cRPG

Other Games => DayZ => Topic started by: Vibe on May 08, 2012, 12:51:13 pm

Title: Day Z mod for ARMA II
Post by: Vibe on May 08, 2012, 12:51:13 pm
So, while browsing the internets I stumbled upon this interesting mod. It's getting a lot of heat these days, lots of new forum posts about it so I reckon it's quite new.

Here's some info:
http://www.bay12forums.com/smf/index.php?topic=107825.0
Basically it's a multiplayer zombie survival mod with persistent chars/world.


Now I haven't tried this mod yet, neither do I own ARMA II. However I've seen a few people mention it on cRPG forums and I'm asking if it is any good or even worth buying Arma 2 for it.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 08, 2012, 12:58:10 pm
A bunch of us CHAOS have been playing it.  It was rather frustrating to install (because of the multitudes of errors with arma 2, the lack of mod support, and the fact its still in alpha) but now that ive got it installed im addicted.

Ive already got about 20+ hours into it and for 25 bucks its not bad.

Dont bother if you have a lower end pc though, even on low my pc lags a bit and ive got decent specs.  The main problem now is all servers are full all the time (that tells you about how addictive the game is)
Title: Re: Day Z mod for ARMA II
Post by: Meow on May 08, 2012, 01:24:20 pm
http://www.dayzmod.com/forum/showthread.php?tid=408

http://www.dayzmod.com/downloads.php

http://forums.bistudio.com/showthread.php?89731-ArmA-2-Game-Launcher

To minimize the search time for everyone :mrgreen:

Full install video in the first link also good guides in there.

Also be aware that you need both, Arma2 and Operation Arrowhead installed to run this properly.
Title: Re: Day Z mod for ARMA II
Post by: Thovex on May 08, 2012, 02:01:19 pm
A shame I don't have OA =[
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 08, 2012, 02:02:14 pm
A shame I don't have OA =[

Don't have Arma 2 or OA.. but this one seems to be worthy, judging by how popular it is.
Title: Re: Day Z mod for ARMA II
Post by: Tomas_of_Miles on May 08, 2012, 02:54:27 pm
Dammit I have both but my laptop can't even run it. I could barely run Operation Flashpoint: Cold War Crisis :(
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 08, 2012, 04:44:04 pm
Even though I have no money, I bought OA just to play this  :mrgreen:

I created a DayZ channel on Nditions, come play!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 08, 2012, 06:05:32 pm
Yep, bought ARMA 2 and OA to play this, downloading now :D
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 08, 2012, 06:22:43 pm
Worst community ever...

I come into the game, I ask a few question and people tell me to shut the fuck up and press ALT + F4.....

then I reply by saying go fuck yourself and I get a 4 hour ban.....
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 08, 2012, 06:40:14 pm
Worst community ever...

I come into the game, I ask a few question and people tell me to shut the fuck up and press ALT + F4.....

then I reply by saying go fuck yourself and I get a 4 hour ban.....

Lol :D

Either way, we should stick together, I have a feeling this mod requires a team to play well :)
How can you find your friends even?
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 08, 2012, 06:46:30 pm
I'm using this http://ttp2.dslyecxi.com/images/chernarus_big_hq.jpg


do I have you on steam, vibe?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 08, 2012, 07:04:15 pm
I'm using this http://ttp2.dslyecxi.com/images/chernarus_big_hq.jpg


do I have you on steam, vibe?

I'm not sure, I have so many people there... add me http://steamcommunity.com/id/Grable
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 08, 2012, 07:25:06 pm
I prefer normal ArmA: 2 to Day Z, but Day Z is fun.  Good spin-off of the persistent RP servers that became so popular with ArmA: Armed Assault.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 08, 2012, 07:48:09 pm
Okay...

Here are my first impressions:

First server I join, I get insulted and banned from for asking a few questions...

Second server I get insulted again and it takes forever to join then it disconnects me...

Third and final server: I join, I manage to get in game after 20 minutes of waiting.
I crawl towards a house for 2 minutes to not be seen by anyone, I go into crouch mode once there and I get shot.

Then, of course I can't simply respawn, I have to disconnect and reconnect.... Why would I be able to respawn without doing that??
I have to wait 20 minutes again then I spawn, my spawn was buggy and I have no gear and am in the middle of the forest.
I see 2 guys running past, I run up to them, note that I have no gear at all. I write "hey, my spawn was buggy, I have no gear at all."
The answer was a shotgun blast to my face.

Really not worth playing in its current state.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 08, 2012, 07:50:19 pm
Well, survival in a zombie world is harsh. That's why you get friends to help you, not random murderers :D
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 08, 2012, 07:53:11 pm
I would love to play with a couple of guys from cRPG or so, but getting into a server is hard enough as it is, they are all full non stop
Title: Re: Day Z mod for ARMA II
Post by: Thovex on May 08, 2012, 08:24:20 pm
I'd buy it but I need all my money now for America. :P
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 09, 2012, 03:20:13 am
Time for a second review.

I logged on a server at a 1 AM and I got into the game directly this time. No long waiting, no disconnecting and some more or less empty servers.

The game is really atmospheric and scary at times. I was trying to meet up with someone and just running along the road is fun. I came upon a village and I wanted to scavenge some stuff. A few metres in the village I heard my first zombie, didn't see anything though. I got scared and turned back to make a circle around the village. To one side of the village was a scary dark forest, I heard more zombies in the shadows but could'nt see shit, so I went around the other way. The beach side had a warehouse I had to pass by, I saw a zombie inside and had to sneak past it, got some OK items on the way. Then I met up with a friend who just came out of one of the major cities, that place was a warzone, bandits everywhere, shots being fired non stop. We decided to swim for an island and make our little base there. We raided a little fishing house and killed 2 zombies in the process.

After playing again with no problems and friendlier players, I can say this mod is really worth a try. They update it constantly and it would be great to have a little cRPG community within the game. I don't trust strangers anymore after being shot 3 times.
Title: Re: Day Z mod for ARMA II
Post by: buba on May 09, 2012, 06:21:23 am
Man i am so happy to hear other CRPG players playing this mod!
Ill be checking the Nditions TS from now on.
My ingame name is bubathefreeze and im a arma vet of sorts.
Been playing arma since the original flashpoint, and i know the entire Cherno map by hearth.
Let me know please if someone is forming a group or already has one (like CHAOS).
The only reason so far why i get killed is by noob solo bandits getting lucky...
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 07:48:05 am
Quote from: Official Day Z Twitter
dayzdevteam So uh... you guys really want DayZ? Because ArmA2:CO just hit number 5 (US) and 4 (EU) in top sellers on Steam! lolwat?

And a survival guide: http://www.knowngriefers.com/2012/05/dayz-survival-guide.html
Title: Re: Day Z mod for ARMA II
Post by: Thovex on May 09, 2012, 09:22:36 am
And a survival guide: http://www.knowngriefers.com/2012/05/dayz-survival-guide.html

Yeah I would say the developers should support Day Z mod, it made ArmA 2 insanely popular again?
Title: Re: Day Z mod for ARMA II
Post by: Tanken on May 09, 2012, 09:25:24 am
Pretty much all of KUTT plays DayZ now and we get anywhere from 5-10 on at a time. It's a blast once you get everyone together and attempt to make it somewhere and set up camp.

Easily best mod for a game I've ever played.




What is cRPG?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 09:33:38 am
Btw, what is the use of tents? Can't find the info anywhere..


PS: devs said it would be fairly easy to port the mod to ARMA 3 once it comes out. The ARMA 3 map is called Limnos and is much larger than the Chernarus map (the one used in ARMA 2 day z):
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 09, 2012, 09:58:27 am
Oh god, imagine the camp run if you respawn on the other side of THAT fucking map.

BTW tents are a way to additional gear in a static location (provided you play on the same server all the time).  They are however prone to looting (people can steal your shit if they find your tent) and are often buggy (sometimes they persist through server restarts sometimes they dont, and sometimes if they do they dont retain your gear)
Title: Re: Day Z mod for ARMA II
Post by: buba on May 09, 2012, 11:42:08 am
Pretty much all of KUTT plays DayZ now and we get anywhere from 5-10 on at a time. It's a blast once you get everyone together and attempt to make it somewhere and set up camp.

Easily best mod for a game I've ever played.




What is cRPG?

Would you mind if i joined you guys on TS one of these days?
Title: Re: Day Z mod for ARMA II
Post by: Lord_Panos on May 09, 2012, 11:43:22 am
Do you need to eat and shit to survive??

Provide me a link with more details plz :)
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 11:49:29 am
Do you need to eat and shit to survive??

Provide me a link with more details plz :)

Yeah, you get hungry and thirsty, also depends on if you sprint a lot. You can also eat food to recover HP afaik.

Can't find a good link with just general info on Day Z (the link in OP is pretty much it), there's a few good survival guides/tips though: http://dayzmod.com/forum/showthread.php?tid=58
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 03:08:18 pm
This mod is going to explode sooner or later

http://kotaku.com/5908753/this-might-be-the-greatest-zombie-game-ever-made
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 09, 2012, 03:28:22 pm
I think it already did, at peak hours you can't get into any server.

Maybe when I get a new job this month I'll set up a private server passworded for cRPG players.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 03:33:58 pm
I think it already did, at peak hours you can't get into any server.

Maybe when I get a new job this month I'll set up a private server passworded for cRPG players.

At first I thought that the servers were only hosted/monitored by devs, but I see there's new "private" servers appearing too:
http://dayzmod.com/forum/showthread.php?tid=1441

I think if the community keeps growing we're also going to get more and more servers.

Another new french server just opened: http://dayzmod.com/forum/showthread.php?tid=1445
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 09, 2012, 03:41:37 pm
Yea, as of about a week or two ago, the game has exploded, i think it made its way around reddit.

its like the 4th best selling game on steam now. lulz
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 09, 2012, 04:05:51 pm
If you've already got ArmA 2 you can get OA for 50% off ATM.

http://www.gamersgate.co.uk/DD-ARMA2OA/arma-2-operation-arrowhead
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 09, 2012, 04:43:00 pm
Hmm, kind of looks interesting. Love the survival part mixed in with player vs player. If it didn't have PK it would be useless though.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 04:48:49 pm
i got combined operations, isnt that arma2 plus oa?
Yeah, Combined Operations is ARMA 2 + OA
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 09, 2012, 05:06:11 pm
Permadeath makes this game so great, you are actually afraid of dying.

I can see this game becoming epic with more updates.
Title: Re: Day Z mod for ARMA II
Post by: Laufknoten on May 09, 2012, 05:45:37 pm
Cool, just bought Arma II and OA a couple hours ago. :D Hope I get this running soon, so I can test it out. :)
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 09, 2012, 06:08:10 pm
created a steam group for us, feel free to join

http://steamcommunity.com/groups/Dayzcrpg
Title: Re: Day Z mod for ARMA II
Post by: buba on May 09, 2012, 11:15:56 pm
joined the steam group, thnx for setting it up!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 09, 2012, 11:37:00 pm
Can anyone who already installed it sucessfully write a proper guide how to install it?

I installed everything as it is described in the link OP provided, but when I try to join a server I get error messages ...

I used this video and it worked just fine, was rather simple, had it set up in 10 mins:
http://www.youtube.com/watch?v=Ib73cBf_-Ys&feature=player_embedded


PS: this song plays in my head when I play this mod, lmao - http://www.youtube.com/watch?v=5m6lymJy57E&list=PLFDE8AD0558E1B778&index=36&feature=plpp_video
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 10, 2012, 03:15:25 am
Shiiiiiiiit, this looks AWESOME :D
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 03:20:36 am
Shiiiiiiiit, this looks AWESOME :D

it is bundle of sticks, start playing!



Warlord: i think it works normally for non steam versions as well, just put "-mod=@dayz -nosplash" at the end of your shortcut without the "
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 10, 2012, 03:27:45 am
download the arma mod launcher, will save you alot of hassle.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 10, 2012, 03:50:03 am
Im sold.
Downloading everything as we speak!
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 10, 2012, 03:56:51 am
it is bundle of sticks, start playing!



Warlord: i think it works normally for non steam versions as well, just put "-mod=@dayz -nosplash" at the end of your shortcut without the "
I'm on it! Although I doubt my laptop can handle it, but.... NEVER SAY NEVER!
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 10, 2012, 04:53:15 am
Me, Serfonz, Cooties, Rufio and alot of other nords play it. -120k humanity on a certain someone  :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: Dach on May 10, 2012, 05:49:32 am
DL Arma 2 combined operations right now!

Damn this mod look awesome!  :D
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 10, 2012, 05:52:00 am
Dach! lets play together!
Title: Re: Day Z mod for ARMA II
Post by: Dach on May 10, 2012, 06:40:32 am
Sure man! but tomorrow...

Game is still only at 20% dl done...  :mad:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 10, 2012, 07:31:21 am
Wow I love this mod, it's really fun. Don't expect to be in action all the time, it's much more exploration/survival type and much more slow paced than other action zombie shooters, but the atmosphere is damn great.

I also played on Atlanta server yesterday and it was completely playable on NA ping (escaped the EU server nighttime :3).

The only thing I don't really like is the buggy/teleporty zombie movement, hard to predict and shoot them unless you run inside or something.
Oh yeah and they should definitely add melee, not as one of the main ways of killing, just as the last resort so you can finish of a zombie if you run out of ammo.
Title: Re: Day Z mod for ARMA II
Post by: chadz on May 10, 2012, 11:19:10 am
A shame it's on the ArmA II engine, which sucks performance wise (I checked out hosting a server - quadcore for 50 players? Give me a break)

I like the concept very much though, will have an eye on it.

Also, for all you permadeath lovers, give me some input here: http://forum.c-rpg.net/index.php/topic,31663.0.html
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 11:32:39 am
use the map i posted, also, join the steam group people!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 10, 2012, 11:49:00 am
A shame it's on the ArmA II engine, which sucks performance wise (I checked out hosting a server - quadcore for 50 players? Give me a break)

Not only performance wise, sadly. The net code works weird so you have people warping from time to time, and the zombie pathing is horrible (they're zig zagging and teleporting and walking through walls) - and this is all because of the engine apparently. If only it was done on something else, then it would be simply epic.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 12:15:06 pm
Yeah, it really is an unstable engine for this kind of mod, they should make the zombies slow and only die by headshots, cause the walking animations are good and not so laggy.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 10, 2012, 01:28:07 pm
Man, probably one of the most immersive FPS's i've played in a while. After shamelessly killing a few fellow noobs and getting eaten a few times, I finally found 3 friends to roll around with. The server is set to the local time of the server so we worked from late night to early morning staking out and raiding an air base. Seven hours literally flew by like nothing. As a few have mentioned, it was a bit buggy at times and moving proned in a  doorway could literally severely wound you. All in all a great mod and also gave me an excuse to finally give arma 2 a try. I'm enjoying it so far!
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 10, 2012, 02:23:04 pm
Yeah its a shame BI haven't really updated their engine since OFP.  Its very labour intensive, but it can handle some truly massive shit that other engines would simply stop if presented with.
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 10, 2012, 04:00:07 pm
Going into buildings and exploring is the best way to find items.  Or ambushing people who have them :P
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 10, 2012, 04:06:09 pm
Finally my friend and I managed to meet each other, only took us about 6 hours to install and do this, lol.

A few questions:

- is there any way to "group" up with somebody so he is marked as a group member or something?

 - different servers have different level of difficulty, but when I leave, I start at the exact point again, no matter what server ?

and noob question number one: whats a good pöace to find good weapons and items? I happened to find a crossbow while I still played without my friend, but then I was killed by trying to sit into a chrushed helicopter -.-

- Don't know about a way to group up. I did see a message saying someone has teamwounded someone or something like that, so there just might be an option.

- You always start at the point you logged out at, no matter what server.

- You can find good weapons and items in buildings, mostly in larger towns/cities and military bases.

As for getting killed in the crashed heli - http://dayzmod.com/forum/showthread.php?tid=1433
Title: Re: Day Z mod for ARMA II
Post by: buba on May 10, 2012, 05:34:30 pm
Currently hiding out in the woods and avoiding towns/ villages.
I got a hunting knife,matches,3 canteens,pistol and a CZ hunter rifle with ammo.
Thats enough to stay alive in the woods aslong as you can find water and a animal to kill for its meat.
I still want a few items however, like a map to go with my compas, and maybe a tent.
If anyone wants we could team up and travel together for a while.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 10, 2012, 07:23:14 pm
Lol, just visited an army base airport, there was literally 20 player corpses in the tower :D

Ofcourse 3 minutes later I got shot as well.   8-)
Title: Re: Day Z mod for ARMA II
Post by: Lord_Panos on May 10, 2012, 07:38:08 pm
Guys who will gift me arma??  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Vexus on May 10, 2012, 07:48:47 pm
I tried it twice but I have some problems with the game.

I keep on seeing stuff in black and white but that is probably because it's night time, there's 2 icons at the bottom flashing red but I can't seem to be able to use bandages or anything, people are far too happy trigger and waiting for the respawn is annoying, several times after I leave a server to try another they stop working and the only thing I can do is exit game and retry.

The controls are weird but with some practise they can be passable. (Shame I have a merc stealth keyboard and it doesn't have the z x c buttons on the "pad" which makes all buttons near your left hand for faster actions :/)

Yesterday I finally figured out how to chat (I checked controls settings twice but couldn't find it until someone said to use / to chat.) people where chatting in some blue font while when I tried chatting my text colour was green, do they see it or I need to do something to chat in the blue font?
Title: Re: Day Z mod for ARMA II
Post by: Tanken on May 10, 2012, 08:03:23 pm
I dont use steam :(

I had a retail version of ArmA 2 Combined Operations and couldn't get it to work, so I had to buy the Steam operation. If you found a way around this, I'm going to be thoroughly pissed at myself. But, it's only $30 so whatever.
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 10, 2012, 09:13:57 pm
Was playing earlier, got myself a nice winchesterand had some binoculars, was chilling out in some woods outside cherno. witnessed one guy gettign mobbed by like 20 zombies from a distance.  waited till they dispersed went in and grabbed his shit :D
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 09:28:46 pm
you already got enough money from me, panos  :mrgreen:


but once you buy it let me know, we need to hunt casimir templar my old friend together
Title: Re: Day Z mod for ARMA II
Post by: chadz on May 10, 2012, 09:32:04 pm
Guys who will gift me arma??  :mrgreen:

That would be Barroso.

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: H4rdn3ssKill3r on May 10, 2012, 09:36:18 pm
Pitty I dont have ARMA 2 and even if I did my pc wouldn't run it, I WANT TO JOIN TEMPLOLS IN THE QUEST TO KILL ZOMBIES.


(Jk I just want to get off LoL for some time since it gets so boring after playing for a long time)
Title: Re: Day Z mod for ARMA II
Post by: Serfonz on May 10, 2012, 09:38:13 pm
Me, Serfonz, Cooties, Rufio and alot of other nords play it. -120k humanity on a certain someone  :rolleyes:

Almost -150k now, them beans be mine.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 09:39:02 pm
Nords, join the steam group!
Title: Re: Day Z mod for ARMA II
Post by: Serfonz on May 10, 2012, 09:40:21 pm
Nords, join the steam group!

