DayZ Server Map/Mod Poll and Information

What map/mod should we look into?

  • Chernarus - Original

    Votes: 4 40.0%
  • Chernarus - DayZ+

    Votes: 3 30.0%
  • DayZ Namalsk

    Votes: 0 0.0%
  • DayZ Taviana

    Votes: 4 40.0%
  • DayZ Panthera

    Votes: 1 10.0%

  • Total voters
    10

Kenadian

Staff member
Site Admin
You can play with some of the minor things but adjusting large things takes a little bit of Lua coding knowledge, which I'm way rusty at at this point. We need to discuss how we'd like the server setup as well as theres now a large variation of ways that the server is setup. Such as forcing all of the vehicles to spawn but damaged or undamaged, no vehicles, additional weapon spawn rates, adding or removing weapons from the lootmap and that sort of thing.
Personally I like the way that vanilla spawns loot so if we can keep it that way or close to it then it makes people work to find it.

I don't want vehicles to spawn undamaged if possible because finding and fixing them too is part of what makes DayZ such a great mod.

Regardless of how we start out, I'm sure there will be tweaking necessary over the short term so I'm not to worried about it.
 
Whitelist an idea to keep scripters to a minimum?
It's definitely a direction that we're considering, the largest downside of this however is the large down-turn in players coming in that you see. It would have to be something we've done only after establishing a playerbase and advertising that we're whitelisting in-game for an extended period of time.

If we attempt to just bring the server up and have it white-listed from the start I think having someone other than a Tard on the server will be a rarity, rather than the norm. And the only person here that prefers to play with themselves rather than a chick is Duke, unfortunately. Granted I hear if we had some kiddies on the server he'd be down.
 
I agree with Fireblade whitelist in future but for first month or so have it open to build a regular player base first. And ultimately advertising in the right places is key but can be a burden with whitelisting. So being overly active in said places is the only way to succeed whitelisting.

I also believe that having a single map thats is unaltered for months on end is a detriment to having long term players. So map rotations should be a regular thing but also making sure everyone knows it up front helps with slight backlash.

Also I think we want to look into adding addition features that separate us from the thousands of other servers is a good thing to plan. Such as I've seen some add things like companion dogs, in game marketplaces, custom respawn animations and other features. Also one thing that should be quite possible from the onset is adding custom structures edited into the maps, like BC and others do. I know that we dont have the skills and knowledge to start off with said feature but its something we may want to make sure is a possibility in future with the tools and access the host provides.

As for which map to start with I am torn but would rank my preferences from the ones listed as in this order.
Taviana
Panthera
Namalsk
Chernarus+
Chernarus

Should have additional vehicles added and they should spawn needing repair. I think a very limited spawn loadout should be used no resources and only a hatchet to defend ones self(because they are already easy to get and only really effective against zeds). Definitely should have day night cycles and possibly fullmoon nights scripted.
 

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