Why you should chose a high caliber gun over a smaller caliber: - Of course higher Damage - A higher chance to knock a man down - A higher chance to break a leg bone - Scaring the living bejebies out of the guy your shooting - Generally higher calibers equal more effective range 17. Why using sub-machine guns are a bad idea: - Extremely low damage compared to other primaries - Effective range is only 100 meters or less - You can the same sub-machine gun benefits if you used a ak-74U ( So get one if you want to play a sub-machine gun role) - Extremely inaccurate You might as well be shooting your target with an m9, g17, or makarov if your using a sub machine gun 18. Listen to gun shots always, they will tell you a story of you target: Listening to gun shots is one of the MOST vital skills in DayZ you can have. It can tell you what gun they're using, where they are, and how many people there might be (you might be able to geusstimate how many people there are depending on the gun fire rates and what gun types there are). Try to memorize the gun sounds this skill is very helpful. 19. Know the other guy's gun flaws and expose them: Is your target using a sniper class weapon? You should probably rush him and expose the sniper rifle's weakness. Is your target using a sub-machine gun? Get far away enough to use your gun, while making his ineffective. Is your target using a machine gun, try flanking him and make him hip fire (machine guns are terrible when hip firing and the recoil is ridiculous). Assault rifles are one of those exceptions, they are the all-rounders that are hard to beat. If your gun excels more at something than an Assault rifle get in a position to max out your gun's effectiveness. 20. When in doubt RUN, FOREST, RUN! There is nothing harder to hit than a moving target. You'll be surprised how many times your opponent will miss. Weave in and out of cover, change directions, and don't stop moving. Your foe will have a hard time smiting thee. I hope you will make use of this.. this comes from our forums but I thought I'd post it here.
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Sup? we're looking for a pretty active EU/UK private hive, preferably passworded with active admins who come down hard on any potential hacking and a decent, mature player base. doesn't have to be anything flashy with 150 vehicles and 5 helis, just a decent, hack free server. Send me a p.m or reply to this thread for me + them to sign up! Thanks.
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100+ Vehicle Server, 10 Choppers. + Care Packages (Private Hive)
PastrySnack posted a topic in Mod Servers & Private Hives
All vehicles are currently 100% ready to drive, including choppers. Care Packages were just add'd, care packages work like heli crash sites and spawn random loot Name : TropicThunder Private Hive (100+ Vehicles [10Choppers]) Active Admins IP: 209.222.91.34:8802 -
Is your clan tough enough to take ours on?
Optimus Prime posted a topic in Mod Servers & Private Hives
We are looking for clans to come and join our private hive server! We have a clans in the server yet we would like more to make it a much more hostile server. We believe we are the most superior clan on the server and are looking for clans to come and offer us a threat. the server is low ping and offers no admin abuse! Feel free to join, we are all friendly to talk to but crave some hostility on the map! Thanks for listening SERVER DETAILS KEYWORD - GB-UK IP - 5.63.147.44 PORT - 2532 SERVER IS BRAND NEW AND ALL VEHICLES ARE AT ORIGINAL SPAWNS. PLUS MANY MORE NEW LOCATIONS. -
Hey void_false. Been a while. Glad to see you're still the same old... well.. void_false, that you always were (no other way I could say that without resorting to unkind words). The tent creep issue is a interesting situation to fix, simply because ARMA's engine isn't designed around precisely placed persistent "vehicles" (tents are considered vehicles, as are players). It's important to understand "why" this happens in the first place. [1] you throw a tent down at an x/y point 100,100. [2] It gets registered in the hive as existing at 100,100, and all is well. [3] Each time you "save" your tent, it saves to 100,100. All is still well. [4] *The server restarts at some point* [5] During restart, the server must poll the hive and place down all those tents again that people had put down. When it does this, it certainly does call the proper ARMA2 function to say "place a tent at 100,100" However, ARMA2's engine doesn't enforce a strict position on "vehicles", only "objects". This means the vehicle may shift ever so slightly on placement (you'll notice this happens with cars/helis/bikes/etc, too). As you've noticed, it's basically the "gravity" in the game that causes it to slightly pull down a bit in whatever direction the land it's being placed on is sloped. [6] It's at this point, the tent is now no longer at precisely 100,100. It may be at 100,99. [7] If nobody saves the tent, it would continually end up at 100,99 each restart. This is because the server would read 100,100 from the DB, and the engine would slide it slightly to 100,99 each time consistently. But, no doubt, people USE their tents. So, they end up saving the tent at its new location of 100,99. [8] *Restart* [9] Rinse repeat, the same problem happens here and now the tent moves to 100,98. This keeps happening until the tent nestles itself on flat ground. The easiest fix here (as far as I can discern) is simply to prevent tents from saving their location each time that they're saved, and only save their inventories on each save. If this is done, your tent will still experience that first "shift" from 100,100 to 100,99, but since you'd never "re-save" the 100,99 location, it'd never shift again beyond that initial "shift" location. I'll be experimenting with this, but