But that will give me less people to shoot. :(
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 09:41:31 pm
Joining a steam group means you can't shoot the people in it?

I just wanna have a group where we can see who owns cRPG in case we need somebody to play  :mrgreen:

and maybe we'll have a day all playing together or so
Title: Re: Day Z mod for ARMA II
Post by: Serfonz on May 10, 2012, 09:42:19 pm
Alright then.

Joining.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 10, 2012, 09:43:58 pm
Hide yo beans
Title: Re: Day Z mod for ARMA II
Post by: H4rdn3ssKill3r on May 10, 2012, 09:45:36 pm
All I know is some people in taleworlds are playing so if you see any people from it just shoot them :3
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 10, 2012, 09:46:35 pm
All I know is some people in taleworlds are playing so if you see any people from it just shoot them :3

I'll be gunning for 22nd cause they banned us on Mount & Musket once  :twisted:
Title: Re: Day Z mod for ARMA II
Post by: Lord_Panos on May 10, 2012, 10:08:02 pm
That would be Barroso.

(click to show/hide)

u so funny  :twisted:
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 10, 2012, 11:58:13 pm
22nd Battalion: Spec Ops Team representing!

(click to show/hide)

The Spec Ops Team consists of Phyrex, Chuck_Norris, Odie and Uthred/Dickhead and is used for reconnaissance, Cloak 'n' Dagger objectives and night missions.

King Plazek of Plazekstan, currently hiding in the infamous Royal Plazekstan Anti-Z bunker sends out this group at night to hunt for easy prey(Nords, especially Tor since he threatened to take our stuff!).

We're fielding Silenced M9 Pistols, DMR Sniper Rifles, Silenced M4 Assault Rifles, Night Vision, Satchel Charges and special 'stealth' cars.

Beware!
Title: Re: Day Z mod for ARMA II
Post by: Uhtred on May 11, 2012, 12:01:28 am
Watch out, cause you won't hear a thing. ;)
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 11, 2012, 01:02:24 am
I'll be gunning for 22nd cause they banned us on Mount & Musket once  :twisted:

I take this back  :o


There is night vision???
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 11, 2012, 01:47:58 am
I suggest you go on veteran difficulty servers only.

On regular people see your name pop up from miles away and can shoot you without seeing you.
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 11, 2012, 02:19:52 am
(Nords, especially Tor since he threatened to take our stuff!).

Challenge accepted.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 11, 2012, 02:24:42 am
You guys got a standard server you play on? or just whatever has slots?

I'm mostly on DE8
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 11, 2012, 02:37:20 am
I'm downloading this sucker now. Renay forced me to! D:
Title: Re: Day Z mod for ARMA II
Post by: Serfonz on May 11, 2012, 03:02:56 am
I normally play EU9, I like the difficulty settings.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 08:16:57 am
I'll tell you about what happened yesterday in DayZ, this was surely one of the most intense game sessions I had in any game ever. I was literally sweating excitment.

The story begins with me and Spleen meeting outside the village of Balota. We first scouted and looted it, we were attacked by a few zombies on our way through it. It was day, but the weather was kind of foggy so the visibility wasn't the best. As Spleen lost a lot of blood in his first shootout with some guy (he killed him), I gave him a blood transfusion from the blood bag Spleen looted from the guy he killed, so he was kind of lucky that guy was carrying a blood bag he apparently got from some hospital.
Next we decided to check out the small army airport just outside Balota. As that place is usually a hotzone, we approached it from the woods to the north of it, checking for signs of movement for several minutes before entering the base. The base was empty and we didn't encounter a single person or a zombie, but sadly there was no loot either. Luckily, we both had good weapons (Spleen had a shotty, I had a Winchester) from before we met. We decided to check out the biggest and most dangerous city in Chernarus, Chernogorsk.
None of us was there before, so we didn't really know what to expect or how that place is. We took the safe road and walked through the forest following the road to Chernogorsk on our right. We soon saw a big factory on our horizon. It was just outside the city so we said we're gonna check that out. As we were walking towards the factory Spleen suddenly yelled "There's a sniper on the roof!"
I looked at the factory and there he really was, in a crouched position, but not aiming at us. We quickly went prone and hid in the grass. We observed him for a while, but he quickly disappeared as he apparently moved to the other side of the factory roof, so it was safe for us to proceed towards the factory. We were originally planning to scout this house near the factory, but we knew it was best to secure the area first, as that sniper could've turned on us at any time. We decided we're gonna get rid of him.
We slowly approached the factory. There were no zombies so we were lucky. If there were, we would have to shoot and the sniper would be immediately alerted to the gunfire (and probably would've discovered us). We finally reached the walls of the factory. We started looking for a way up to the factory roof and found a ladder on the side. I told Spleen to cover me as I climb the ladder and get rid of the sniper. I started climbing up the ladder and just before I reached the top I peeked over the edge of the roof and saw that the sniper was looking in the other direction. I quickly got up, walked right up to him and shot him right in the head from point blank range.
I yelled down to Spleen the roof is safe and he can come up and loot the sniper rifle. His shotty was useless at this point as he wasted all the ammo. We looted the dead guys body but found nothing of worth, other than the sniper ofcourse. Suddenly we heard zombie moaning. We looked down to the ground and there was more and more coming towards the factory, most probably because they heard the gun shots. Luckily we were on the roof and they haven't yet figured where to climb up, apparently. We shot them all down from the roof. Little did we know there was another guy climbing the ladder to the roof from the other side of the factory... However Spleen noticed the guy just as he climbed up the ladder. He saluted us but we decided to play it safe and shoot him down. We checked what he was wearing but there was nothing special.
Since the last guy surprised us like this, we knew the roof is not safe and proceeded to climb down and head for Chernogorsk. We finally hit the city. There was a few zombies on the outskirts that we avoided as we didn't want to attract attention to us by opening fire. Just as we entered the city carefully, we noticed a store. Stores are filled with loot so this wasn't an option to skip. As we approached the store we noticed there's 4 zombies inside. We made a plan to start shooting at them from the outside, clear the store asap then quickly run inside as there will surely be more zombies coming from god knows where in the city, when they hear the gunfire.
We opened fire and zombies started dropping. We noticed there were more zombies in the store than we originally thought. Taking them down took more than we expected and there were already zombies coming for us from behind outside the store. Spleen decided to quickly take shelter in the store that still had zombies in and I ran just after him. The outside was getting cluttered with zombies. I got scratched by them entering the store. As Spleen started shooting the remaining zombies in the store, I secured the entrance. There were atleast 10 more zombies coming to the entrance... luckily Spleen finally cleared the inside of the store and helped me protect the entrance. We kept shooting them as they were entering the store and after several minutes of defending there was finally no more zombies that tried to enter the store.
As we expected the store was filled with loot. Bandages, cans of food, ammo.. it had everything. I even found a 0.44 Magnum gun I believe. Suddenly we heard gunshots and Spleen yelled "Someone is shooting at us!"
We quickly took cover behind the walls and shelves. At the time someone started shooting at us Spleen was really close to store windows, so he was lucky he didn't get killed. We spent atleast 3 minutes looking at where the shots were coming from... and I noticed the perp in the red building to our right. I told Spleen where he was and we returned fire. The adrenaline started pumping, I knew I could lose my life any second now... The gunfight went on for several minutes but the perp never managed to hit us and I think we never managed to hit him either. He kept switching positions, so he wasn't totally clueless at this. We decided it wasn't worth keeping this up and wasting ammo on air, so we grabbed what was of worth and bailed the store by exiting through back doors. Luckily for us this ended in a draw, we were already both severely injured from our fight with store zombies from before.
We ran away from the store and hid in a safe place close to the sea and decided to call it a night for that day. Most definitely one of the most scary, intense and exciting days.
Title: Re: Day Z mod for ARMA II
Post by: Dach on May 11, 2012, 09:53:09 am
I'm pretty good at this game, install it, fuck around for 15 min in the game control setup to see what's what...

Manage to drop my backpack in the process.... to find out I can't pick it back up!!!  :shock:

throw random flare around for 5 min to get a bit used to it. (Mind you it's 2AM here)

Finally decide to leave the starting shore area... direction inland.

Find some building that you can't enter... move on

Find a barn far away... strange there is a fire setup in the courtyard...

Approach craefully only to find 3 zombies scurring in the barn, kill all 3, start looting the stuff around a bit... hear someone coming in...

I'm already in the top floor of the barn aiming... the guy come in and BAM! I shoot him done. First 30 min in the game and I'm already a Bandit!!! WTF  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Tanken on May 11, 2012, 10:52:39 am
So today in DayZ KUTT got together and finally teamed up, got completely geared out in great shit. UAV needed 4 wheels, a fuel mechanism, and a windshield. We had two tires, the fuel in it and the windshield in place and all we needed was two wheels so we ran to a different city, found the parts, came back and right as we're coming back the UAV takes off with players inside.

So, that lead to 3 hours of getting trolled, sucked but we trudged on and found another car.

So we spent the next 5 hours running raids through this city to catch respawning car loot. Got 4 tires in it, two spare tires, 9 cans of gasoline, but couldn't find the fuel mechanism or engine parts. Out of no where, this guy comes up behind us, shoots RJ down, I run inside and he tries sneaking up so I shoot him down. Coast is clear, go outside to RJ's body to grab more .45 ammo for my revolver and this dude has already respawned, directly behind me and shoots me down, runs to our car, repairs it and takes off.

Apparently you can respawn glitch somehow and these players have figured it out. It's only happened to me once and basically it respawns me in the position I was in 2 minutes prior to death, so, he spawns in, sees me looting RJ's corpse and drops me then proceeds to be an asshat and deny it.



I need a sleep break from DayZ then I'll be right back in it tomorrow.
Title: Re: Day Z mod for ARMA II
Post by: Lord_Panos on May 11, 2012, 11:17:48 am
Fucking Vibe will force me to give 30 euros to buy that shit  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 11, 2012, 11:46:01 am
I'm pretty good at this game, install it, fuck around for 15 min in the game control setup to see what's what...

Manage to drop my backpack in the process.... to find out I can't pick it back up!!!  :shock:

throw random flare around for 5 min to get a bit used to it. (Mind you it's 2AM here)

Finally decide to leave the starting shore area... direction inland.

Find some building that you can't enter... move on

Find a barn far away... strange there is a fire setup in the courtyard...

Approach craefully only to find 3 zombies scurring in the barn, kill all 3, start looting the stuff around a bit... hear someone coming in...

I'm already in the top floor of the barn aiming... the guy come in and BAM! I shoot him done. First 30 min in the game and I'm already a Bandit!!! WTF  :mrgreen:


Hahaha fuck yeah man noob bandits unite! After eating and drinking all of my food within the first ten minutes by accident, I spent the next thirty minutes trying to climb up a ladder and open in accessible doors. Another player rolls up on me out of nowhere. Fortunately he was just as clueless as I was and stood in the same inaccessible building doorway I was fucking around with. I drop him with two slugs to the head and when trying to figure out how the fuck to loot stuff, I leave my hand gun, bullets and painkillers on the corpse unknowingly and run like hell for about 100 kilometers.  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Vexus on May 11, 2012, 12:16:52 pm
I'm kinda lost in the woods on my character lol but I killed a player yesterday thinking it was a zombie.

I was near a town and sneaking around heard a zombie, saw him crouched and shot it in the face killing it then suddenly another zombie next to him raised wearing all black and and ran far away to not attract attention of other players. The zombie followed me and so I shot him down, then after a few seconds I kept on hearing noises and saw someone crouching all in black and shot him in the face lol.

Shame afterwards when I retried going near the town to find some shit I got shot 4 times and killed >_>

Now I've been running for hours in the forests clueless of where am I.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 12:20:02 pm
Those crouching hopping zombies actually work quite well with the pathing and they are not teleporting. It seems to be the speed of zombies that makes them all teleporty and buggy.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 11, 2012, 01:12:12 pm
While the Mod is fun as hell, they need to work on the spawning... First thing I hear when I spawn in? Massive firefight that is going on all around me.  I managed to run away and while two followed I was able to finish them off with my little pistol, they must have been hurting bad.

Main problem for me is that I'm stuck with the shaking screen because I have no painkillers, makes everything more difficult with not being able to see clearly most of the time. Had a long range firefight at the docks somewhere, still stuck up on a tower there, Enfield seems to be a decent long range weapon.

Edit: Oh and some guy got a chopper up and running and was flying around killing people, rather funny that he stopped to get out and got mobbed by a group of five players out by the ruined castle xD.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 11, 2012, 01:12:59 pm
Challenge accepted.

You brought this upon yourself, Tor. 

When asked for a bandit alliance you do not reply with "We'll kill you and take your stuff instead."!

We should chose an unofficial server for all the cRPG(EU) players to hang out at! 22nd is currently on one of the Norwegian servers, where our car is at, however, I'd be up for a change. :P
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 01:50:50 pm
You brought this upon yourself, Tor.

When asked for a bandit alliance you do not reply with "We'll kill you and take your stuff instead."!

We should chose an unofficial server for all the cRPG(EU) players to hang out at! 22nd is currently on one of the Norwegian servers, where our car is at, however, I'd be up for a change. :P

That wouldn't be a problem if any of the server actually had free slots  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 11, 2012, 02:00:53 pm
That wouldn't be a problem if any of the server actually had free slots  :mrgreen:

Well, you'd get into the specific server just like when you try to get into any other server. Spam that enter key!

Protip: Tap both enter keys to double the chance!



Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 02:02:56 pm
Well, you'd get into the specific server just like when you try to get into any other server. Spam that enter key!

Protip: Tap both enter keys to double the chance!

Yeah I guess this is the only way atm. Ok, I'm fine with the Norway server for cRPG for now. Is there more than one, and if there is, which one?
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 11, 2012, 02:08:17 pm
Yeah I guess this is the only way atm. Ok, I'm fine with the Norway server for cRPG for now. Is there more than one, and if there is, which one?

I suggest one of the DE servers. More central Europe and good ping for everyone. Also, there are more players then you and me, Vibe. We should get more input before deciding. :P
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 02:12:57 pm
I suggest one of the DE servers. More central Europe and good ping for everyone. Also, there are more players then you and me, Vibe. We should get more input before deciding. :P

Well it doesn't really matter for me anyway, all the EU servers have 30(DE)-60(NOR) ms latency. I'll let others decide, however it might be easier to join other server than the standard EU1-x
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 11, 2012, 02:14:37 pm
Needs to be a Vet server so peoples names don't show up from 10 miles out.
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 11, 2012, 04:42:43 pm
Never go AFK for a piss while in cherno.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 05:05:34 pm
Never go AFK for a piss while in cherno.

No shit :D

Also, interactive map: http://avidblur.com/arma2/
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 11, 2012, 05:33:09 pm
Sooooo, I try to join a server, but after the "receiving..." part, I just get kicked back to the lobby :/

Gonna try later when there's not as much trafic.
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 11, 2012, 05:40:50 pm
You brought this upon yourself, Tor.

When asked for a bandit alliance you do not reply with "We'll kill you and take your stuff instead."!

We should chose an unofficial server for all the cRPG(EU) players to hang out at! 22nd is currently on one of the Norwegian servers, where our car is at, however, I'd be up for a change. :P

Well, lets be fair. It wouldnt be much of a challenge if we all teamed up to kill the rest of the server.  8-)

Having a c-rpg war in DayZ is much more interesting!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 06:25:03 pm
Sooooo, I try to join a server, but after the "receiving..." part, I just get kicked back to the lobby :/

Gonna try later when there's not as much trafic.

Uh, sorry to tell you this but there's ALWAYS this much traffic :P Try joining another server, if you still get errors you must've done something wrong.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 11, 2012, 07:04:14 pm
Uh, sorry to tell you this but there's ALWAYS this much traffic :P Try joining another server, if you still get errors you must've done something wrong.
Even at 2 AM? (Was thinking of trying then  :mrgreen:)

I tried to join a NA server (yay, not more than 90 ping!) but had the same issue (although that one was half full).

Will try again on a completely empty server.

EDIT: Realised I failed HORRIBLY in describing my problem xD
I can get into a server and choose a spot (role/whatever), but when I try to spawn on the world is when the "Recieving Data" part comes up, goes to about 90% and then stops until I'm disconnected :/

I see Renay has had the exact same problem.
http://www.dayzmod.com/forum/showthread.php?tid=1455
Title: Re: Day Z mod for ARMA II
Post by: Tanken on May 11, 2012, 07:26:25 pm
Another question guys: Food isnt a problem for me, because you find plenty and do not have to eat that often, but water?

How to refill my bottle without going to the ocean? And I rarely find anything to drink, and you have to drink like every 60 minutes of playing. What happens if my water-bottle symbol turn dark red and I dont have something to drink?

Warlord, if you have a map, some towns have little Water Pump icons even wayyyyyyy inland where you can fill up your water-bottle. Sometimes they're pretty close to Churches, but most times they're tucked away in back yards off the main road passing through a town. I know Gorka has one near the church, Stary has one, Novy has one, and a LOT of further in-land towns and villages typically always have one. Another option you have is to take off your backpack, swim straight without strafing whatsoever, and you can fill up in ponds or lakes.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 11, 2012, 08:17:21 pm
So...

Veteran difficulty server, with none of the spotting bullshit etc. yeah?

Preferably somewhere central europe.

DE... Something Y/Y?!

What do Nords think, seeing as they're a large group?
Title: Re: Day Z mod for ARMA II
Post by: Banok on May 11, 2012, 10:09:28 pm
I bought arma for this mod as my friend started playing it. haven't really been THAT impressed that it felt wroth ÂŁ25, but I really like the concept. and hopefully the money will be worth it for future project reality arma mod.
Title: Re: Day Z mod for ARMA II
Post by: FrugFrug on May 11, 2012, 10:13:06 pm
Even if you don't like it right now it will get better later. I think it's been out a little over a month now?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 11, 2012, 11:43:00 pm
Yeah, considerin this is alpha on a buggy engine it's fucking incredible how fun it is.
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 12, 2012, 12:39:40 am
EU9 is our server of choice mostly  :)
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 12, 2012, 12:45:23 am
GOD, if there's one thing that annoys me is fucking wimps that ALT-F4 as soon as I shoot them (possibly even get them down).
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 12, 2012, 01:16:17 am

Hahaha fuck yeah man noob bandits unite! After eating and drinking all of my food within the first ten minutes by accident, I spent the next thirty minutes trying to climb up a ladder and open in accessible doors. Another player rolls up on me out of nowhere. Fortunately he was just as clueless as I was and stood in the same inaccessible building doorway I was fucking around with. I drop him with two slugs to the head and when trying to figure out how the fuck to loot stuff, I leave my hand gun, bullets and painkillers on the corpse unknowingly and run like hell for about 100 kilometers.  :lol:

"I'm sorry about killing you, Coyote Pack"
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 12, 2012, 01:26:04 am
Hehe, being nice doesn't pay off, I just saved two guys from a few bandits and after giving a blood transfusion to one of them they shot and killed me, jokes on them though, I had two mags left for my .45 and only 1 mag left for my enfield and nothing else really worth a damn.

