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CreepySalad

More cars. (This is not a "ADD A LIMO" thread.)

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Cars aren't really...rare. I don't know if you've been outside lately, but there are cars everywhere.

If a zombie outbreak happened, would all the cars just turn into dust with the exception of three or four?

I think there should be a lot more cars in the streets. Yeah, some can be COMPLETELY out of commission, but still enterable. In order to make this more, eh, fair, we can...

•Make cars Louder

Attract zombies, and players to your four-wheeled vehicle. Zombies will follow the sound for quite a long time, making it more risky.

•Have a majority of them be locked.

Most people lock their cars. They paid good money for those. Maybe you can find keys on zombies, that lead to a random car in the vicinity. Or not.

You could also break windows, and hotwire it. But that takes time. Time and injury if you fuck up and punch it or something. Not only creating a loud glass breaking noise, but an alarm, IF the car works. Maybe also add player skill into it, requiring you to KNOW how to hotwire before you do it. NOT YOUR CHARACTER. YOU. YOURSELF. I made a post about that.

(http://dayzmod.com/forum/index.php?/topic/119543-player-skill-this-is-not-a-leveling-thread/)

•Have a majority of them be broken beyond repair.

Still, enterable, just...broken. The battery's dead or something. Whatever's usually wrong with cars.

I wouldn't think cars would be that rare anywhere that has a road. Especially considering there are cities on the coast.

Edited by CreepySalad
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In theory, I have no problem with that suggestion (especially the 'keys' bit, which I think could make things REALLY interesting if done right), my only concern is how much of an impact it would have on performance, as it would be a lot of extra stuff for the database to keep track of.

Still, though - neat idea, and much better than I first feared when I clicked on the thread. :P

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  On 2/24/2013 at 12:41 AM, Target Practice said:

In theory, I have no problem with that suggestion (especially the 'keys' bit, which I think could make things REALLY interesting if done right), my only concern is how much of an impact it would have on performance, as it would be a lot of extra stuff for the database to keep track of.

Still, though - neat idea, and much better than I first feared when I clicked on the thread. :P

Yeah, I was thinking about that as well, then I remembered, ARMA II has a shitload of vehicles being moved around on servers, which a lot of the time is 70+ players. I haven't really played much ARMA, (I'm pretty bad with military talk, too nervous for a server) but from what I've seen, it runs very smoothly with 200+ vehicles.

And I don't think we'd need that many, as most of Chernosk (i think that's what it's called) is rural.

A lot of cars (10 or 20) in the 5 or 6 cities, and a few stray ones out and about in the country.

With the keys, a lot of people I knew wouldn't support, but I think it's a good idea, so you kinda surprised me with that. But, I digress.

Thanks for the feedback.

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I thought this had already been explained in the new standalone updates?

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  On 2/24/2013 at 12:54 AM, KC Pr3lLoX said:

I thought this had already been explained in the new standalone updates?

Has it? I didn't see it. If so, toss me a link, and I can close this right up.

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No, if you want more cars, go play on a server with 600+ (they have those...) . I really hope there aren't over 100 in the SA. It's for balancing issues, many more cars can be supported, but it also takes out the fun of finding one. Searching for days when finally you see the scooby doo van in the distance. Once you finally reach it, you find it's missing 2 wheels and needs a new engine, and the adventure begins.

The rarity of vehicles is a great part of DayZ, it adds a lot more satisfaction when you finally find one.

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  Quote
OMFG THEY SHOULD ADD LIMOS!!

GAZ limos, for sure.

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I didn't really like the idea of finding keys on zombies, but I think it would be cool if you found a house and it has a car parked on the street out front and you had to tear the house apart finding the keys.

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  On 2/24/2013 at 1:10 AM, Gews said:

GAZ limos, for sure.

I was thinking more of a old hatchback limo, GAZ limo just wouldn't look good imo.

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I don't think you should be teaching people how to hot-wire a car in real life to do it in a game

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  On 2/24/2013 at 1:02 AM, Food said:

No, if you want more cars, go play on a server with 600+ (they have those...) . I really hope there aren't over 100 in the SA. It's for balancing issues, many more cars can be supported, but it also takes out the fun of finding one. Searching for days when finally you see the scooby doo van in the distance. Once you finally reach it, you find it's missing 2 wheels and needs a new engine, and the adventure begins.