that seems like the best compromise at the moment. To ensure tents were enforced at 100,100 guaranteed, you would need to write some complex algorithm that took into account the slope of the ground the tent was on and attempt to compensate for whatever "shift" the ARMA2 engine would effect on the tent and therefore spawn a tent saved at 100,100 at 100,101 or something (although the calculation wouldn't be that brain dead simple). That's way too much effort/calculation for what it's worth and I think the "just never update the tent's new location" compromise would be reasonable. Since void_false seems to really love tent shift, I'll be sure to personally look into this to eliminate it. I *think* this is fixed in 1.7.3 if you don't use the "Save Tent" action menu item ever, but I'll need to go perusing through every server_updateObject call to verify this. Basically, the "Save Vehicle/Tent" action menu item is superfluous as of 1.7.3 and no longer required. Tents/vehicles are autosaved in situations where a save is appropriate (which prevents duping through them). In fact, the "Save" menu item is already being removed for the next DayZ official patch simply because it is superfluous at this point. But, the call to server_updateObject from the "Save" menu WOULD update the position of the tent and therefore contribute to tent shift as described. TLDR: Never use the manual save option to save your tent in 1.7.3, just let the auto-save that naturally happens occur, and you should no longer experience tent shift. But since you can't stop OTHERS from saving your tent in 1.7.3 that way, you may just have to wait until the next patch for tent shift to be gone forever ;) <3 you void_false
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New rMod Server Going Live! Vehicles Galore & 20+ Air Vehicles
coryjac0b replied to byrdman's topic in Mod Servers & Private Hives
Yeah i was in the C-130. Was a sweet barrel roll before that though. Server is great, fair amount of helicopters and vehicles. Can't wait to see all the other Arma Guns in there! -
I just don't understand at all why you guys want to prevent the 'rearming process'. I mean, so you just shot a guy - what difference does it make to you if he is back in the game in 30 minutes because he already put dozens of hours into finding, filling and maintaining a couple of tents? The fact that someone has to spend 30 minutes running back to their camp, and then spend another half-dozen hours over the next few days replacing the gear they take from it, is as close to 'dead is dead' as you're going to get. That's quite enough penalty already, considering this is a GAME and you're supposed to be having FUN. Seriously, if you lost all your hard-earned gear from tents and vehicles when you died, who would bother scavenging anything? Most people would just grab a Winchester from the nearest barn and go death-match in Cherno. They'd make no effort to stay alive at all - your suggestion would have the opposite effect to the one intended.
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Teleported all vehicles way off the map. 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:52 [5412,17371,417] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:45 [5397,17374,414] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:56 [5392,17386,414] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:57 [5365,17383,415] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:64 [5404,17390,416] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:76 [5385,17396,415] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:77 [5435,17394,426] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:48 [5367,17390,416] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:49 [5424,17368,421] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:60 [5372,17378,415] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:44 [5382,17388,415] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:46 [5397,17406,416] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:47 [5424,17350,421] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:50 [5366,17385,415] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:51 [5438,17357,425] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:53 [5422,17375,420] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:54 [5381,17375,413] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:55 [5405,17360,414] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:58 [5403,17406,416] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:59 [5375,17368,414] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:61 [5406,17369,416] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:62 [5411,17400,418] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:63 [5426,17351,422] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:65 [5377,17371,414] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:66 [5437,17404,427] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:67 [5375,17367,413] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:68 [5411,17368,417] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:69 [5433,17391,425] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:70 [5423,17354,420] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:71 [5380,17343,411] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:72 [5409,17402,418] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:73 [5397,17407,416] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:74 [5397,17374,414] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:75 [5407,17397,417] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:78 [5421,17358,420] 31.10.2012 15:43:00: Bluepeel (72.199.###.###:2424) e43f47c9eaca4aea5afc9ba0d1085599 - 2:79 [5412,17380,418]
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Do you trust Rocket's vision?