The great thing is though, I had made enough friends on the server while playing that they where hunted down and killed soon after ;0).
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 12, 2012, 02:08:11 am
I'd like for you guys to make DE8 your standard server, it has veteran difficulty but you can still go third person and have a crosshair, but the names dont show up. It's got decet latency and somehow its the server I get in the easiest from the EU servers.



Edit: Also, I'd like your guys opinions on this http://dayzmod.com/forum/showthread.php?tid=1604

It's an idea of mine to implement a cRPG style outfit system. Just to have more skins atm.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 12, 2012, 05:01:58 am
I'd like for you guys to make DE8 your standard server, it has veteran difficulty but you can still go third person and have a crosshair, but the names dont show up. It's got decet latency and somehow its the server I get in the easiest from the EU servers.



Edit: Also, I'd like your guys opinions on this http://dayzmod.com/forum/showthread.php?tid=1604

It's an idea of mine to implement a cRPG style outfit system. Just to have more skins atm.

Rocket has already been working on giving players the choice of skins, mostly from the British dlc, because the others don't play well with the backpack system. He is also adding at some point the Ghille suit as an item you can find and wear. This was all talked about during a stream this morning.
Title: Re: Day Z mod for ARMA II
Post by: Largg on May 12, 2012, 07:41:17 am
How do you guys beat the random zombies when looting? I'm having huge difficulties fighting them because of bugged path finding and huge speed of them. If the zombie is not a sloucher and in the open it nearly always manages to hit me one or two times. Seems that they get slowed indoors, it actually seems more viable to sneak as close to building as you can and then just rush in. You'll have plenty time compared to open areas to shoot zombies, even get few precious head shots.

edit: ah this is bullshit, my nearly three hour gaming session from yesterday hadn't been saved. Strangely my hunger and thirst levels were on red though  :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 12, 2012, 08:40:38 am
How do you guys beat the random zombies when looting? I'm having huge difficulties fighting them because of bugged path finding and huge speed of them. If the zombie is not a sloucher and in the open it nearly always manages to hit me one or two times. Seems that they get slowed indoors, it actually seems more viable to sneak as close to building as you can and then just rush in. You'll have plenty time compared to open areas to shoot zombies, even get few precious head shots.

edit: ah this is bullshit, my nearly three hour gaming session from yesterday hadn't been saved. Strangely my hunger and thirst levels were on red though  :rolleyes:

Run backwards, wait for their attack animation (they stop), shoot
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 12, 2012, 09:44:08 am
Run backwards, wait for their attack animation (they stop), shoot

This. Also you are right about buildings.  Fighting inside a building is much better than trying to fight them outside (because of the engine the pathing inside buildings is horrible.  Be careful that you back isn't directly against an exposed wall though, they can attack through some walls.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 12, 2012, 04:23:09 pm
So I finally made it work :D The problem I had was that my character couldn't be made for some reason, so I had to make a new profile. My ingame name is now Jarlen and not Jarlek, so say hello if you see me ingame :D

And I have to say that this game is BLOODY AWESOME! When I managed to get in, it was night time. I spawned close to one of the main cities (found out later that it was elektro), and despite knowing I shouldn't, I decided to go in and loot a bit. 1 hour of the MOST INTENSE gaming experience I've EVER had! The tension of walking around, sneaking past zombies, hurriedly looting thinking if anything is sneaking up on me.

My first life ended when I got a bug with my looting and lost all my ammo, then a zombie jumped me and I just ran for my life. Got a small posse of 10 zombies after me, no ammo (cause of the bug) and no friendlies around me. I ran for about 4 minutes when I heard another player shooting towards the zombies. I decided to run around to make it easier for him and he killed 2 of them. Then suddenly as I was running closer to him, he decided to shoot me instead. Sucks to be him, since the remaining zombies now went for him and it didn't take long before I saw him die too in chat :D
Title: Re: Day Z mod for ARMA II
Post by: Tanken on May 12, 2012, 10:04:05 pm
Here's a little story for you about the comradery of large clans on servers and how effective you can be.

We got into a huge firefight last night and rescued some allies in a firefight.

They had a helicopter and a factory under control and fell into sniper fire from about 400m away. The sniper shot one of their members while on the ground fueling the helicopter and killed him instantly. Then the fight began. Meanwhile, there were 5 of us moderately armed about 1500m away and they called for help over Steam to RJ. So we took off, hauling ass to the fire fight and when we arrived their Helicopter was spraying the hillside where the snipers were with gunfire and lighting it up with the light on the helicopter. We started to spread out and since the guys had only been used to seeing their targets 400m away and up above them, they never saw 5 of us sneaking up on them to destroy them.

Unfortunately, I looked just like the targets and received a spray of bullets from the heli which left me with only 1,000 liters of blood (out of 12,000) and quickly had to receive medical attention. But we took out the three snipers then grouped up with the guys for a short while, picked up Martyr off the coast (in like a 2 minute flight) and was dropped off at a far northern town that would have taken us hours to get to. It pays to have friends in high places, and by high places, I mean AG people with Helicopters.


It was a blast.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 12, 2012, 11:45:36 pm
Here's a little story for you about the comradery of large clans on servers and how effective you can be.

We got into a huge firefight last night and rescued some allies in a firefight.

They had a helicopter and a factory under control and fell into sniper fire from about 400m away. The sniper shot one of their members while on the ground fueling the helicopter and killed him instantly. Then the fight began. Meanwhile, there were 5 of us moderately armed about 1500m away and they called for help over Steam to RJ. So we took off, hauling ass to the fire fight and when we arrived their Helicopter was spraying the hillside where the snipers were with gunfire and lighting it up with the light on the helicopter. We started to spread out and since the guys had only been used to seeing their targets 400m away and up above them, they never saw 5 of us sneaking up on them to destroy them.

Unfortunately, I looked just like the targets and received a spray of bullets from the heli which left me with only 1,000 liters of blood (out of 12,000) and quickly had to receive medical attention. But we took out the three snipers then grouped up with the guys for a short while, picked up Martyr off the coast (in like a 2 minute flight) and was dropped off at a far northern town that would have taken us hours to get to. It pays to have friends in high places, and by high places, I mean AG people with Helicopters.


It was a blast.

That firefight was wicked fun, hopefully we get into a few more like it, though with less casualties next time.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 12, 2012, 11:56:34 pm
Here's a little story for you about the comradery of large clans on servers and how effective you can be.

We got into a huge firefight last night and rescued some allies in a firefight.

They had a helicopter and a factory under control and fell into sniper fire from about 400m away. The sniper shot one of their members while on the ground fueling the helicopter and killed him instantly. Then the fight began. Meanwhile, there were 5 of us moderately armed about 1500m away and they called for help over Steam to RJ. So we took off, hauling ass to the fire fight and when we arrived their Helicopter was spraying the hillside where the snipers were with gunfire and lighting it up with the light on the helicopter. We started to spread out and since the guys had only been used to seeing their targets 400m away and up above them, they never saw 5 of us sneaking up on them to destroy them.

Unfortunately, I looked just like the targets and received a spray of bullets from the heli which left me with only 1,000 liters of blood (out of 12,000) and quickly had to receive medical attention. But we took out the three snipers then grouped up with the guys for a short while, picked up Martyr off the coast (in like a 2 minute flight) and was dropped off at a far northern town that would have taken us hours to get to. It pays to have friends in high places, and by high places, I mean AG people with Helicopters.


It was a blast.
That story.... sounds AWESOME!

+1 man! Here's hoping I can join ya ingame some time :D
Title: Re: Day Z mod for ARMA II
Post by: Digglez on May 13, 2012, 01:31:00 am
Here's a little story for you about the comradery of large clans on servers and how effective you can be.

We got into a huge firefight last night and rescued some allies in a firefight.

They had a helicopter and a factory under control and fell into sniper fire from about 400m away. The sniper shot one of their members while on the ground fueling the helicopter and killed him instantly. Then the fight began. Meanwhile, there were 5 of us moderately armed about 1500m away and they called for help over Steam to RJ. So we took off, hauling ass to the fire fight and when we arrived their Helicopter was spraying the hillside where the snipers were with gunfire and lighting it up with the light on the helicopter. We started to spread out and since the guys had only been used to seeing their targets 400m away and up above them, they never saw 5 of us sneaking up on them to destroy them.

Unfortunately, I looked just like the targets and received a spray of bullets from the heli which left me with only 1,000 liters of blood (out of 12,000) and quickly had to receive medical attention. But we took out the three snipers then grouped up with the guys for a short while, picked up Martyr off the coast (in like a 2 minute flight) and was dropped off at a far northern town that would have taken us hours to get to. It pays to have friends in high places, and by high places, I mean AG people with Helicopters.


It was a blast.

fraps or it didnt happen.

Do you just buy Arma2 Operation Arrowhead to play this mod?
Title: Re: Day Z mod for ARMA II
Post by: Thovex on May 13, 2012, 01:44:58 am
fraps or it didnt happen.

Do you just buy Arma2 Operation Arrowhead to play this mod?

Did you buy Warband to play Native?  :)
Title: Re: Day Z mod for ARMA II
Post by: Uhtred on May 13, 2012, 02:11:59 am
You need the orig arma II as well
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 13, 2012, 02:47:27 am
Did you buy Warband to play Native?  :)

YES.
Title: Re: Day Z mod for ARMA II
Post by: Tanken on May 13, 2012, 06:46:46 am
fraps or it didnt happen.

Do you just buy Arma2 Operation Arrowhead to play this mod?

Actually I had purchased ArmA 2 Combined Operations from a retail copy a long time ago, but it didn't work with the DayZ mod...so I bought it on Steam.

Technically I bought it twice just to play this mod.

Lmfao.
Title: Re: Day Z mod for ARMA II
Post by: Barracuda on May 13, 2012, 10:30:46 am
This mod is pretty amazing. I was a fan of the orginal operation flashpoint but never bought arma 1 or 2. Until now.

I logged in at night and it was really dark. I was near some unknown village inland. It was raining and there was lightning and thunder. I really couldn't see anything except the times when the lightning briefly luminated the world. I knew there was a barn nearby where I might find flares so I decided to head there. I closed in on the other barn door and heard zombie grunts grow louder as I did so. I saw the outline of a zombie at the center of the barn. I pulled out my Winchester 1866 and started to aim for the zombies head. Just when I was about to pull the trigger I hear a shot and see a flash. The zombie I've been aiming drops dead in front of me. Confused I think I shot accidentaly but quickly I realize I'm not alone. There must be someone near the other barn door at the other side of the barn. Slowly I start to back up a bit further away to assess the situtation and see what's happening. I find a suitable spot to spy about 20 meters from the barn and start to aim at the barn. Lightning strikes and in its light I see a survivalist kneeling down before the corpse. Time to decide my next move.

Too bad session was lost at that moment and I didn't have closure but it sure was exciting in a way that I haven't experienced for a long time in a game.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 13, 2012, 11:15:41 am
fraps or it didnt happen.

Do you just buy Arma2 Operation Arrowhead to play this mod?

It's simpler to purchase combined ops, yes. You could also just purchase operation arrowhead and just play the free version of arma, as it gives you all of the basic files you need to run DayZ, but that might cause problems down the line in this game(even without the mod) is well worth it!
Title: Re: Day Z mod for ARMA II
Post by: Vexus on May 13, 2012, 11:45:28 am
Yesterday was the first time I didn't die by a player :D

I managed to find some bullets for some rifle and shotgun but sadly no weapons, I also found a flashlight but it kept on trying to remove my handgun so I tried placing it in the backpack and I thought it worked at first but when I ran far away in the woods the flash light doesn't show in my backpack :/

For the first time in these couple days I had a lot of chances to kill people but didn't as most where saying friendly but killed one that was far too suspicious. I was running near town and near the trees I saw a broken car and wanted to check it out, far away I saw some guy all in white and he saw me too and started pointing at me so I ran near some trees and bushes and pressed Z to get down on the floor, this guy comes running where I was turning slowly pointing his gun and when he almost saw me had to shoot him 4 times in the face to kill it.

Was a little fun but I'm starting to hate playing in the night.
Title: Re: Day Z mod for ARMA II
Post by: SquishMitten on May 13, 2012, 03:35:30 pm
stairs and ladders are the most dangerous thing on this mod
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 13, 2012, 05:41:53 pm
stairs and ladders are the most dangerous thing on this mod

When you climb ladders with the gun make sure to turn right as soon as you reach the top and sidestep. This will USUALLY prevent you from falling down. PS my first death was by falling down the ladder :D
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 13, 2012, 05:57:30 pm
or equip your main weapon if you have one, if you climb ladders with pistols it will perform the animation of taking out the pistol at the top and that makes you fall
Title: Re: Day Z mod for ARMA II
Post by: Life on May 13, 2012, 06:19:29 pm
Which game do i NEED to play Day Z? Can i play Day Z with only OA installed, or do i need to have both? or what?
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 13, 2012, 06:31:43 pm
Gotta have them both installed.

Ganner's quick installation guide

install both A2 and A2 OA, run them both first to make sure all components are installed.
install dayZ into the appropriate folder in OA
make sure steam and/or OA is running in admin mode
join a server that isnt full, try to load and alt tab out for 10 minutes while it loads the first time.


Oh and hope the main server isnt down to prevent you from joining the game :/
Title: Re: Day Z mod for ARMA II
Post by: Largg on May 13, 2012, 06:40:33 pm
God I hate the effort to get on a decent server. In the evening every goddamn server is full all the time and the time frame one player disconnects and new comes is less than few seconds. It's ridiculous how fast you have to be, especially if you have a specific server in your mind. Do you guys know if there's an external program that lists the servers and has auto queue that works for this game?
Title: Re: Day Z mod for ARMA II
Post by: Life on May 13, 2012, 06:42:26 pm
Thank you ganner.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 13, 2012, 06:44:22 pm
oh and in case people were wondering, the DB is down right now, so no one can get on even though the servers are full... they are people "waiting for response" or in game with zero zombies and zero loot.
Title: Re: Day Z mod for ARMA II
Post by: Digglez on May 13, 2012, 07:06:39 pm
Doesnt make any sense that mod requires 2 full standalone games.

Mod looks promising, but zombie AI/animations/pathing are all horrible failures.  I'll wait til they actually make decent L4D grade zombies.
Hopefully MOD will also improve the horrid god awful inventory system.


Anyone with new version of fraps should record some stuff for us, with the 30 sec buffer ability.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 13, 2012, 09:47:13 pm
God I hate the effort to get on a decent server. In the evening every goddamn server is full all the time and the time frame one player disconnects and new comes is less than few seconds. It's ridiculous how fast you have to be, especially if you have a specific server in your mind. Do you guys know if there's an external program that lists the servers and has auto queue that works for this game?

It's easy, spam the enter key on the server and you'll pop in the next open slot.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 13, 2012, 10:27:06 pm
Well fuck, today was a waste.

Got on to multiple servers today but was stuck at waiting for server response for hours.  Stopped trying for an hour, tried again an hour ago, took 30 minutes just to get an open slot, and i join the server and NO FUCKING LOOT OR ZOMBIES.

Almost makes me wish I waited until the game was more polished.  In its current form its no more than an alpha proof of tech release :|
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 13, 2012, 10:56:54 pm
Well, there's a reason it's called alpha :)
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 13, 2012, 11:05:39 pm
Well fuck, today was a waste.

Got on to multiple servers today but was stuck at waiting for server response for hours.  Stopped trying for an hour, tried again an hour ago, took 30 minutes just to get an open slot, and i join the server and NO FUCKING LOOT OR ZOMBIES.

Almost makes me wish I waited until the game was more polished.  In its current form its no more than an alpha proof of tech release :|

You knew the DB was down, so why did you waste your time?
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 14, 2012, 05:38:03 am
This shit is so BADASS! I love it! More people should joins the steam group, btw.

Also watch out for Renay! He's the kind of guy who shoots an old lady in the face, then LOOTS THE BODY, and ends it all with killing the poor womans sister while screaming "NO WITNESSES!!". Adorable guy, really.
Title: Re: Day Z mod for ARMA II
Post by: Player_01 on May 14, 2012, 05:44:50 am
Looks like i'm late for this DayZ thang, still need to get the combined operations.  :cry:

Will secks for free Arma II
Title: Re: Day Z mod for ARMA II
Post by: Life on May 14, 2012, 06:00:55 am
just got it today. took a while to get the Day Z mod working properly. but it works and i love it. (:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 14, 2012, 08:05:37 am
DayZ Update 1.5.7

UPDATE : 14 MAY 2012
Affected addons:
* dayz_code 1.5.7
* dayz 1.2.4
* dayz_sfx 1.1

Developer's Note:
* ITS MY BIRTHDAY. I AM 31.

Changelog:
* [NEW] Zombie Script converted to Finite State Machine for performance improvement
* [NEW] Zombie Numbers drastically increased
* [NEW] Amazing Draft Zombie sounds provided by Michael Manning (http://www.manningaudio.com)
* [NEW] Terrifying Zombie face provided by GenesisCrys (http://www.lostpoly.com)
* [NEW] Panicing sound effect
* [FIXED] Death when entering crashed heli's
* [FIXED] Hardly any zombies spawning (Lol... uh... like there is lots now)

P.S. Re: Zombie Numbers.... hahah... you're all fucked. deeply fucked. Good luck.

-----------------


Oh crap why did I logout in the middle of the town with like the best gear :(
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 14, 2012, 08:34:04 am
DayZ Update 1.5.7

UPDATE : 14 MAY 2012
Affected addons:
* dayz_code 1.5.7
* dayz 1.2.4
* dayz_sfx 1.1

Developer's Note:
* ITS MY BIRTHDAY. I AM 31.

Changelog:
* [NEW] Zombie Script converted to Finite State Machine for performance improvement
* [NEW] Zombie Numbers drastically increased
* [NEW] Amazing Draft Zombie sounds provided by Michael Manning (http://www.manningaudio.com)
* [NEW] Terrifying Zombie face provided by GenesisCrys (http://www.lostpoly.com)
* [NEW] Panicing sound effect
* [FIXED] Death when entering crashed heli's
* [FIXED] Hardly any zombies spawning (Lol... uh... like there is lots now)

P.S. Re: Zombie Numbers.... hahah... you're all fucked. deeply fucked. Good luck.

-----------------


Oh crap why did I logout in the middle of the town with like the best gear :(

Thank god I got into that server at the last moment there... I was in the middle of cherno and when i found no loot i got the fuck out before logging off.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 14, 2012, 08:48:02 am
Tbh the total amount of zombies and spawns there is now was not really intended, but rocket will let it play out and see how it works.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 14, 2012, 09:08:46 am
Anybody else having Debug/Scroll menu problems in 1.5.7? The dayZ forums are down so I can't trouble shoot there. Both my Scroll Menu and Debug Menu are like halfway off the screen on each side.
Title: Re: Day Z mod for ARMA II
Post by: Vexus on May 14, 2012, 10:54:46 am
Guys you play on eu_8 cause I never see you tough I play during the night my time (GMT+1)

Anyway what's your character names?