The rarity of vehicles is a great part of DayZ, it adds a lot more satisfaction when you finally find one.

It would still be like that. It's just instead of charred, exploded cars, they'd be abandoned. A lot of which wouldn't be working. Why else would you ditch a car?

But I can see where your coming from. I just think it'd be more realistic, as all.

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  On 2/24/2013 at 4:37 AM, colekern said:

I say yes, but make fuel VERY rare.

I agree to this. Maybe have a limited amount of fuel per fuel tank. Have a random amount of fuel spawn in those large gas tanks you find (it could be full or almost empty). Finding a full gas tank would be very, very rare and the longer a server is up the less fuel there will be. Maybe have small jerry cans of fuel spawn every now and then but rarely.

Also, different kinds of fuel? Maybe have a few vehicles that run on propane or require diesel or something. Also, add more bikes and maybe some domesticated horses to ride.

Edited by PracticalTactical

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Why not make the number of vehicles based upon either the maximum or average number of players on the server? And there could stand to be a little better variety of cars and especially motorcycles and boats (which also need to be more useful. House boats, oil platforms and aircraft carriers have been mentioned in many other threads, but I was thinking along the lines of adding more islands and perhaps giving Takistan a coastline and puting it across the sea to the south.).

I'm not so sure about adding keys. I like the idea of it but not sure about the actual implementation. Would they take up an inventory slot? Would you need to remember to manually lock your car, just like turning off its engine? Rather than adding in a "break window" option with a risk of injury, why not just shoot it out? Maybe making it so you can "claim" a vehicle, effectively locking it, and then another player would need to break a window and hot-wire it before they could "claim" it.

I like the idea of, rather than making cars less common, making them require more (or at least, more specific) maintenance. Make it so the engine and tires wear out after x number of km driven or hours running, and need a tune up and replacement, respectively. Maybe rather than having generic engine parts, add specific parts; i.e. Batteries, alternators, starters, spark plugs, fuel injectors, etc. Then have each of these parts effect some aspect of the vehicles functionality. Keeping the car in good repair could give you better gas mileage, quieter running, better handling, faster acceleration, or simply starting up on the first try. Imagine having to try a few times to start your car when a is horde chasing you.

I also think that the little UI showing vehicle conditions should be done away with, replace it instead with an inspection via the action menu, or give visual and auditory cues to problems. So lets say a tire is damaged, rather than having it show up as damaged in a menu, make it so the car rides lower on that corner or so the tire look worn. If your engine is damaged, have it sound a bit rough, add a tick or make it cough while idling.

I've read a few ideas for skills based upon how you play your toon being added, though I prefer the idea of having it, and everything else, be based upon the players attention to details and knowledge/expertise. Though this would be harder to implement, so perhaps some balance between the two could be struck. The fact is some people are better at driving than others, just as some are better shots, so why not make it to where medicine, auto repair, gear maintenance, hunting, etceteras also require a degree of skill or specialized knowledge of the player. It would add a degree of communal importance to your character that would make them more valuable than the sum of their gear. It adds the potential for the quintessential "Is anybody a doctor, we need a doctor here!" scene to the game.

Side note, cars really don't tend to explode when they break down let alone when they crash. This should really be removed. By all means, you should be able to total a car, damaging it beyond repair, but enough of the fiery explosions.

As fond of horses as I am, i don't see them working. Of all the games I've played with horses, Red Dead Redemption did them best, and they were still a pain, and that was just as a vehicle, without the added feeding and medical requirements you know DayZ would have. Lets see how well dogs work first, eh?

While there may be an argument for removing some of the fuel stations around the map (which would increase the traffic, and thereby the risk, at those remaining), I think having it eventually run out would ruin the game. Giving the tanks a "daily limit" of how much fuel can be pumped could work, but I'm not sure if it would improve anything and would definitely discourage casual players. Though adding in some form of mass fuel storage device at camps could be interesting. A fuel trailer or a big metal drum that could be placed, filled and pumped from, or something like that.

Edited by Jeremiah Cross

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I would love the idea of no only fixing cars but modding them. {in practical ways (no 32'rims :D )}

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  On 2/27/2013 at 3:48 AM, Ruski said:

I would love the idea of no only fixing cars but modding them. {in practical ways (no 32'rims :D )}

I need my 32' rims. DON'T DENY ME THEM HOW DARE YOU?!

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