JamesButlin replied to Judemoukari's topic in DayZ Mod General Discussion
I think he'll release the alpha at a really low price, it may not be as new or shiny as people expect but in due time it'll shape up to be a bloody fantastic game and I for one think he's taking it in the right direction and really look forward to see how many of the features he's mentioned actually get implemented. Love the idea of player-built underground settlements, boarding up doors, reinforcing vehicles and zombie life cycles etc. Can't wait until the animations are all sorted, the textures are all high res, new zombie models are introduced and the game really begins to set itself apart from the mod. :D -
Lets not make bandits worse, lets make heroes better.
Agiantstick replied to Agiantstick's topic in DayZ Mod Suggestions
I also think we need to agree on the level of realism in this game. Should there be skins? Should loot be constantly supplied? Should tents and their items disappear on death? Should destroyed vehicles respawn?' The argument of realism is subjective, why can't things not be 100% realistic but help the game? -
TheGeeks hardcore DayZ (1.8.3/125548)[Mercenary|3DP:OFF|CH:ON]
Kerbo replied to Kerbo's topic in Mod Servers & Private Hives
TheGeeks was updated to 1.7.3 last night and there were only 4 vehicles lost. I had to sacrifice a few due to the changes in the way vehicles are handled so I picked vehicles with barely anything in them. As always, contact me here on the forums or at [email protected] with any questions, concerns or feedback. -
Basically, if you're "too lazy" to run anywhere, you really shouldn't be playing this game (no offense). This game includes a lot of tedious running back and forth to towns to get loot for vehicles, friends, and et cetera. I'd suggest taking my usual route. I go from Cherno to the Vysota area, which has three high value barn loot areas. From there you can then go far aways north to Zub, a castle based area with two good loot spots that will usually get you a ghillie/camo clothing and/or a decent backpack including ALICE packs. The great thing about Zub is that it is located on top of a hill just south of Vyshnoye and you can usually scan the area for survivors before going to that city. Once you go to Vyshnoye, you can then take the dirt road that leads you north to Stary Sobor, which is a high value loot place as it contains around twelve military tents. Good luck.
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New rMod Server Going Live! Vehicles Galore & 20+ Air Vehicles
byrdman replied to byrdman's topic in Mod Servers & Private Hives
Fresh restart, Changed to day time...Get the fresh loot! Test out your flying skills, we've added 30+ Air Vehicles. -
You'll want to head to places like Balota/Stary/NW airfield/NE airfield/crashed helis for military loot. And pretty much all over the map to find vehicles. There is only basic loot in the big cities. You tend to go there once at the start of your life and then only return for hospital runs.
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Urbanwars.co.uk now running DayZ Namalsk
Audio Rejectz posted a topic in Mod Servers & Private Hives
Hi, www.urbanwars.co.uk are now running a 50 slot DayZ Namalsk private server. All are welcome to join the server, the map provides loads of new features that are really cool, check the video below to see just a few of them. Players start with a custom loadout and the server is constantly monitored to help prevent hackers. Like i said there are loads of new bits in, like weapons, skins and other cool stuff, but dont expect 200 vehicles and jets and stuff as we want to keep the DayZ experience what it should be. Install either with DayZCommander or manual Installation files and instructions are here http://www.nightstal...nu=en_dn_player And the server details can be found in my sig. If players have any issues ingame they can either type in global chat for an admins attention of make a post on our website. Look forward to seeing some of you in game, happy hunting :D -
So tents disappearing is stupid but a new character magically knowing where this tent is and going to resupply from it isn't? Tents defy permadeath. I 100% support this idea. @Anti... 'You can't penalise tents and ignore vehicles.' Why not? The only reason you say that is because you're clutchin at straws trying to come up with a reason against fixing tents, LOL. Vehicles disappearing on a character's death would cause problems so let's leave them be and just have tents disappear on their owner's death.