Mine's Kaisler.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 14, 2012, 11:19:01 am
How bad is the new zombie spawning? Will you even survive a trip to Chern?

Also... Day 16 now for me! Surviving still! It's good to be the Sniper, far from danger but still have enemies in sight!
Title: Re: Day Z mod for ARMA II
Post by: Vexus on May 14, 2012, 11:21:30 am
From what I'm reading they respawn very fast and people are getting stuck on roofs when they shoot and a whole group of zombies surrounds the house :D

I like that they have added more zombies but they should really lower their running speed to give people a chance to dodge them when surrounded.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 14, 2012, 11:29:14 am
Yeah, he raised the number of zombies AND fixed the spawns (and overdid the speed of spawns), so they spawn too fast and in large numbers. Won't be fixed for a few days he said.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 14, 2012, 11:44:51 am
A few weeks ago, when Zombies numbered up to 1000+, the 22nd gang had a last stand moment ontop of the factory in Chern. We were using high powered rifles and attracted a few zombies at first, killed them and then scouted Chern. That's when we saw the entire Chern zombie population run towards us, 50 zombies at first, but they kept respawning and we ended up killing over 150. I was completely out of ammo and the rest were running low, we were certain we were gonna die but we managed to escape at the end.

I hope spawns are back to what they used to be like. :D
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 14, 2012, 11:53:11 am
From one post I read the zombie count was 3000+. Haven't tested it myself, at work atm.

I'm all fine with high zombie count, hell, the world's been pretty much zombie free the last days. What I'm not fine is all those zombies zigzagging and teleporting at supersonic speed :(
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 14, 2012, 11:56:05 am
Shit, I logged out ontop of Zub castle, now I gotta battle my way out through zombies.


Also, Jarlek, I shot that woman by accident and you know that!  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 14, 2012, 12:30:21 pm
New website :)

http://www.dayzmod.com/


PS: reading the forums now there seems to be a lot of positive feedback on the increased zombie count. I'm only worried about the fast respawn, aka clear two story building and they already spawn at first floor.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 14, 2012, 01:32:40 pm
Is there any chance of this running with pirated versions of those games?I´d like to try it but I wont pay 20 bucks for a game that doesnt interest me at all to play a mod of which I dont even know if I will play it for longer than an hour.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 14, 2012, 01:40:45 pm
Is there any chance of this running with pirated versions of those games?I´d like to try it but I wont pay 20 bucks for a game that doesnt interest me at all to play a mod of which I dont even know if I will play it for longer than an hour.


No, you have to buy the game, cause it's connected to an online database. It's worth the money though.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 14, 2012, 10:03:05 pm
Looks like they figured out the waiting for server bug... anytime a change is made on the DB the servers need to restart.  So any server that doesn't restart every 24 hours or so is going to get that bug.

That aside, i logged in and with the new zombie spawns its... its intense.  I havent bothered to go near cherno or electro yet but just trying to clear the few lootable buildings in pusto was hardcore.  Thank god i picked up a winchester.  This thing is now my favorite weapon, its quieter than an ak, one hits zeds, and ammo is practically everywhere if you know which buildings to look in.  Started playing about 2 hours ago with 20 zed kills... logged off with 230.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 15, 2012, 05:18:53 am
Man, being a bandit is so intense now. Several times i'd been stalking two guys or so, waiting for them to get caught off guard while scavenging in town. Many times they'd simply be overrun by all of the zeds and id have a first row seat to it. Bandits are no longer the biggest threat in the game. This mod just got way better.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 15, 2012, 05:36:06 am
Man, being a bandit is so intense now. Several times i'd been stalking two guys or so, waiting for them to get caught off guard while scavenging in town. Many times they'd simply be overrun by all of the zeds and id have a first row seat to it. Bandits are no longer the biggest threat in the game. This mod just got way better.

Actually it's quite easy now, and the easiest way to play. Just sit outside of any random city in the bushes somewhere and wait for some target to go in, make sure you can see him and when he tries to leave kneecap him, do this until he stops getting up and then wait for some one to come help him... Do it to the next person that comes to help as well. Had three guys laying around knee capped before I killed them and looted them. Much easier than trying to deal with all the zombies that run through walls and respawn before you finish clearing the second floor of the building your on.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 15, 2012, 11:26:15 am
For people who want to save money, it is possible to play Combined Operations with Operation Arrowhead bought only (mind you this is not/might not be fully supported, so it's not really recommended):

http://community.bistudio.com/wiki/ArmA_2_OA:_Combined_Operations_Lite

Supposedly works with dayZ too, you'll have lower res shit tho.

This should save you 10€: 25€ is Combined Operations (Arma2+OA), 15€ is Operation Arrowhead only.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 15, 2012, 12:14:17 pm
Right now its pretty easy to just sneak around the zombies, because they roam around alot...

And the life of a bandit is pretty easy imho: Wait for someone else to kill all the zombies, then headshot him when he's looting or checking his map.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 15, 2012, 01:54:17 pm
Arma2: CO just hit the top on Steam sales  :wink:
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 15, 2012, 02:55:45 pm
I'll be buying ARMA 2 tomorrow for this shit.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 15, 2012, 03:00:03 pm
Arma2: CO just hit the top on Steam sales  :wink:

Yeah, and right now, in a dark, dank office complex, a fat greedy business man is studying this really close. With the success of Minecraft fresh in his mind and seeing a mod lift the actual game to the top, ideas/demands will be lifted up on the agenda for the next meeting.

Hopefully we'll see more Persistent World type of games soon, perhaps even some with proper budgets from the larger publishers.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 15, 2012, 03:50:57 pm
Yeah, and right now, in a dark, dank office complex, a fat greedy business man is studying this really close. With the success of Minecraft fresh in his mind and seeing a mod lift the actual game to the top, ideas/demands will be lifted up on the agenda for the next meeting.

Hopefully we'll see more Persistent World type of games soon, perhaps even some with proper budgets from the larger publishers.

I'd hope that they would credit modding to the success of the game, and games start supporting modding of the games as well as more persistent world games.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 15, 2012, 09:29:07 pm
Shit...I need to buy Diablo III First from next motnths money, but the month after that Im definately getting CO.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 15, 2012, 10:33:14 pm
Why would you buy Diablo III?
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 15, 2012, 11:00:41 pm
Because its a rather nice game and you can make moneeeeeeeeeeeeeeeeeeyz with it :D
Title: Re: Day Z mod for ARMA II
Post by: callahan9119 on May 16, 2012, 03:12:30 am
Robbaz made a video of this mod. Hopefully you know who he is  :wink:

http://www.youtube.com/watch?v=c638kVO-XPk&feature=g-user-u

Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 16, 2012, 04:24:58 am
my nipples got hard just hearing that he made a DayZ vid.
Title: Re: Day Z mod for ARMA II
Post by: callahan9119 on May 16, 2012, 04:40:22 am
Diamonds.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 16, 2012, 07:44:02 am
Good news!

Arma 2 company (BIS) recognized mod officialy and will be doing related work (probably bug fixing) on Arma2, featured in the next patch.

To read it all for yourself, Luke Plunkett from kotaku.com sat down with Marek Španěl to chat about the current events with Arma 2 and a community project.
Quote
"There's no doubt that the thrilling Day Z mod currently drives Arma 2 Combined Operations sales on Steam", he says with a touch of understatement. "Sales have increased almost fivefold from how they were before Day Z's Alpha release!"

"Bohemia Interactive has always tried to help community mod makers in many different ways and Day Z mod is no different", he says. "We're more than happy to assist DayZ in any suitable way and considering the mod's popularity we are committed to do some related work in the next Arma 2 update (1.61)."

"We are actively communicating about how we could best support the Arma 2 user community especially in multiplayer and Day Z players are right now a significant portion of people actively playing the game, so of course it's high on our priority list to support it the best we can. It's important to understand that DayZ was released just a few weeks ago as a tech demo/proof of concept and it's still at Alpha status so until we know where the project intends to go it's hard to commit to anything specifically."

And the future? "I personally find the combination of realistic Arma style gameplay and settings with survival zombie apocalypse so addictive that I believe it can stand as a gaming experience on its own."

"There are many aspects involved, for example the environment and different assets in Arma 3, new engine features etc. It's important to understand that there is still a long way to go even after Arma 3 is out until mods are properly configured, ported and matured onto the new platform.
"So realistically we may be looking at one year or more from now until we can see something like Day Z based on Arma 3 technology."

Read full article on Kotaku here. (http://kotaku.com/5910279/pc-zombie-darling-causes-sale-explosion-arma-devs-happy-to-help)
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 16, 2012, 01:57:23 pm
That IS good new! I love it when devs recognize mods and how they evolve their games into something completely different, increasing the enjoyment you get from it tenfold.

Thanks for the updates Vibe!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 16, 2012, 02:34:19 pm
Ignoring a mod that made their sales get a multi of x5 and pushed their beloved game to best seller on Steam would be pretty fucking stupid  8-)
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 16, 2012, 02:38:29 pm
Ignoring a mod that made their sales get a multi of x5 and pushed their beloved game to best seller on Steam would be pretty fucking stupid  8-)
I know. But considering how a lot of businessmen are....
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 16, 2012, 02:54:41 pm
I guess it helps that Rocket (creator of DayZ) is also a BIS dev (company which made Arma2)
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 16, 2012, 02:55:33 pm
I guess it helps that Rocket (creator of DayZ) is also a BIS dev (company which made Arma2)
Huh, didn't know that.
Title: Re: Day Z mod for ARMA II
Post by: Casimir on May 16, 2012, 03:29:22 pm
Bohemia Interactive have long been one of the best developers in the world and deserver more recognition than they get.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 16, 2012, 05:07:53 pm
With the new patch out I am looking for some people to play with, just died recently so lost everything, but I'll regain most things quickly I hope. Can play pretty much all day, especially the next 4 days.

Currently marked as bandit for killing 2 people(who wanted to kill me), but should go away soon.

Steam: Sidje
Title: Re: Day Z mod for ARMA II
Post by: Chasey on May 16, 2012, 06:42:54 pm
spent the last 2 hours trying to get on servers with freinds :(
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 16, 2012, 08:39:28 pm
Yeah, during prime time its impossible to get playin on the same server with +2 guys tbh...

Also just lost my char yesterday because I was prone near a tree - apparently that breakes all your bones and makes you die instantly because of some bug xD - since I had 4 mags for my enfield, 6 cans of food and 5 bottles of water + 5 blood transfusions I actually wrote the devs a mail asking for a revive :D
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 16, 2012, 11:11:40 pm
Yeah, during prime time its impossible to get playin on the same server with +2 guys tbh...

Also just lost my char yesterday because I was prone near a tree - apparently that breakes all your bones and makes you die instantly because of some bug xD - since I had 4 mags for my enfield, 6 cans of food and 5 bottles of water + 5 blood transfusions I actually wrote the devs a mail asking for a revive :D
Why? Dying is one of the important parts of the experience.

I just lost my character today too. Logged in and found out that the last time I played it hadn't saved, so 5 hours worth of loot was gone. What was worse though, was that the hunger/thirst still had shrunk and I was starving and thirsting. I had 2 bottles of water, so that was ok, but I didn't have any food. I was also spawned back at the beginning part at the furthest left of the game world and I desperately had to find some food. I had to run to the nearest town and in my desperation I managed to aggro the whole zombie population. A standoff of epic proportions started with me managing to make a choke point at the docks and use my trusty m16a2 to kill 30+ zombies. It was time to loot the town. What I didn't know, though, was that Kamenka is a town almost completely devoid of enterable building. I spent 15 minutes running around trying to find some food, but all I found was empty tincans, some enfield ammo and a winchester. Good enough loot normally, but nothing that could help a starving man.

I then checked my map to figure out my next move. I could head further east and search out the towns there, but judging from the side chat, it was a lot of bandits operating at the south coast. I decided to move north to Pavlovo. As I run north with a stomach growling louder and louder, I start losing blood. The hunger is draining my health away and I know that if I don't eat soon, I'm done for. After some time, I finally hit Pavlovo. It was a strange experience, because while I first moved silently, I couldn't see any zombie anywhere. The absence of any zombies I could see and my growling stomach, I just rushed into the town. It was empty. No nothing at all. Apart from some empty cans and a jerry tank full of fuel, it was nothing there to loot. Someone had been here before me. My health slowly draining from the empty whole that was my stomach, I realized I wouldn't survive this. My sight began to fail as the hunger burned inside me. Fog clouded my vision and through I could see that the zombies were starting to come back again. I doubted I could kill them all and running wouldn't help because of the hunger. I remembered that I still had 3 full magazines for my M16A2 on me and 2 spare ones in my bag. I realized what I would have to do.

I readied my rifle and found myself a decent choke point between two houses. I aimed for the head of the zombie closest to me. I fired. The zombie hit the ground immediately,the sound of gunfire bringing his friends running towards me. I switch to burst. No need for ammo conservation this time. The runners came first, falling one after another. Sometimes 2 at a time as my burst hits the for full effect. I don't know how many I've hit, all is foggy now and only a few small seconds can I see clearly. The ground is littered with dead zombies. I got all the runners and were halfway through the jumpers when I had to switch to my M1911 pistol. Only 2 magazines. Many of the crawlers fall to my pistol until I hear the click of the empty gun. I'm out. 3 of the crawlers are right next to me now, I change to flare, check my zombie kills (50+!), and light a flare, welcoming the hungry arms of the zombies as my hunger slowly disappears. I'm no longer hungry, I'm no longer scared. The warmth and light of the flare illuminating me as I finally say goodbye to this cruel world...
Title: Re: Day Z mod for ARMA II
Post by: Polobow on May 17, 2012, 03:22:11 pm
Give me more stories! My brain demands epicness!
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 17, 2012, 03:33:46 pm
I don't make stories I end them.



http://www.pcgamer.com/2012/05/16/day-z-interview-how-zombies-arma-2-created-gamings-best-story-machine/3/ (http://www.pcgamer.com/2012/05/16/day-z-interview-how-zombies-arma-2-created-gamings-best-story-machine/3/)



(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 17, 2012, 04:07:28 pm
I lost my week old character by having it randomly teleported to the middle of the ocean  :lol:

Lost my darling Night Vision Goggles with it :(
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 17, 2012, 07:05:42 pm
Cooties!!! What are those skins???
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 17, 2012, 09:22:29 pm
Cooties!!! What are those skins???
+1!!!!

I lost my week old character by having it randomly teleported to the middle of the ocean  :lol:

Lost my darling Night Vision Goggles with it :(
That sucks man :(
Title: Re: Day Z mod for ARMA II
Post by: Kingtrisp on May 17, 2012, 10:35:01 pm
Why? Dying is one of the important parts of the experience.

I just lost my character today too. Logged in and found out that the last time I played it hadn't saved, so 5 hours worth of loot was gone. What was worse though, was that the hunger/thirst still had shrunk and I was starving and thirsting. I had 2 bottles of water, so that was ok, but I didn't have any food. I was also spawned back at the beginning part at the furthest left of the game world and I desperately had to find some food. I had to run to the nearest town and in my desperation I managed to aggro the whole zombie population. A standoff of epic proportions started with me managing to make a choke point at the docks and use my trusty m16a2 to kill 30+ zombies. It was time to loot the town. What I didn't know, though, was that Kamenka is a town almost completely devoid of enterable building. I spent 15 minutes running around trying to find some food, but all I found was empty tincans, some enfield ammo and a winchester. Good enough loot normally, but nothing that could help a starving man.

I then checked my map to figure out my next move. I could head further east and search out the towns there, but judging from the side chat, it was a lot of bandits operating at the south coast. I decided to move north to Pavlovo. As I run north with a stomach growling louder and louder, I start losing blood. The hunger is draining my health away and I know that if I don't eat soon, I'm done for. After some time, I finally hit Pavlovo. It was a strange experience, because while I first moved silently, I couldn't see any zombie anywhere. The absence of any zombies I could see and my growling stomach, I just rushed into the town. It was empty. No nothing at all. Apart from some empty cans and a jerry tank full of fuel, it was nothing there to loot. Someone had been here before me. My health slowly draining from the empty whole that was my stomach, I realized I wouldn't survive this. My sight began to fail as the hunger burned inside me. Fog clouded my vision and through I could see that the zombies were starting to come back again. I doubted I could kill them all and running wouldn't help because of the hunger. I remembered that I still had 3 full magazines for my M16A2 on me and 2 spare ones in my bag. I realized what I would have to do.

I readied my rifle and found myself a decent choke point between two houses. I aimed for the head of the zombie closest to me. I fired. The zombie hit the ground immediately,the sound of gunfire bringing his friends running towards me. I switch to burst. No need for ammo conservation this time. The runners came first, falling one after another. Sometimes 2 at a time as my burst hits the for full effect. I don't know how many I've hit, all is foggy now and only a few small seconds can I see clearly. The ground is littered with dead zombies. I got all the runners and were halfway through the jumpers when I had to switch to my M1911 pistol. Only 2 magazines. Many of the crawlers fall to my pistol until I hear the click of the empty gun. I'm out. 3 of the crawlers are right next to me now, I change to flare, check my zombie kills (50+!), and light a flare, welcoming the hungry arms of the zombies as my hunger slowly disappears. I'm no longer hungry, I'm no longer scared. The warmth and light of the flare illuminating me as I finally say goodbye to this cruel world...


I saw zapper i shot zapper i raped zapper's corpse and took the loot


The end
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 18, 2012, 01:02:33 am

I saw zapper i shot zapper i raped zapper's corpse and took the loot


The end
lol
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 18, 2012, 02:24:46 am
I must have night vision goggles atleast once. Can't wait to go all predator mode and hunt anyone using a lightsource out of the shadows. Can someone post a screen of how nighttime looks with night vision?
Title: Re: Day Z mod for ARMA II
Post by: Tomas_of_Miles on May 18, 2012, 02:38:07 am
Managed to get it working... quit after a few minutes cos it was nighttime and I was on my ones. Might jump on when more people are playing.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 18, 2012, 07:27:48 am
I must have night vision goggles atleast once. Can't wait to go all predator mode and hunt anyone using a lightsource out of the shadows. Can someone post a screen of how nighttime looks with night vision?

It's all green and shit and when you get out of it your screen is black/darkened for a few seconds.

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 18, 2012, 09:47:16 am
Had rather pleasant time in Day Z yesterday:

Roasting a dinner:
(click to show/hide)

Praying to the gods of the Hunt:
(click to show/hide)

Mr. Badass himself:
(click to show/hide)

Awesome moustache detected:
(click to show/hide)

Night is nigh:
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 18, 2012, 10:34:59 am
afaik iron sight or zoom doesnt work with night vision. If you want to do things at night, your best chance is to find a good gamma setting and have loads of bloodloss for that greyish screen or just get a chemlight - the green one is pretty good imho. By now everyone should avoid flares like hell :D
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 18, 2012, 10:38:19 am
Is combined operations on sale anywhere for less than 25 bucks?I am more hyped to play this now than Diablo 3 so I migth get it before...
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 18, 2012, 10:54:28 am
afaik iron sight or zoom doesnt work with night vision. If you want to do things at night, your best chance is to find a good gamma setting and have loads of bloodloss for that greyish screen or just get a chemlight - the green one is pretty good imho. By now everyone should avoid flares like hell :D

You can aim down the sight with nightvision. You can't use a scope however (can't snipe with goggles on).
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 18, 2012, 10:56:27 am
I've heard people say that you can make it work with just ArmA 2: OA and the ArmA 2 Free demo, would cost you just €/$15.
So lucky I got CO during a sale a few months ago for just €12.

Small story:
Decided to group up with a few people gathered around the web, got on TS and decided to meet up at Bolota airstrip and go on a killing spree. Got their first, secured it while killing 2 people, got on top of the tower with a CZ.

Our group finally gathered(4 people), 1 person on a hill with sniper, me on top of the radio tower with sniper and 2 people walking around covering with semi-automatics. Was great fun, pretty much killed everything on sight within a range of about 1KM.

Untill somebody spawned right on top of the tower and killed me. It was still my best DayZ experience.

Moral of the story: DayZ is much, much more fun with a premade on TS than it is trying to find FRIENDLY FRIENDLY? while wandering.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 18, 2012, 11:22:19 am
Moral of the story: DayZ is much, much more fun with a premade on TS than it is trying to find FRIENDLY FRIENDLY? while wandering.

Lol why would anyone ask "friendly?" anyway. The guy could answer that he is friendly and then just shoot you in the back. If you want to play it safe, you have to KOS.
Title: Re: Day Z mod for ARMA II
Post by: Digglez on May 18, 2012, 11:24:21 am
$15 on Amazon digital download right now.  Still debating if its worth it

http://www.amazon.com/Meridian4-40365ned-Operations-ArmA2-Combined/dp/B003UV8RRE/ref=sr_1_1_title_1?s=videogames&ie=UTF8&qid=1337332936&sr=1-1

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 18, 2012, 11:31:33 am
$15 on Amazon digital download right now.  Still debating if its worth it

http://www.amazon.com/Meridian4-40365ned-Operations-ArmA2-Combined/dp/B003UV8RRE/ref=sr_1_1_title_1?s=videogames&ie=UTF8&qid=1337332936&sr=1-1

(click to show/hide)

Awesome, but will this work if I buy it from elsewhere than the US?I would guess it could work with paypal, but I want to make sure.I heard somewhere the Sale is US only.


15 Dollars would be like 12 euros, I would definately sacrifice those to try out DayZ.


/edit: Well fuck, you need a credit card to order there....This sucks.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 18, 2012, 11:32:50 am
Yeah, you can combine Operation Arrowhead with Arma 2 Free, you'll end up with a few lower quality textures and sounds - that actually improve the fps :D
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 18, 2012, 12:26:53 pm
Roasting a dinner:
(click to show/hide)

Zakker was killed  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 18, 2012, 01:19:19 pm
Player vs player combat at night is the fucking most intense thing I have recently experienced ingaming. Tactical usage of your light, setting up ambushes, investigating gunshots. The life of a bandit at night is awesome. -10k humanity whoop!

It's all green and shit and when you get out of it your screen is black/darkened for a few seconds.

(click to show/hide)
Oh wow, that is better than I expected. Need that night vision! Would be so awesome to just use nightvision, go towards any flares you see and hunting out of the darkness.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 18, 2012, 01:52:15 pm
Teeth, wanna go airfield later on?
Title: Re: Tweaking DayZ/ArmA2
Post by: Nessaj on May 18, 2012, 06:45:54 pm
Remember to tweak ArmA 2 though, it doesn't run good with standard settings, especially aiming with the mouse is terrible without the fix (straight from BIS dev @ Steam forum).

C/P:


Q: How to disable mouse acceleration & mouse lag in ARMA 2?
URL: http://forums.steampowered.com/forums/showthread.php?t=1366499 (http://forums.steampowered.com/forums/showthread.php?t=1366499)

A: mouse smoothing in game options > controls > right side
slider to the left

then in arma2oa.cfg change this line
GPU_MaxFramesAhead=1000;
or any other value if you altered it already

to value
GPU_MaxFramesAhead=1;

Done.

Note: The arma2oa.cfg file is located in MY DOCUMENTS, not in the game folders.





Q: Configuration Tweaking?

URL: http://www.dayzmod.com/forum/showthread.php?tid=1355 (http://www.dayzmod.com/forum/showthread.php?tid=1355)

A: Yes, lots:

1.) Launcher/Shortcut options

If you have a steam version just copy and paste the following into launch options for Operation Arrowhead.

If you've got a non-steam version, make a shortcut of the Operation Arrowhead .exe and after the end " in the target line paste the following


-nosplash -mod=@dayz -world=empty


-nosplash: removes startup splash screens

-world=empty: makes it so a heap of junk isnt loaded up in the background of the menu screen

EDIT: -cpucount =X , and -maxmem=2047 can also be added in the target line arguments, there is reason to believe that these are outdated and Arma 2 will automatically detect these for you (OrdeaL), but frame rate improvements have been noted with these arguments (thanks to Unforsaken Assassin).

-cpucount=X: ensures X number of cores are used, e.g -cpucount=2 a dual core cpu, -cpucount=4 for a quad

-maxmem=XXXX: sets the MAX amount of RAM made available to the engine



2.) Config file values

Open explorer and open this file in notepad (whatever)

C:\Users\"your name"\Documents\ArmA 2 Other Profiles\"your character name"\"your character name".ArmA2OAProfile

Change the following lines to look like this

shadingQuality=0;
the shadows still look like shadows

Bonus: These two in combination increase/decrease your field of view. This seems to be a good proportion for a 1920x1080 res.
fovTop=0.97500002;
fovLeft=1.5599999;


3.) In Game Options

Video memory - Default
Set that sucker to default, Very High = 512MB default will detect if you've got higher.

Post processing effects - Off The blur is cool, but removing this will give you a good amount of frames

vsync - Off

3D resolution - set it to be as close to the natural resolution of your monitor as possible, preferably set it to the same. This is a must to make your game playable, not looking seriously blurry or using too much processing to make it look super sharp.

View Distance - 1000 to 3000/i]
I you never really need more than 3000, and 1000 is still very playable. I heard a rumor the view distances may be enforced server side, can anyone confirm this?





Q: Field of View (FOV)?
URL: http://forums.bistudio.com/showthread.php?100235-Setting-up-your-FOV (http://forums.bistudio.com/showthread.php?100235-Setting-up-your-FOV)

A: There is no one correct FOV for this game. And frankly trying to play arma with a corrected or "perfect" FOV may turn out to be extrememly difficult or impossible without the proper hardware. ie Triple-head.

---------------------------------------------------Procedure-----

Measure the height of your monitor's screen, top pixel to bottom pixel.

Now measure from your eye (normal playing position) to the top of the screen and then your eye to the bottom.

Something like this: http://img.photobucket.com/albums/v504/F12Bwth2/Game%20Screens/FOV.png (http://img.photobucket.com/albums/v504/F12Bwth2/Game%20Screens/FOV.png)

Plug those number into this calculator like so.

EXAMPLE (using inches): http://img.photobucket.com/albums/v504/F12Bwth2/Forums/FOVCalc.png (http://img.photobucket.com/albums/v504/F12Bwth2/Forums/FOVCalc.png)

CALCULATOR: http://ostermiller.org/calc/triangle.html (http://ostermiller.org/calc/triangle.html)

That 17 degrees was my real life vertical FOV. I have since moved my monitor closer to me by 5 inches and now have a V-FOV of ~20.5 degrees.

---------------------------------------------------Editing-------

Adjusting the FOV in arma is a simple matter of editing your

"C:\Users\Username\Documents\ArmA 2\Username.ArmA2Profile"

Open it in notepad.

Search for "fov". There are only 2 lines that contain fov near the bottom. They are

fovTop=XXXX; (THESE NUMBERS ARE IN RADIANS!!!)
fovLeft=XXXX;

(my fov was blanked to prevent confusion)

BI (being Czech) has labeled them FOVTOP (Vertical FOV)
and FOVLEFT (Horizontal FOV) Also being Czech if you want to set your Vertical FOV to say.. 75 degrees you must type. 0.75. A value over 100 like 112 requires 1.12

You do not need to use the decimal places found in fov fields!! The game will take the second value and round it off to some obscure decimal you do not need to tell someone to set their fov to 84.2398439. Just say.. 84.

You only need concern yourself with finding the fovTop value. The fovLeft value is determined using your monitor's aspect ratio (ie 16:9, 16:10, 4:3) and a calculator.

-----------------------------------------------------------------

Setting my arma to my perfect V-FOV of 20 degrees with a 16:10 screen a means a horizontal value of 32.

That looked like this after using google to convert to radians.

fovTop=0.357;
fovLeft=0.572;

http://www.youtube.com/v/h3vnRIsHG-A (http://www.youtube.com/v/h3vnRIsHG-A)

In that video you see 20, 40, 60 and 80 radians tested. Having only one screen makes using that perfect FOV difficult. It would be almost impossible to go through a town without looking around (via mouse look or TrackIR) constantly to see enemies.

I can vouch that it is a much more realistic play experience and would be even more if the ironsight zoom was disabled. Should you have a projector or large TV and sat close enough (not so close that you go blind!) you could set the fov to a calculated value closer to a playable number. Currently I have chosen 65x104.

fovTop=0.65;
fovLeft=1.04;

65 Radians is nowhere near my "perfect" V-Fov of 20° (0.35 radians) but until I have a 3 display system or use my XGA projector to play I have to live with it.

Feel free to experiment and post your thoughts here. If your interested here is the rFactor FOV tutorial discussing the same type of modifications. http://www.racesimcentral.com/forum/showthread.php?5691-Setting-up-your-Driving-view (http://www.racesimcentral.com/forum/showthread.php?5691-Setting-up-your-Driving-view)
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 18, 2012, 08:10:47 pm
You got me so hyped, Im currently loading ArmaII CO on Steam...Bitches...There goes another month of Gaming Budgt.
Title: Re: Tweaking DayZ/ArmA2
Post by: Vibe on May 18, 2012, 11:21:56 pm
Remember to tweak ArmA 2 though, it doesn't run good with standard settings, especially aiming with the mouse is terrible without the fix (straight from BIS dev @ Steam forum).

C/P:


Q: How to disable mouse acceleration & mouse lag in ARMA 2?
URL: http://forums.steampowered.com/forums/showthread.php?t=1366499 (http://forums.steampowered.com/forums/showthread.php?t=1366499)

A: mouse smoothing in game options > controls > right side
slider to the left

then in arma2oa.cfg change this line
GPU_MaxFramesAhead=1000;
or any other value if you altered it already

to value
GPU_MaxFramesAhead=1;

Done.

Note: The arma2oa.cfg file is located in MY DOCUMENTS, not in the game folders.

Thank you thank you thank you thank you. I was wondering about this... it was really pissing me off.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 18, 2012, 11:33:57 pm
Since the fov values for the config are outdated, here's a newer tut for optimizing the graphic settings:
http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 18, 2012, 11:54:24 pm
While this game is still amazing, its also so fucking frustrating.  The last 5 times i have tried to play I get stuck on "waiting for server response" for sometimes up to 20 minutes before i give up on that server.  The rare occasion i do get in?  Oh servers bugged, so new loot isnt spawning, too bad if your not a bandit or coast hugger.  I havent been able to get a genuine bug free game of day Z in over a week.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 19, 2012, 12:10:58 am
http://www.youtube.com/watch?v=5Ds5MUUNi30 (http://www.youtube.com/watch?v=5Ds5MUUNi30)
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 01:17:57 am
I still have no fucking Idea how to install this?I mean, I cant even download a zip file or something, it only redirects me to a folder with a lot of lone data in it.
Title: Re: Day Z mod for ARMA II
Post by: Life on May 19, 2012, 01:35:46 am
I still have no fucking Idea how to install this?I mean, I cant even download a zip file or something, it only redirects me to a folder with a lot of lone data in it.

really? REALLY?? can you not click on any of meow's link's on the first page?
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 19, 2012, 01:36:40 am
Download all of the folders from the download page, put the files within them together, make a new folder in your ArmA 2 folder named @dayz, and within that make another called addons, put everything in there and done.

This is how it should look:
(click to show/hide)

Than add  -mod=@dayz to the end of the shortcuts target(right click the shortcut, properties, and add that at the end, with a space inbetween the " and -mod
Mine looks like this:
"C:\Program Files (x86)\Bohemia Interactive\ArmA 2\arma2OA.exe" -mod=@dayz
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 01:39:43 am
really? REALLY?? can you not click on any of meow's link's on the first page?

ugh...I failed hard there :D didnt notice those :P Thanks!

Also thanks Ulya!Im trying again now :D

/edit: btw, If Iam able to install the mod, anyone down to playing tonight?I would want to play with some or at least one people :)
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 19, 2012, 02:03:14 am
I'm going to bed soon, but I can play some tomorrow night.(night being in EU time, so untill about the same time as now)
Steam: sidje if you'd like to add me.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 02:24:42 am
My Problem now is: I got it working so far,I cant join a server though, and when i start it up with Operation arrowhead shortcut, it tells me  "addon Dayz requires addon CAbuilding parts"

Googled it, they say I should launch Arma II CO, but when I launch that over steam, there is no chance of it launching DayZ but only Arma itself?

:S

/edit: FINALLY, I got it working.But after joining the server, it is now stuck on "waiting for character to create" for at least 10  minutes straight now... :(

I am trying a solution for it from the interwebz now.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 19, 2012, 02:56:50 am
visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 03:30:38 am
Okay...I´ve tried it right now, and what can I say...I somewhat wish I hadnt bought the game right away now.

I mean, it could be cool, I guess, but Night time fucking sucks to play in, Zombies run faster than Usain Bolt(Seriously, you cant even hit those fucks while they run?They are zig-zagging with 70kmh towards you until they start to hit you...), and the World is fucking HUGE, I mean HUGE!

Normally that would be fine with me, but seriously, running through total Darkness for 5 Minutes straight until you find a road, to then get raped by Zombies on speed isnt cool.

I will try it again tomorrow(When it´s hopefully daylight), but until then...I damn my impatience, I bet the game will go on sale in a few weeks/a month or two, and the mod would probably be farther by then, too.

I imagine that it will be a lot better for me when it´s day,though, so Ill give it a shot or two in the coming days.
Title: Re: Day Z mod for ARMA II
Post by: Life on May 19, 2012, 03:34:04 am
(click to show/hide)

yeah, do not start at night time, night sucks. lol, its a ton of fun during daytime and playin with a small group of 1 - 3 other friends. and you NEED the HUGE map. the size of the map is fine, its big because it needs to be.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 19, 2012, 04:33:19 am
yeah, do not start at night time, night sucks. lol, its a ton of fun during daytime and playin with a small group of 1 - 3 other friends. and you NEED the HUGE map. the size of the map is fine, its big because it needs to be.

Disagreeeeeeeeeee. Night time is right time. Bust out the chemlights, hope for the moon, or circumvent it by pussing around with your gamma/brightness. There's a large group of players who only play daytime servers, even hopping the pond to do so, and to them I give a hearty fuck you.

Can definitely encourage playing with a small group of bros, though, no question about it. Having two dudes with you is the difference between crying in a dark shed and waltzing into any town brazenly.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 19, 2012, 04:57:41 am
Quote from: Rocket
Bandit/Survivor Morphing to be removed
As the title said, the Bandit/Survivor morphing will be removed. You will find skins around the world, that you can wear if you choose. Humanity will be retained for an undisclosed purpose.

Because humanity is the feature DayZ deserves, but not the one it needs right now. So we'll remove bandit transitions, because its not helping. Because its not a good feature. Humanity remains as a silent guardian, watchful protector. An ... unfinished feature.

http://dayzmod.com/forum/showthread.php?tid=3693 (http://dayzmod.com/forum/showthread.php?tid=3693)
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 19, 2012, 10:33:23 am
This will make shooting at ppl even easier :D
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 19, 2012, 11:56:56 am
byebye my bugged death persistant permabandit skin :(
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 19, 2012, 12:04:33 pm
Lying to players to get them killed i about to get a hundred times easier. There will be even more distrust between people now.. I love it!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 19, 2012, 12:07:49 pm
Won't change much for me, I shot everyone on sight anyway :/

Also, me and Spleen got a car fixed up and working yesterday 8-)

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 19, 2012, 02:26:58 pm
You should take me for a ride, Vibe.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 02:27:25 pm
Tried it now at day, and I have to say, its much more awesome.

It only bothered me that In a big Village I dindt find anything, to then run 5 minutes straight to some kind of small industrial complex with apparently a big lot of zombies in it.I killed some and then went inside, to see if there was loot.Guess what I got.Empty tin cans.Nice.So I killed a few more zombies, but that attracted another dozen or so.Those guys than proceeded to maul me because I had no ammo left, and I died.

16 Killed Zombies and NO FUCKING Loot...

BUT, I also saw the enormous potential of fun this game has!

Im still pissed because of the Usain Bolt Zombies and other stupid things(Like zombies hitting me through walls), but It`s alpha, so what do I expect...

/edit: Also, what this mod really needs imo are Melee weapons.

I mean, at least 1-3.A hammer or something like that to sneak up on zombies and oneshot them silently if you try to go stealthy into a city or so and loot.


/edit2: I have some weird kind of issue now, where if you can select anything(Like in the menu and refresh and so buttons on server list), it goes crazily over it like I would select everything one after another really fast...It sucks.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 19, 2012, 02:38:34 pm
You shouldn't be killing so many zombies. It's much better to avoid them.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 02:40:02 pm
You shouldn't be killing so many zombies. It's much better to avoid them.

And how will I get loot, then?Whenever I came close to anything that looked like there was loot, there were zombies.Except for that big village at the start, but that was also looted clear.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 19, 2012, 02:44:24 pm
Berserk you shouldn't try to kill all zombies in a location on your own, it was possible with the previous patch, but the new one doubled the amount of zombies. Try to sneak around(hold shift).

Villages are pretty empty, most chance to find weapons and good loot are around cities(cherno/elektro), barns, and airfields, but ofcourse the places with loot are also swarmed with people(bandits).

It's best played with a group(or atleast one) of people, if you want I'll join you now, got not much to do besides studying anyway, so might as well kill some zombies.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 02:45:27 pm
Yeah that would be nice, do you know a good server we could play on?^^
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 19, 2012, 02:45:29 pm
You avoid them. If you move prone, you can be very close to zombies without them noticing you. Running while crouching also lets you be pretty close before they start chasing you.