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Firstly, I play on a private hive where tent bugs and duping have been fixed for about two months already. So my points below refer to tents as they were meant to function, not the buggy, broken implementation that may still be on the public hive. To be honest, if you are still playing on the public hive you've got far bigger problems to worry about than tent behaviour! With that said... People don't hoard for no reason. I've got six tents. Two are near a factory for vehicle parts. The rest are all 1km apart from each other. My weapons and NVGs are spread out between all of them. The reason is redundancy not hoarding - single tents of mine may be found and raided every couple of weeks, but the loss of that gear will not devastate my character. Half my daily tasks/missions are focused on replenishing the tents and setting up new ones. This approach also allows me to select different gear for different missions, so that I don't have to go into risky situations with my very best gear (or my only gear). That's what I call survival, rather than letting yourself hang by a thread and allowing your character to be destroyed by a little bad luck. Now about the tents disappearing after death. On one hand it might, in theory, make people take more care of their life if they have spent a dozen hours finding, pitching and filling a couple of tents. In reality though, building a few tents would become so precariously attached to your current life that no-one would actually bother to do it. Ergo, they would just roll with whatever was in their backpack, encouraging aggressive play-styles and death-matching, and less survival. I disagree. Sure, post-death I am geared up again after a twenty minute run, but it took me a dozens of hours of play to put myself in the situation to be able to do that. All I'm doing is gearing up before I die, rather than after. Setting up tents and maintaining redundancy is not an easy option, and takes a lot of time and effort. Tents are discovered easily, and I also recently lost three tents (and all the gear) due to a bug where they stay stable for a week or two, but then gravitate toward the centre of the pine tree and become inaccessible. A further point to the OP - you can't penalise tents and ignore vehicles. If tents disappeared after death, then you'd have to do the same for the UAZ, V3S, Ural, which all hold lots more gear than tents do. Can you imagine how pissed off the enemy is going to be after ambushing a vehicle, only to have it disappear in front of their eyes!? Actually, no-one would bother repairing vehicles if they were attached to one character in the group. Even if they did, they would never put it in danger by driving it around, which would encourage hiding it in one spot and leaving it there. You can't 'hoard' as such on Chernarus anyway. There is nowhere to hide tents and vehicles for longer than two weeks on a populated server; they are always found.
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New US Private Hive Server With Password
Bernardo (DayZ) replied to Bernardo (DayZ)'s topic in Mod Servers & Private Hives
The server is now running Bliss v4 and Dayz v.1.7.3. The safe zones have now been removed. The server is hosted by DayZ.ST and always has a very good ping, the actual server is located in Washington. The server is now running Bliss v4 and Dayz v1.7.3. The server is currently not password protected so if you fancy having a look the server IP is: 173.192.200.76:2342 Rules PVP is allowed everywhere on the server. No hacking Settings Difficulty=Veteran Map=chernarus Timezone=GMT 3rd person=on Cross hair=off Name plate=off Death message=on Vehicles=143 Password protected=no -
New US Private Hive Server With Password
Bernardo (DayZ) posted a topic in Mod Servers & Private Hives
Due to all of the hacking we have experienced on DAYZ, a few guys have put money towards a server that we are running and we'd like you to join! We currently have a player base of around 15 players but are looking for around 50. The server is password protected as this is our attempt to stop hackers from joining the server and only allow genuine players who wish to play the game in a hack free environment, it also allows new players access to vehicles. The server is currently full of vehicles and plenty are very accesible. The server is hosted by DayZ.ST and always has a very good ping, the actual server is located in Washington. The server is now running Bliss v4 and Dayz v1.7.3. The server is currently not password protected so if you fancy having a look the server IP is: 173.192.200.76:2342 Rules PVP is allowed everywhere on the server. No hacking Settings Difficulty=Veteran Map=chernarus Timezone=GMT 3rd person=on Cross hair=off Name plate=off Death message=on Vehicles=143 Password protected=no What we are about We purchased a PVT HIVE server to allow us to play the game without the hacking. This server is for DayZ players with a survivalist mentality. The server is password protected as this is our attempt to stop hackers from joining the server and only allow genuine players who wish to play the game in a hack free environment, it also allows new players access to vehicles. Apply Send an application in email to [email protected] Please state your player name and any other people who you play with We will try to respond to your email within 12 hours. -
I'm very fond of Fallujah. It's fantastic, and a variety of vehicles add to the fun factor. I guess it's all a matter of personal choice, but that's most definitely my favorite. :)
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Just cause half the community supports the idea say...we add vehicles that are bulletproof with rocket launchers and machine guns shooting out of its ass does not mean they will do it. I was not flaming him for his ideas. I was simply saying...come up with ideas to improve in other areas of the game instead of something that in all honesty does not really matter at this point in time. Or anywhere within the next few months for that matter. That is how were going to make this game better, quicker.
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CA 20 & CA 24 | Zombie Infection Server Discussion & Suggestions
bronyalex replied to nohrt's topic in Mod Servers & Private Hives
Whelp... we were hit by a script user on CA 20 at 1am PST, placed an AmmoCrate/MedicBox with everything, Teleported or Spawned a bunch of vehicles and killed everyone in the end... Went by the name of Cam... -
Yeah, most vehicles are a pain in the arse the first time you try and find the spot to refuel and access gear. xD