Generally, if you have to shoot zombies, you've screwed up. At least before you have any decent weapons.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 02:47:27 pm
well, that makes sense, from a realistic point of view.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 19, 2012, 02:48:01 pm
Do you have a steam/TS? We could organize trough it, would be even more fun if more would join.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 02:51:20 pm
I have TS3, but no server, sadly :D

I tried to add you on Steam, but it gives me like a 100 People for "Sidje", and I have no idea who of those you are :D

Can you add me? "B3RS3RK1"
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 19, 2012, 02:55:30 pm
Which server are you people playing on currently?
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 19, 2012, 02:59:47 pm
We are going to find a server to enter now, we'll be on nditions TS3(62.104.20.250:10027, DayZ channel) if anybody wants to join.
Title: Re: Day Z mod for ARMA II
Post by: Digglez on May 19, 2012, 04:58:31 pm
does car driving thru town aggro zombies?
can you shoot from car?
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 19, 2012, 05:07:37 pm
does car driving thru town aggro zombies?
can you shoot from car?

Yes. They'll stop chasing when you get some distance out and can damage the car if they beat on it too much.
No.
Title: Re: Day Z mod for ARMA II
Post by: Laufknoten on May 19, 2012, 05:11:55 pm
And how will I get loot, then?Whenever I came close to anything that looked like there was loot, there were zombies.Except for that big village at the start, but that was also looted clear.
You should look out for big halls or barns, theres often loot in it and zombies are buggy in there. You can lure them in and then run away, most of the time they're too dumb to even get out.

And fuuuu you bandits! :D 
Title: Re: Day Z mod for ARMA II
Post by: Jaundice on May 19, 2012, 05:45:08 pm
It's going viral.

Feel free to shoot Chapman or Wookimonsta whenever to see them :)
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 19, 2012, 06:28:33 pm
I change my Opinion now, this mod is pure awesomeness, and once its out of alpha it will be the best thing around.

Especially if someday there will maybe be more maps/a bit different ones.
Title: Re: Day Z mod for ARMA II
Post by: Banok on May 19, 2012, 07:26:57 pm
I pity the fool who doesn't play "veteran". game is not at all scary in tpv and you can see around corners and not bother iron sighting.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 20, 2012, 12:26:11 am
does car driving thru town aggro zombies?

Yeah it does, and in a fucking huge radius (you can see on the screen how much noise it produces)
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 20, 2012, 12:11:30 pm
Quote from: Rocket
Timing of Patch 1.5.8
I'm still working on it.

Unfortunately, the lull in peak time never happened. And I had forecast that the usual lull would be started now. That isn't happening. So we will try and figure out a way to roll out the patch but it is complicated.

There are so many people playing (over 6500) that if we auto-update the servers the reconnect load caused by everyone coming back on within the same period could, well, crash everything. We don't know if it is possible to handle such load, and I don't really want to try.

So we're coming up with another plan. But it will be within the next six hours assuming that testing has gone okay.

http://www.dayzmod.com/forum/showthread.php?tid=4091
Title: Re: Day Z mod for ARMA II
Post by: k4ts0u on May 20, 2012, 06:10:58 pm
I am playing this with some buddies as well. My problem is that it gets laggy after a while,other players shutter,dissapear etc
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 20, 2012, 07:03:16 pm
I heard gunshots today, so I hid under an evergreen. Suddenly another survivor runs from the bushes with 20 odd zombies behind him, he couldn't handle them and I watched him fall down and get eaten. After the zeds scattered I went to study the body and found myself an M16 with grenade launcher and 4 magazines.  :D
Title: Re: Day Z mod for ARMA II
Post by: Christo on May 20, 2012, 07:05:31 pm
Weren, the good samaritan.

lol.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 20, 2012, 07:18:14 pm
I am playing this with some buddies as well. My problem is that it gets laggy after a while,other players shutter,dissapear etc

Your desynced with the sever, reconnecting will solve the problem. You can also try hitting shift+(numpad)- and then typing flush (you won't see it) and it'll reset your view, should solve any graphical glitches too.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 20, 2012, 11:12:11 pm
Lawl, Man that was awesome.

http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE (http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE)
Title: Re: Day Z mod for ARMA II
Post by: Laufknoten on May 20, 2012, 11:17:14 pm
Lawl, Man that was awesome.

http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE (http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE)
What the fuck? I mean, how is this even possible? :shock:
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 20, 2012, 11:47:13 pm
He wrote it in the comments: He lost connection to the server - or the server did a reboot, idk - he rejoined and saw the "old" version of himself still standing there
Title: Re: Day Z mod for ARMA II
Post by: Digglez on May 21, 2012, 05:36:15 am
Lawl, Man that was awesome.

http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE (http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE)

LOL! Oh that is gold on so many levels
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 21, 2012, 07:27:40 am
Lawl, Man that was awesome.

http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE (http://www.youtube.com/watch?feature=player_embedded&v=mRS6QfTV9cE)

Hahah, awesome.

In other news, the upcoming patch notes:

Quote from: rocket
* [NEW] Server cleanup system replaced with a more agressive one
* [NEW] Inventory Interaction system (right-click on items in gear screen to bring up interactions)
* [NEW] Temperature System now implemented (effects are limited)
* [NEW] Water can be filled in ponds, all water pumps, wells, but not the sea
* [NEW] Forced disconnection saving for abort and alt+F4
* [NEW] Zombie's will investigate player deaths
* [NEW] Adrenaline rush from panicing causes greately increased hunger for a while
* [NEW] PROTIP: Use Global Chat/VOIP in populated areas
* [FIXED] Helicopter loot despawning too fast
* [FIXED] Climbing a ladder with a pistol will cause you to fall
* [FIXED] Zombies not attracted to Flares and Chemlights
* [FIXED] Panic noises going apeshit all the time

Bandits will stay till Thursday.
BUILD 1.5.8 will be soaking until I wake up for work in four hours. Screw you guys, I'm going home.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 21, 2012, 12:37:45 pm
nice patch notes, will be more hardcore
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 21, 2012, 12:44:08 pm
Yep, no more sea water drinking! Not that I haven't lived off Soda Cans anyway
Title: Re: Day Z mod for ARMA II
Post by: Rhygar666 on May 21, 2012, 01:20:03 pm
hm id thought they fix that youll eat and drink stuff everyday even if you dont play with this patch.
its fucking annoying to join and see yourself starving while you were afk

played yesterday for hours and i must say this mod is awesome i died like 10 times at the start because i wantet to investigate the big buildings (not a good idea), there were either bandits or other players scared of me and shooting me in the back, but for now i finally got the controlls and a big backpack and its damn exciting to go off searching for stuff.
Think i stay with this mod and play it a few evenings per week.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 21, 2012, 02:07:58 pm
Awesome mod, I love that the developer is just making it hardcore instead of trying to attract as many people as possible. Funnily enough, the hardcore nature of it has done just that, attract a lot of people.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 21, 2012, 02:51:06 pm
I love the tension it creates.2 Days ago I played some hours with Ulya and Scrove, it was damn nice.I figured out the most important rules and mechanics in the process of that playtime, and had a lot of nice moments.

At first, we ended up getting shot by a douchebag who thought we shot him, but since I respawned close we managed to secure that old gear.

I didnt shoot at all for like 2 hours and I still had lots of fun and it was damn exciting at some points.

The second time we had to stop because the server crashed and apparently, everything got reset to a point far before and a lot of our progress was lost there.

Overall, I can say I had a great time so far with this game, even though there are annoying bugs(Still alpha, so understandable).
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 21, 2012, 06:40:46 pm
Bought the game today and went straight on this. Very fun although hard. And now it's peak time currently waiting for ages to get in game but ahh well!
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 21, 2012, 06:55:05 pm
Bought the game today and went straight on this. Very fun although hard. And now it's peak time currently waiting for ages to get in game but ahh well!

Try NA servers, too.Up to 150 ping is bearable I heard.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 21, 2012, 06:58:36 pm
Nah not really, massive desync last time I played there with clannies.
Title: Re: Day Z mod for ARMA II
Post by: Christo on May 21, 2012, 07:11:10 pm
Okay, after all the research and videos etc, I can fairly say that;

This is what Dead Island should've been at the first place. I mean, the general approach on things.
Title: Re: Day Z mod for ARMA II
Post by: LordBerenger on May 21, 2012, 07:15:05 pm
Wish there were slow zombies and much more zombies but know we can't have that. A shame :/
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 21, 2012, 07:19:03 pm
Ok so I join a server, do the 'waiting for server response' thing, then end up staring into a forest not actually spawned. Normal?
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 21, 2012, 07:21:12 pm
There are 3 types of zombies already, 1 fast, 1 medium, 1 slow.

Overdriven, you probably spawned in the debug forest, it's what happens often if you wait for server response.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 21, 2012, 07:22:06 pm
So do I just wait? Because I can't actually move or anything.
Title: Re: Day Z mod for ARMA II
Post by: LordBerenger on May 21, 2012, 07:27:31 pm
There are 3 types of zombies already, 1 fast, 1 medium, 1 slow.

Overdriven, you probably spawned in the debug forest, it's what happens often if you wait for server response.

Tbh if they're not slow i'd call them infected instead of zombies but anyhow...Would've been better with all slow zombies but then you would have to make it like 1000s of zombies at once and ammo scarce as hell and only headshots would bring em down perhaps or tons of bullets in body. As well as need for food and water which would be tough to find and take.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 21, 2012, 07:32:58 pm
I think once you get in debug forest you just have to reconnect/try another server. I usually just leave a server and join another when Waiting for server response starts taking too long, the chances of getting in when you and others have it is extremely small(maybe even 0).

(click to show/hide)


I think I'm just going to sit in the lobby for a while, safe from everything and everybody.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 22, 2012, 02:19:26 am
Bah, new patch screwed up the temperature, loosing it so fast while running about I can't actually play as I'm always in danger of becoming infected and having a 6000 blood max now. Need to wait till he fixes this before playing more.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 22, 2012, 02:26:18 am
Just installing new patch now. They were updating the servers so got kicked out just as I was killing zombies lol.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 22, 2012, 04:52:29 am
Temperature and infections implemented in newest patch. Awesome stuff. Antibiotics etc would be very important in a realistic zombie apocalypse, now they are. And hospitals will rightly become a very valuable raiding target.

And now you can't survive by just sitting in the wilderness on the edge of the map and killing an animal now and then.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 22, 2012, 07:19:05 am
Didn't see anything in the patch notes about them changing bandit skins. I am growing very tired of this insurgent skin.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 22, 2012, 07:22:09 am
Didn't see anything in the patch notes about them changing bandit skins. I am growing very tired of this insurgent skin.

Rocket said bandit skin removal won't be until thursday.

I can't believe how fast the updates are rolling out for this mod. Anyway:

Quote from: rocket
Build 1.5.8 rolling update

Changelog:

UPDATE : 21 MAY 2012
Affected addons:
* dayz_code 1.5.8
* dayz_equip 1.2.4
* dayz_sfx 1.1.2
* dayz 1.2.5
* dayz_weapons 1.1.2

Developer's Note:

* TO INTERACT WITH MOST ITEMS: YOU NOW NEED TO OPEN GEAR MENU (G) THEN RIGHT CLICK ON THE ITEM! SUCH AS BANDAGING AND EATING AND SHIT

* This is a pretty major update. I don't really know what affect the new sickness and temperature system will have on player behavior especially with antibiotics being so scarce.
* It is the genesis of an idea, so please remember this might cause havoc. You need to be careful.
* To light a fire, you need matches and wood in your inventory. Place more wood in the inventory of a fireplace to keep the fire going.
* A fire that does not have wood in it will go out when you try to light it.
* You can tell you have an infection, because your character will start coughing. The infection causes you to loose blood down to a minimum of 6000. This leaves you with reduced blood until you take antibiotics.


* [NEW] Server cleanup system replaced with a more agressive one
* [NEW] Inventory Interaction system (right-click on items in gear screen to bring up interactions)
* [NEW] Temperature System now implemented (effects are limited)
* [NEW] Chance of catching an infection the lower your temperature
* [NEW] Chance of catching an infection from already infected players
* [NEW] Water can be filled in ponds, all water pumps, wells, but not the sea
* [NEW] Forced disconnection saving for abort and alt+F4
* [NEW] Zombie's will investigate player deaths
* [NEW] Adrenaline rush from panicing causes greately increased hunger for a while
* [NEW] Bandaging Sound when bandaging yourself/someone
* [NEW] Coughing sound when you have an infection
* [NEW] Camera Shake when temperature drops extremely low
* [NEW] PROTIP: Use Global Chat/VOIP in populated areas
* [NEW] Fire requires wood to keep burning
* [NEW] Various Loot spawn balancing changes
* [FIXED] Should not be pellets for the Winny
* [FIXED] Whinny is way to powerful and quiet (mmmm your tears will be delicious)
* [FIXED] Helicopter loot despawning too fast
* [FIXED?] Too many zombies for the Carebears to be able to play
* [FIXED] Fog is way too thick
* [FIXED] Climbing a ladder with a pistol will cause you to fall
* [FIXED] Zombies not attracted to Flares and Chemlights
* [FIXED] Panic noises going apeshit all the time
* [FIXED] Zombie spotted alert far too quiet (increased slightly)

Quote from: rocket
Build 1.5.8.2 Hotfix
HOTFIX : 21 MAY 2012
Affected addons:
* dayz_code 1.5.8.2

Changelog:
* [FIXED] Loosing temperature way too fast
* [FIXED] Not enough wood available for spawn
* [FIXED] Matches way too rare
* [FIXED] Reduced impact of infection (coughing amount and blood loss, will only loose 2000 blood)


And as for temperature mechanics:

Quote from: rocket
Its a complex matrix:

Increase
- Moving (faster = more)
- Fire (very large increase)
- Inside Building
- Sunshine (midday = most)

Decrease
- Night (little)
- Raining (lots)
- Wind (some)
- Water (HEAPS)
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 22, 2012, 10:13:38 am
Survived with 98 blood left! Had somebody walk all the way from NW airfield to Rog(north of kamyshovo) just to give me 6 cooked meat and his AKM.

Where will anti-biotics spawn? I planned to walk north  of NW airfield, all the way to Petrtovka and spend my days surviving there, rather than PvPing in cherno, but with the new anti-biotic system it might become pretty harsh.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 22, 2012, 12:05:50 pm
Hospitals, but they're super rare. And I love this thing!

visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on May 22, 2012, 12:06:42 pm
Gonna get arma today to play this mod  :D
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 22, 2012, 12:34:36 pm
Seems like you spawn at the fucking beach again...

Last time some asshole spammed 2 Makarov mags on me before I could even react. Had 6k blood left before I found him and shot him twice in the face with my DMR.

Hospitals, but they're super rare. And I love this thing!

visitors can't see pics , please register or login


You got the .50 cal Sniper Rifle? D:
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 22, 2012, 12:37:54 pm
You got the .50 cal Sniper Rifle? D:

visitors can't see pics , please register or login


visitors can't see pics , please register or login


:D
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 22, 2012, 12:44:00 pm
Where did you find that beauty  :cry:
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 22, 2012, 12:46:50 pm
Can't see the pictures. :(

Also, 22nd Battalion - 'The Last Remnant of Civilisation', declares war upon the infamous 'Byzantium' terrorist organisation, who is widely known for their copulation with the undead and excessive Baked Bean misuse.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 22, 2012, 01:00:18 pm
Meh, dunno why PostImage.org (http://PostImage.org) fubars, if you right click and select view image it should show them though at least.

Edited the post with Imageshack URLs instead.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 22, 2012, 01:01:37 pm
I take it that thing aggroes half the map when you actually fire it? :D
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 22, 2012, 01:02:37 pm
Viewing from my iPhone, maybe the pics are incompatible with my phone, or something equally bullshit. I'll check when I get back from work.

[Edit]: Now I can see it. I thought they removed the .50 cal rifles, or maybe it was just the TWS scopes.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 22, 2012, 01:04:14 pm
I take it that thing aggroes half the map when you actually fire it? :D

Nah, not that far! Killed 5 people with it today. Attracted a zerg after me once or twice but the zombies were pretty close.

[Edit]: Now I can see it. I thought they removed the .50 cal rifles, or maybe it was just the TWS scopes.
Just the TWS.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 22, 2012, 03:27:10 pm
They didn't remove all the Night vision on the rifles, the FAL still has a night vision scope on it.
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on May 22, 2012, 04:14:19 pm
Fuck you guys, this thread has made me buy the game. I hope it runs at more than 15fps on my shitty old comp.

Edit: just did the benchmarks on Arma 2 vanilla with low-med settings. 27 avg fps on number 1 and 12 on number 2 (which was a non stop firefight with shit loads of tank and aircraft). I think its pretty playable.

Also, just read this comment on a pcgamer article about DayZ, which I thought was pretty well thought thought out for a comment on a game article:

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 22, 2012, 07:54:08 pm
First successful day of not dying instantly. Me and Lorenzo raided the airstrip at Balota, killed a guy who was also looting and came out with a ton of medical supplies, an AK, a flashlight and lots of ammo. Will probably head to Cherno now to raid the hospitals for blood packs  :)
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 22, 2012, 08:51:39 pm
First successful day of not dying instantly. Me and Lorenzo raided the airstrip at Balota, killed a guy who was also looting and came out with a ton of medical supplies, an AK, a flashlight and lots of ammo. Will probably head to Cherno now to raid the hospitals for blood packs  :)

If you are near Bolota, raid the little army camp.Theres pretty much always at least one nice weapon in the towers there.Last time I looted there, I got a map and a m24 sniper :)
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 22, 2012, 08:59:09 pm
Dang we went there but didn't bother checking the towers and were surprised there was nothing in the tents  :(
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 22, 2012, 09:50:03 pm
Everything good is in the towers :D
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 22, 2012, 10:25:53 pm
Deer stands can contain night vision goggles, those towers are basically 4 deer stands.
Title: Re: Day Z mod for ARMA II
Post by: Captain_Georges on May 22, 2012, 10:54:16 pm
gotta love hardcore, when u shoot clanmates and pretend its someone else
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 22, 2012, 11:03:39 pm
I have two TKs on my record :3
Title: Re: Day Z mod for ARMA II
Post by: Digglez on May 22, 2012, 11:48:54 pm
less stories, more fraps
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 22, 2012, 11:55:52 pm
CBA

Buy the game and make your own story to share with us!
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 23, 2012, 01:41:09 am
Holy shit night raid. Started off north of Balota airstrip by that little hamlet. We headed due east following the ridge to the power station. From the power station we followed the power lines down into Cherno where we stopped at the water pump and refilled. We then went prone and crawled our way to the hospital, used smoke grenades to distract zombies along the way and picked up much needed medical supplies. It was then we realised the apartment opposite had a chem light on the roof. So we crawled our way over only to find a shit ton of supplies, food ammo and a lee enfield. From there we snuck out into the wilderness, by now it was pretty hard to see each other. We made our way around to the supermarket on the western side and crawled our way into it, almost running into a ton of zombies. When we got inside we heard the flies. Tons of dead survivors and a dead bandit. Someone had been stacking starting survivor packs so we found a hefty amount of ammo, a silenced pistol, a watch and some other goodies. Whilst running out we ran into a ton of zombies, killed a bunch of them, took some damage and pegged it. Then we bandaged ourselves, gave Lorenzo a blood transfusion and made our way back into the forest.

Was pretty bloody tense at times. Particularly when we saw all the bodies in the market. Love this game.
Title: Re: Day Z mod for ARMA II
Post by: Jaundice on May 23, 2012, 02:25:22 am
About a week in now, not found any nvg yet :( but currently have a M24, a PDW and M136 (rocket launcher), I think Cherny could do with redecorating...  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 23, 2012, 03:33:33 am
PDW is so bad, I immediately switched to a revolver when I found one.
Title: Re: Day Z mod for ARMA II
Post by: a_bear_irl on May 23, 2012, 09:13:44 am
pdw is nice if you spend a lot of time around the airfield or military camps because it'll take all 9mm magazines
Title: Re: Day Z mod for ARMA II
Post by: Peasant_Woman on May 23, 2012, 10:17:21 am
I started just outside Elektro and after looting the outlying buildings found a revolver and a little ammo along with a watch and a compass. Wasted no time in heading North North West looting some little hamlets I came accross randomly. Several times I saw a group of bandits rush past but they didn't spot me prone is a bush.

 I kept running, must have been going for a good 30mins and came to a much larger town with an actual signpost 'H0B1n C0bop' found a winchester and a dirty amount of slugs for it. The entire time I was traveling side chat was full of people warning about going too near Stary Sobor as it was apparently full of bandits. Later I checked a map and found I was just down the road in Novy Sobor... Next login should be interesting. I may scout out the bandits and try to catch one with his pants down or something.
 Loving this mod :)
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 23, 2012, 10:46:11 am
Ugh, now they have removed the winchester as a silentish weapon, I really can't shoot any zombies anymore. The Makarov still attracts a shitload of zombies, plus they seem to spot you quicker anyway now. Maybe its time to back to cRPG, sometimes I wonder if I wouldn't like this mod better without the zombies. Just scavenging for equipment in a 225 km2 map with 50 other players doing the same.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 23, 2012, 10:53:12 am
Ugh, now they have removed the winchester as a silentish weapon, I really can't shoot any zombies anymore. The Makarov still attracts a shitload of zombies, plus they seem to spot you quicker anyway now. Maybe its time to back to cRPG, sometimes I wonder if I wouldn't like this mod better without the zombies. Just scavenging for equipment in a 225 km2 map with 50 other players doing the same.

This is why you put aside your main weapon and use the handgun to clear the zombos. If you run out of handgun ammo, pull out the big gun again and hunt some newbies with it for the makarov ammo (and beans!). Works for me :)
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on May 23, 2012, 10:56:11 am
My first experience was to spawn surrounded by zombies. I tried to sneak past but one spotted me so I had to shoot him with my Makarov and before I knew it, a hoard of about 15 zombies had surrounded me and proceeded to beat the crap out of me until I died...
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 23, 2012, 11:01:12 am
This is why you put aside your main weapon and use the handgun to clear the zombos. If you run out of handgun ammo, pull out the big gun again and hunt some newbies with it for the makarov ammo (and beans!). Works for me :)
The Makarov still attracts anyone in a 30-40 meter radius.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 23, 2012, 11:49:23 am
The Makarov still attracts anyone in a 30-40 meter radius.

Crouch, walk up to a zombie, shoot him in the head, done.No 30-40 m radius.More like 10m.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 23, 2012, 11:51:25 am
Doubt it's 30m and even with that there's no real problem if you just kite shoot them, or run inside and headshot them while they're walking. Honestly never had a problem with zombos, even now that they're everywhere.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 23, 2012, 12:34:43 pm
Winchester was far too good for how common it was. And there are other weapons besides it, you know, Teeth. Zombies really aren't that challenging like Vibe says as well... most of the times you shouldn't even be shooting at zombies. If you do, though, it's just about getting enough ammo and then running inside a building to shoot any that follow.

Third day alive for me. Got 30 bullets for my M107 now, thanks to Tor magically spawning them everywhere he goes. I checked the military camp in Stary Sobor three times for any mags but found none, had to kill one bandit with just my pistol since my sniper had 0 bullets for a day or so.
Title: Re: Day Z mod for ARMA II
Post by: Chasey on May 23, 2012, 01:27:02 pm
Having loads of fun with this. Day time is adventure time when like 10+ of us go of to explore corners of the map and loots and night time is killing time , where we take over a town (usually cherno) and kill everything that comes into sight.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 23, 2012, 04:02:42 pm
Day 8. 1333 zeds dispatched, 646 headshots, 1 murder, 1 bandit murder, humanity last seen at 8900. Some team-play with a few of the guys, mostly solo-going. Best life so far by a pretty long margin (last time I made it to around 600 zed kills, day 4 or so). Death has come near me and brushed up against me on more than one occasion.

A random black fellow jumps out from behind a tree with a Makarov and sprays me down, luckily I was traveling with Beeper at the time or I probably would have died there.

Answer distress call two days ago. Get grenade thrown at me (IT MISSES ENTIRELY I GUESS), get shot at by what sounds like an Mp5SD- don't get hit once, manage to get to cover and crawl away with my Winchester.

Get shot with a Makarov while leaving Cherno on a medicine gathering run. Lol. Manage to bandage up behind a wall and continue on.

Mostly a very live and let live guy, though the one murder I have was on some poor dude who was just trying to kill zeds with his Makarov in Msta.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 23, 2012, 04:04:36 pm
Day 8. 1333 zeds dispatched, 646 headshots, 1 murder, 1 bandit murder, humanity last seen at 8900. Some team-play with a few of the guys, mostly solo-going. Best life so far by a pretty long margin (last time I made it to around 600 zed kills, day 4 or so).

PvE n00b
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 23, 2012, 04:16:37 pm
PvE n00b

I don't shy away from PVP, but I don't look for it either, I guess- I try to immerse myself into each life I lead in-game (often this means that my character is sleeping for 48 hours at a time or something), and carrying over from that is the fact that I honestly don't think I could bring myself to murder another human being, even in self-defense. That's the mindset that I've gone into dayz with, anyway and if that makes me a n00b then so be it, but I figure I can get as much PVP action as I want with less walking around by playing ARMA II without any mods.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on May 23, 2012, 04:18:30 pm
It takes half an hour from clicking on a server to actualy playing the fucking mod  :cry:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 23, 2012, 04:19:09 pm
I don't shy away from PVP, but I don't look for it either, I guess- I try to immerse myself into each life I lead in-game (often this means that my character is sleeping for 48 hours at a time or something), and carrying over from that is the fact that I honestly don't think I could bring myself to murder another human being, even in self-defense. That's the mindset that I've gone into dayz with, anyway and if that makes me a n00b then so be it, but I figure I can get as much PVP action as I want with less walking around by playing ARMA II without any mods.

I was only making a joke on your zombie/human kill ratio, you know ;)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 23, 2012, 06:02:22 pm
The great thing about this game is that it lets you play exactly like you want to. And you can change on the fly - from spending days near the military-grade loot spots and constant firefights to exploring the wilderness and trying to find hidden helis/cars/tents.

Mala is still totally a PvE n00b, though.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 23, 2012, 07:28:30 pm
: (((((( but i shot a guy who had a makarov i'm pro
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 23, 2012, 07:37:34 pm
RPing is not Nooby

Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 23, 2012, 07:54:31 pm
I honestly don't think I could bring myself to murder another human being, even in self-defense. That's the mindset that I've gone into dayz with
Zombie apocalypses tend to make you forget your inhibitions for killing.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 23, 2012, 08:06:11 pm
Zombie apocalypses tend to make you forget your inhibitions for killing.

Extreme circumstances only make you show your true self.

If you will kill and bandit in a zombie apocalypse, you would do it in normal life, too.Only thing holding you in bounds is society and it´s laws.


Of course, killing in self defense is obligatory for pretty much anyone.But banditing and the like isnt.
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 23, 2012, 08:20:43 pm
Third day alive for me. Got 30 bullets for my M107 now, thanks to Tor magically spawning them everywhere he goes.

Yes I am quite magical. I always find stuff for others, and never for myself.  :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 23, 2012, 08:45:38 pm
Third day alive for me. Got 30 bullets for my M107 now, thanks to Tor magically spawning them everywhere he goes. I checked the military camp in Stary Sobor three times for any mags but found none, had to kill one bandit with just my pistol since my sniper had 0 bullets for a day or so.

Military weapons are for pussies, real men roleplay farmers with a Lee Enfield they got from the barn.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 23, 2012, 08:47:13 pm
Yes I am quite magical. I always find stuff for others, and never for myself.  :rolleyes:

Wanna play with me?  :D
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 23, 2012, 08:55:12 pm
Military weapons are for pussies, real men roleplay farmers with a Lee Enfield they got from the barn.

*winchester
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 23, 2012, 09:04:55 pm
*winchester

Only after last patch.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 23, 2012, 11:27:10 pm
Hotfix: http://www.dayzmod.com/forum/showthread.php?tid=6064
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 23, 2012, 11:44:06 pm
Yeah, fix all right. Now I keep spawning as a cripple and dying after about 4 seconds.  :P
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 23, 2012, 11:44:38 pm
Military weapons are for pussies, real men roleplay farmers with a Lee Enfield they got from the barn.

And enjoy attracting every zombie in a 100m radius  :D

I shot a goat today for food and thought I was clear of any zombies when I did it. Didn't realise quite how wide the noise radius was. Next thing I have 15 zombies charging down on me.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 23, 2012, 11:54:50 pm
Yeah, fix all right. Now I keep spawning as a cripple and dying after about 4 seconds.  :P

Good to know, haven't joined a server after I patched yet :D
Title: Re: Day Z mod for ARMA II
Post by: Bjord on May 23, 2012, 11:58:51 pm
I'll be joining you during summer, keep a spot warm for me! :)
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 23, 2012, 11:58:59 pm
Same, buggy gameplay + the reduced framerate has stopped me from playing, can't wait to get back into the mod though :D
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 24, 2012, 12:05:01 am
About a week in now, not found any nvg yet :( but currently have a M24, a PDW and M136 (rocket launcher), I think Cherny could do with redecorating...  :mrgreen:

You have to hit the next vehicle you see someone in with it, god the rage is just bloody wonderful.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 24, 2012, 12:12:03 am
I joined the server after installing patch and spawned where I left it last night. Means I lost all of todays progress including all the awesome equipment :(

Edit:

For the spawning in random locations ect...

Quote from: 'rocket' pid='56477' dateline='1337810949'
ISSUE FOUND:

1 Million Characters. You broke'd the database.... We're fixing now :)

Quote from: 'rocket' pid='56495' dateline='1337811161'
DO NOT DIE!

Currently we can't create new characters. We hit 1 million so your new characters can't be created. Will be resolved in next hour.

Title: Re: Day Z mod for ARMA II
Post by: Logen on May 24, 2012, 02:38:01 am
I'll be joining you during summer, keep a spot warm for me! :)
shoot on sight
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 24, 2012, 03:05:21 am
shoot on sight
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 24, 2012, 05:41:06 am
Military weapons are for pussies, real men roleplay farmers with a Lee Enfield they got from the barn.
I think roleplaying a nurse in a hospital would be more up your alley. Or better yet, a priest in a church. I would totes come listen to your preaching, too.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 24, 2012, 07:09:37 am
DMR and m14 aim are too good pass up.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 24, 2012, 10:38:10 am
Make him give me a bloodtransfusion and then shoot on sight
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 24, 2012, 12:49:34 pm
I think roleplaying a nurse in a hospital would be more up your alley. Or better yet, a priest in a church. I would totes come listen to your preaching, too.

I'll be there when you need a transfusion.
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 24, 2012, 12:54:49 pm
I'll be there when you need a transfusion.
(click to show/hide)

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 24, 2012, 02:18:02 pm
Mala is still totally a PvE n00b, though.

To further your case I died today because

a bush next to a rock wall rendered me unconscious for five minutes. Lol, owned.

You can be sure that this next life at least, I'll be seeking out PVP encounters to let off steam.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 24, 2012, 02:36:42 pm
How do you think you're going to survive PvP when you can't survive PvBush?
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 24, 2012, 02:55:51 pm
To further your case I died today because

a bush next to a rock wall rendered me unconscious for five minutes. Lol, owned.

I got a wound and broken bones by opening a door.
Title: Re: Day Z mod for ARMA II
Post by: Corwin on May 24, 2012, 03:26:51 pm
I just bought Arma on Steam. Probably going to try this some time tomorrow.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 24, 2012, 06:50:45 pm
 :lol: I wonder how many millions the Devs of Arma made through DayZ til now :D

Probably more people bought it because of DayZ than because of normal Arma...
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 24, 2012, 06:55:25 pm
:lol: I wonder how many millions the Devs of Arma made through DayZ til now :D

Probably more people bought it because of DayZ than because of normal Arma...

All the steam news of Arma 2 are about DayZ :D

http://store.steampowered.com/news/?appids=33930

In other news... every server giving me "Waiting for server response" :(
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on May 24, 2012, 07:01:06 pm
Fucking waiting for server response gah, and then when i manage to get in i have no gear and cant move  :evil:
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 24, 2012, 08:16:08 pm
I got a wound and broken bones by opening a door.
Most of my deaths are from stairs, ladders and warping through walls :(
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 24, 2012, 08:41:06 pm
:lol: I wonder how many millions the Devs of Arma made through DayZ til now :D

Probably more people bought it because of DayZ than because of normal Arma...

How would they have made money out of DayZ, it's a free-to-play mod? At best they'll have gotten enough donations to keep some servers running.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 24, 2012, 08:49:32 pm
I am talking bout the Devs of Arma II.There are thousands of players buying this only for DayZ.
Title: Re: Day Z mod for ARMA II
Post by: Miwiw on May 24, 2012, 08:50:32 pm
Steam Sales Number 1 currently. a good amount of thousands I bet.  :D
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 24, 2012, 08:52:51 pm
Would kind of be a smart move from Bohemia Interactive now to take on the Development of DayZ with Rocket and release it as free DLC for ArmaII.I bet that would boost the Sales once again, and I dont believe it would be too much work...

/edit: And it would certainly give a lot of good promotion for them.
Title: Re: Day Z mod for ARMA II
Post by: Miwiw on May 24, 2012, 08:58:23 pm
Like they do directly with Arma III. http://dayzmod.com/forum/showthread.php?tid=1954

Already good to hear they'll port it over.

wait, not sure if thats official by Arma devs tho
Title: Re: Day Z mod for ARMA II
Post by: Bjord on May 24, 2012, 08:58:38 pm
Arma II has shittiest netcode, though...
Title: Re: Day Z mod for ARMA II
Post by: Tibe on May 24, 2012, 09:07:57 pm
Guys. We in IL(the crapclan that dont really exsist in C-rpg anymore  :mrgreen: but is still around for some reason) made a ARMA 2 free RP mods server. Feel free to join it in Ironlegion.de. Its pretty sweetass mod. U can make your own gang that operates even when your all members are offline etc etc etc, sell drugs, hunt whales, search drugaddicts and craploads of more.

I know that this is Day-z thread so il keep it still in the topic. Any of u know a way we could host/play it in ARMA 2 free? Cause we aint gonna pay for that shit, cause I agree with the statement that noone really doesnt give a crap about vanilla version of ARMA and its pointless to spend cash just to grab 1 mod :|. If you could teach us, we could host it for u :wink:. The serverowner already got the hang of the serverscripts(slightly).
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 24, 2012, 09:13:46 pm
I am talking bout the Devs of Arma II.There are thousands of players buying this only for DayZ.

Trudat, my bad. The dev of DayZ (rocket) works for BIS, though, who developed ArmA 2.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 24, 2012, 09:56:57 pm
Rocket deserves a fucking shiny new Mercedes for this.  A McLaren Mercedes.

As for "Waiting for server response": http://twitter.com/dayzdevteam/status/205708579448160256
Title: Re: Day Z mod for ARMA II
Post by: ManOfWar on May 24, 2012, 11:42:14 pm
All the bodies disappear now on player respawn.....


No more looting :/
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 24, 2012, 11:50:25 pm
All the bodies disappear now on player respawn.....


No more looting :/

Hm I just looted two guys I killed.. about 3 minutes after I killed them. Could also be that they just haven't spawned back yet.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 25, 2012, 12:25:28 am
Hm I just looted two guys I killed..
bandit scum
Title: Re: Day Z mod for ARMA II
Post by: Miwiw on May 25, 2012, 12:52:53 am
Hm I just looted two guys I killed.. about 3 minutes after I killed them. Could also be that they just haven't spawned back yet.

I don't think you can leave, create a character and rejoin the server in 3 minutes. At least not possble for me due to loading time.  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 25, 2012, 01:05:01 am
All the bodies disappear now on player respawn.....


No more looting :/

But what about going back to get your own body????

I died a few times to incredibly stupid stuff (like falling off a 3 foot drop with full hp) and stupid zed encounters that could have been avoided, and i got my stuff back because i got to my bodies before looters did... you telling me thats not gonna be an option anymore? :/

(also alot of bandits are stupid and dont know to ALSO check your backpack, not just your inventory because they are seperate)
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 25, 2012, 01:14:45 am
bandit scum

Stop right there criminal scum !


I just installed the mod now. My first two lives where quite pathetic but I imagine it's the same for everybody. Even worse for those that spawn at night and didn't even take the time to look at the controls first.

First life I managed to throw a flare on the ground then immediately proceeded to swim and lost all my items in the process except the makarov of course. I didn't knew I could grab the flare so I just ran to the second closest light source. I followed a sort of flare trail probably from another noob and it guided me to docks where I fell in the sea (it seems I like it). I couldn't do or see anything so I respawned.
Second life (no pun intented), I realised I could run with a flare in hand so I did that, found a road, followed the road. After one minute I saw some sort of burning zombie, took my gun without extinguishing my flare and I just stood there waiting for it to come closer then I understood it was another player. He came closer and we both had our flares burning and our guns out, so I typed hi in chat. A very intense minute of silence occured then he shot me. I laughed so hard at the absurdity of this.

I think I'm making progress, I killed six zombies and found a tin can during my third life. But I didn't knew how to use bandages so I died of blood loss xD


Sorry for this post if you don't enjoy pathetic stories. I'd be happy to play with other cRPGers once I know the basics though.



Title: Re: Day Z mod for ARMA II
Post by: Tomas_of_Miles on May 25, 2012, 01:18:55 am
That's better than me, I wanted to try the mod, was on early hours of the morning, couldn't see shit, put a flare down, drank my water straight away. Saw some russian text in chat and got scared and logged off.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 25, 2012, 01:34:56 am
Xaxaxa

Seeing an old ad written in cyrillic rushes you into the atmosphere.


Btw, I wonder whether there are psychos that keep the music volume at a decently high level. I mean, it's almost as pleasant as that of Dead Space, I think I will mute it entirely.

Note : I am not a survival horror fan at all (mainly because the actual survival horrors with limited ammo and constant tention, not the zombie shooting action games, do have effects I do not seek) but this mod is really different.
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 25, 2012, 02:16:57 am
Earlier I respawned, started looting a warehouse and got attacked by a bandit with an assault rifle. I turned around and killed him with the Makarov (lol), then proceeded to loot all kinds of shit from him (AK74 Kobra, Alice Pack, GPS, a Blood Pack that was very useful since he left me at ~2k blood...) and ran away.
Some bandits are really stupid, why the fuck would you attack the noob who has nothing (and even worse, fail at it)?
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 25, 2012, 03:25:33 am
Earlier I respawned, started looting a warehouse and got attacked by a bandit with an assault rifle. I turned around and killed him with the Makarov (lol), then proceeded to loot all kinds of shit from him (AK74 Kobra, Alice Pack, GPS, a Blood Pack that was very useful since he left me at ~2k blood...) and ran away.
Some bandits are really stupid, why the fuck would you attack the noob who has nothing (and even worse, fail at it)?

Had this with so many bandits. Today me and Lorenzo were at the air strip. He ran past a container and a bandit who was hiding in it shot him with an AK. I think he knew I was there still as he fired a warning shot, then it came down to a waiting game. Who would get curious first and stick their head out. All this time Lorenzo was on his way back from spawn at Kamenka. Not exactly far. The bandit eventually got bored and took a look through the gap between the door and the container, where I promptly shot him with a winchester I had looted earlier. We got so much gear from that one guy it was insane...simply because he failed hard at camping a spot for more than 5mins even though he knew Lorenzo wasn't alone.

After that was even better. We ran up the hill straight into a bandit who was lying prone. He pumped a load of bullets into me and had to reload, upon which I emptied my entire clip point blank into him and killed him and then someone further up the hill started shooting. I was bleeding and had two broken bones. By the time I bandaged myself I had 250 blood left (was fing close). Lorenzo gave me a super fast blood transfusion behind a tree and whilst I was injecting myself with morphine and still being shot at Lorenzo got behind the guy and killed him. Again we got a ton of loot.

We've gotten way more equipment from stupid bandits who were hunting worthless noob survivors than from any actual scavenging. One bandit gave us a knife, compass, matches, map, binocs, watch, new pistol with around 8-10 clips, an alice pack and several other stuff. The other guys simply topped that off. It's just hilarious when you manage to catch an arsewipe bandit off guard. I ended that with 6 or so zombie kills and 2 bandit kills. All on one raid on the air strip in which we didn't even go into the hangars. No need.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 07:58:47 am
Some bandits are really stupid, why the fuck would you attack the noob who has nothing (and even worse, fail at it)?

Funny enough, I hunt newbies for the Makarov ammo :lol:
I use the Makarov to clear out zombies since it doesn't make that much of a noise than my AKS74U Kobra. I use the AR for PvP and the gun for zombos.

Also: broken my bones when vaulting over a sandbag yesterday, lol
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 25, 2012, 10:27:50 am
I think it's high time for an e-peen/brag post.

[brag] I prefer playing at night since I have these really rare Night Vision googles which let me see in pitch black darkness. These NV googles are also compatible with my DMR Sniper Rifle, letting me snipe in the dark. Should I aggro Zombies, which never happen, in theory, I'll just pull out my Silenced M9  pistol and shot it in the head, avoiding further Z threats.

I'm surviving on day 25 now, soon a full month, biggest contributor to that has to be my backpack. I'm carrying the Coyote one, the largest of them all with 24 slots. Plenty of supplies, don't need that much room to be honest, that's why I also carry a Silenced M4 Assault Rifle, to fill out the gaps. With just a press of a button I can change my main weapon with ease. From long range 'one shot, one kill' to up close, stealthy, silenced death.

I'm the ultimate terror in the night, the unseen monster cloaked in perpetual shadow. I can't die, I'm invincible and I'm coming for you, be very afraid. 

Bask in the radiance of my divine glory, mortals.[/brag]

Trolololol

I've grown bored of the mod already, nothing to do in-game anymore. :p
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 25, 2012, 10:46:21 am
I think it's high time for an e-peen/brag post.

[brag] I prefer playing at night since I have these really rare Night Vision googles which let me see in pitch black darkness. These NV googles are also compatible with my DMR Sniper Rifle, letting me snipe in the dark. Should I aggro Zombies, which never happen, in theory, I'll just pull out my Silenced M9  pistol and shot it in the head, avoiding further Z threats.

I'm surviving on day 25 now, soon a full month, biggest contributor to that has to be my backpack. I'm carrying the Coyote one, the largest of them all with 24 slots. Plenty of supplies, don't need that much room to be honest, that's why I also carry a Silenced M4 Assault Rifle, to fill out the gaps. With just a press of a button I can change my main weapon with ease. From long range 'one shot, one kill' to up close, stealthy, silenced death.

I'm the ultimate terror in the night, the unseen monster cloaked in perpetual shadow. I can't die, I'm invincible and I'm coming for you, be very afraid.

Bask in the radiance of my divine glory, mortals.[/brag]

Trolololol

I've grown bored of the mod already, nothing to do in-game anymore. :p


xD

What I would give for night vision goggles

Maybe try taking out entire bandit groups at night ? That should be possible either with your sniper or the silenced M9. Or help newbies. There will always be one that will shoot you so you can respawn  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Molly on May 25, 2012, 10:52:30 am
Could some of you guys post some screens?
Just to get a better impression about the mod.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 10:53:52 am
Could some of you guys post some screens?
Just to get a better impression about the mod.

Best is to watch videos. Or did you mean screens to our own stories?
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 10:57:44 am
Spawned at the coast with my M107, heard gunshots directly to my right and saw a guy with an AK. Managed to shoot him before he got me, at least. Wish they'd get rid of the spawning-at-the-beach-bug!

Also Phyrex, fucking nice gear. You should start taking more risks though! It does lack end-game content though: now on the 5th day with my M107 and.. there's not really much point in looting for me anymore. But it's still fun helping other people loot and covering them, so that's what you should probably do - help other people get similar gear as you and then do something crazy like take over a town at night!
Title: Re: Day Z mod for ARMA II
Post by: Molly on May 25, 2012, 10:58:14 am
Best is to watch videos. Or did you mean screens to our own stories?
Well, most of the time player-screens are nicer to look at and give away more about the actual gameplay... Just capture a few nice moments... fighting, atmosphere, enemies.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 11:00:43 am
Phyrex go to the middle of Cherno in the night, no goggles and fire that sniper  8-)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 11:02:37 am
I think rocket is going in the right direction though: now that you need firewood (well, needed? Don't really need it at day anymore..) you have to go in some nubtowns even when you're fully equipped, risking death. Before you could just hunt animals indefinitely and refill your water bottle at some lake. Also the only hospitals are at the coast and that's where antibiotics spawn.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 25, 2012, 11:22:34 am
I both like and dislike the changes.

The mod isn't really about surviving, it's about the epic story/tale of your death. So increased difficulties are always welcome. However, it's starting to get a bit too much in the micro-management department.

Ideally I'd like 10 times the amount of Zombies we have now, make them slower but tougher. But I doubt the engine could handle it and the AI pathing is terrible.

Also, all the gear I have is both a blessing and a curse, you become extremly careful once you get a pair of NV googles. :P
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 25, 2012, 11:24:10 am
Also, all the gear I have is both a blessing and a curse, you become extremly careful once you get a pair of NV googles. :P
Well if you just play exclusively at night, you are invisible for almost anyone else, while having awesome visibility yourself. There is not really much risk to it if you just stick to night it seems to me.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 25, 2012, 11:59:10 am
It does lack end-game content though
Thats the biggest problem of any sandbox game.

Also DMR sucks, no range calibration wtf?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 12:01:58 pm
Also, all the gear I have is both a blessing and a curse, you become extremly careful once you get a pair of NV googles. :P

That is true, but even if you are mad careful you can still lose them to a bug (like I lost my NV goggles ;E).
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 25, 2012, 12:26:12 pm
I think I wrote it before, but I think really nice endgame content would be to be able to build/recolonice settlements, with walls and shit.You would obviously need horrendous amounts of supplys and willing workers for it, making it hard to achieve, but it could be awesome once you did it.Might even be Wars break out between different settlements etc.

That would give enough stuff to do even for the most hardcore of hardcore gamers.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 25, 2012, 12:43:52 pm
The problem is most likely in the "small" servers, lets say you needed 10 people to be able to create an establishment, that would mean 1/5th of a server already, and it would be stuck on 1 server.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 12:44:59 pm
Servers with more players would be more interesting for that (or even for DayZ now). I'd say about 100-200 players per server.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 25, 2012, 12:48:27 pm
Basically whilst it's a great mod. One of the big developers needs to go ahead and make a proper version tailored to this ideal so that the engine supports it and the multiplayer support is much better.

Probably not going to happen.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 25, 2012, 12:49:37 pm
Lol this game is 300% easier in daylight for beginners.

So I spawn, this time I can see buildings in the distance so I go there (in think it was the airfield but I'm not sure), loot useless things but maybe an xbow. Without bolts for it of course. After I take it I hear makarov shots so I very cautiously try to find where's the guy, but I don't find him so I continue exploring the hangars, pretty much nothing in them. I proceed to a building next to them. There's a ladder to go up, I use it and as soon as I'm up there I see a human crouching and aiming at me. He quickly goes down the stairs he was next to for some reason so I have no choice but to stay on the roof. I ask if friendly in chat but because of my severe noobishness I probably did it in the wrong chat. Then to my despair a zombie climbs up the ladder (wtf asshole xD), looks at me in the eyes then proceeds to go down and follow the other guy. I hear gunfire and the zombie hitting the human so I climb down the ladder as I suppose it is my only chance to catch him with his pants down, friendly or not. When I'm downstairs I see him eating or something like that, not even facing my direction, and I also see he has a hell of a lot of loot (compared to me of course). The combination of greed and the fact he was completely harmless pushed me to kill him. So bam I get a lot of things including an ALICE pack, more ammo, a weapon... At that moment I hear someone going downstairs. And fuck it's not a zombie. I say my usual "hi", probably again in the wrong chat, then something along the lines of  "let's share the loot" because I do want to play it friendly and obviously that would not happen if I kept it all for myself. The answer was a bullet in my head.


Roleplaying a mute guy is hard. It's not very surprising the more aggressive people are those that only have the equipment they spawned with.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 12:50:50 pm
Basically whilst it's a great mod. One of the big developers needs to go ahead and make a proper version tailored to this ideal so that the engine supports it and the multiplayer support is much better.

Probably not going to happen.

One of the Arma 2 devs already stated they will patch up Arma 2 for better DayZ performance.
Also should work better in Arma 3 I guess, once it's out.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 25, 2012, 12:57:36 pm
O quick question. Does the number of zombies on a server scale with the number of players? I assume so because last night I joined EU2 with 4 players and there were only 62 zombies currently spawned. As opposed to the 700 when that server is full.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 12:59:34 pm
O quick question. Does the number of zombies on a server scale with the number of players? I assume so because last night I joined EU2 with 4 players and there were only 62 zombies currently spawned. As opposed to the 700 when that server is full.

They spawn when you get close to their spawn points, afaik. So more players usually spawn more zombies, if they're scattered around the world. If they were all at one village then the zombie count would still be quite low.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 25, 2012, 01:01:31 pm
All the bodies disappear now on player respawn.....


No more looting :/
Is this is a feature or a bug? Cause this is fucking gay. I was all out of Makarov ammo and I found a new spawn at the coast, shot him, killed 5 zombies that I aggrod with my shots and I bandaged myself. Went to check out the body and its just gone. This better not be a feature cause this ruins all reason for pvp.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 25, 2012, 01:03:14 pm
The problem is most likely in the "small" servers, lets say you needed 10 people to be able to create an establishment, that would mean 1/5th of a server already, and it would be stuck on 1 server.

Yeah, but why not?It would be pretty hard to get 10 people on a server working together.

Maybe the Towns could be rather instable and under constant attack of zombies, but giving other benefits.


Quote
Servers with more players would be more interesting for that (or even for DayZ now). I'd say about 100-200 players per server.

I think that would be way too much for the size of the map.Aye, its really big, but with 200 players on it you would encounter players almost more often than Zombies.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 25, 2012, 01:07:07 pm
Is this is a feature or a bug? Cause this is fucking gay. I was all out of Makarov ammo and I found a new spawn at the coast, shot him, killed 5 zombies that I aggrod with my shots and I bandaged myself. Went to check out the body and its just gone. This better not be a feature cause this ruins all reason for pvp.

http://www.dayzmod.com/forum/showthread.php?tid=6652

People have reported it so hopefully a fix is coming. Is a pain.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 25, 2012, 01:27:22 pm
I just joined an EU server, hoping it´s daylight since its daylight outside, but nope was darkness.Well...I started at the coast, but still with my old gear.I was pretty much starved and Dehydrated, but I saw a Flare burning in a village farther north, so I headed out in that direction.Soon after I saw 2 Guys standing around the Flare and shot them with my m24(Now I have no Ammo left).I managed to aquire 2 Cans of baked beans and some water, so I won´t starve nor die of thirst for now...Ned to find a daylighted server now :D
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 25, 2012, 02:06:49 pm
The Adventures of Tor & Xant

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 02:11:27 pm
Servers with more players would be more interesting for that (or even for DayZ now). I'd say about 100-200 players per server.

While it initially sounded like a cool idea... Stary Sobor and the Airfield would literally be warzones with that many players. Even at 5-10 player servers you tend to run into others at those locations.

Coastal cities would also be deathmatch4lyfe
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 02:13:52 pm
That gun makes me fucking wet
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 25, 2012, 02:14:14 pm
Given how the Arma server already struggles with 50 players, I kinda doubt we'll ever see more than 100 anyway.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 02:15:35 pm
That gun makes me fucking wet

It's awsum.

I was overlooking the Stary Sobor military camp while Tor went in.. then I see two guys on the dirt road like 5 meters before me. I shot one guy and the other survivor apparently ran for his life after hearing .50cal shot from behind him and his buddy dying next to him, because we couldn't find him anywhere afterwards.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 02:18:33 pm
It's awsum.

I was overlooking the Stary Sobor military camp while Tor went in.. then I see two guys on the dirt road like 5 meters before me. I shot one guy and the other survivor apparently ran for his life after hearing .50cal shot from behind him and his buddy dying next to him, because we couldn't find him anywhere afterwards.

Which also makes me wonder... according to this map http://www.teamfackin.com/moocow/dayz/map/ the gun only spawns in the "barracks", and the only two barracks on the map are on the NE Airfield. The small military camp between Balota and Cherno for example only has 4 deer towers that don't drop military grade shit (except the AK variants).

So technically, all the best guns are available at NE Airfield only?
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 25, 2012, 02:23:56 pm
Yep. The mod screams for a custom map really. :P I'd like more urban/city areas. An entire map covered in city buildings could be kewl.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 02:26:16 pm
So technically, all the best guns are available at NE Airfield only?
Yeah.. which is kind of bad.

Means there is no point in looting anywhere except the airfield for weapons if you have M16 or an AK. Or just generally looting anywhere else if you have a good weapon and ammo.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 25, 2012, 02:27:33 pm
its not a bad thing and they are actually planning to expand servers up to 100 slots
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 02:29:08 pm
its not a bad thing and they are actually planning to expand servers up to 100 slots

Oh didn't know about that. And yeah, when I think about it 100 players would be more than enough on one server.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 25, 2012, 02:29:21 pm
Yep. The mod screams for a custom map really. :P I'd like more urban/city areas. An entire map covered in city buildings could be kewl.

Omgosh yessss
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 25, 2012, 02:36:54 pm
Mod needs more enterable buildings too imo.

You know, the other maps like Zargabad and Takistan have almost every single building enterable. It should work!
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 02:39:11 pm
Yeah, but you have to keep in mind the mod is alpha and only been there for a month. Rocket's said himself that he's not really focusing on content yet.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 02:43:47 pm
I'd love more enterable buildings, sometimes it feels such a waste going through the whole village (either by stealth or just clearing it out) just to find out it has one enterable building...
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 25, 2012, 02:44:08 pm
Yeah, but you have to keep in mind the mod is alpha and only been there for a month. Rocket's said himself that he's not really focusing on content yet.

Yes true, but I'm an impatient asshole and need this ASAP!
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on May 25, 2012, 05:15:50 pm
Lol i found a cosy barn far up in the north to call my home, there is a water pump, i got a fireplace, plenty of game for meat, its me and my old reliable winny rifle. (and the ocasional survivour that my winny takes care of  :D ). I will probably meet up with the other my old friends some time in the future and take Devils castle  8-)
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 25, 2012, 05:17:53 pm
I just shot somebody in the head and body with a CZ and he didn't die, while the person I was trying to cover died instantly from 1 hit of his CZ.

Whats the point of a sniper rifle if it becomes useless past a few hundred meters, and I wasn't even that far, just 400-500.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 25, 2012, 05:27:21 pm
Well FML, did something and my bandit skin disappeared, now I'm back to survivor, but somehow I lost my main weapon(AK-74 with kobra), and my whole active inventory with the skin as well.  :|
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 25, 2012, 05:28:13 pm
100 players would be more than enough on one server.
yeah I would be a lot more risk but more fun too

I'm an impatient asshole
You're not impatient, judging by the way you played warband, and playing for a month with NV and sniper rifle and a silent pistol? Requires a lot of patience imo.

maps like Zargabad and Takistan have almost every single building enterable.
Imagine the crossfire possibilities. You wouldnt survive running across a street in such a city
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 25, 2012, 05:40:38 pm
Gash, I wish all guns could use zeroing. My M16A2 seems to be calibrated for a 2 km distance or something. At 100 meters I have to fire almost a centimer below my target to actually hit him. Its fucking retarded, by the time I get used to that I'll probably have ditched it for an AKM.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 25, 2012, 06:30:02 pm
Gash, I wish all guns could use zeroing. My M16A2 seems to be calibrated for a 2 km distance or something. At 100 meters I have to fire almost a centimer below my target to actually hit him. Its fucking retarded, by the time I get used to that I'll probably have ditched it for an AKM.

The M16 is zeroed to 300 meters.

I just shot somebody in the head and body with a CZ and he didn't die, while the person I was trying to cover died instantly from 1 hit of his CZ.

Whats the point of a sniper rifle if it becomes useless past a few hundred meters, and I wasn't even that far, just 400-500.

The effective range of a CZ is 300 meters. I still very much doubt you hit someone in the head and body and they didn't die.

The CZ is just a hunting rifle, maybe you should get a military grade sniper if you want to be killing people from further away.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 25, 2012, 06:34:45 pm
But it was zerod perfectly on his head.
I shot,was a pretty perfect headshot,blood coming out, instantly dropped to the floor, when I started moving towards him I realized he wasn't dead, managed to dodge one of his shots, got cover, he did the same, I flanked him, shot again straight into the chest, he stepped back behind cover after which I think he died, and suddently I dropped dead.

Might be due to lagg, just unloaded a makarov mag on a survivors head from less than 5 meters, he stood still and nothing happened, suddently his body was flying across the room and I got down to 3000 blood and a broken leg.

It's probably because of lagg.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 25, 2012, 06:59:24 pm
The CZ is just a hunting rifle, maybe you should get a military grade sniper if you want to be killing people from further away.
I shot some guy in the back from 100m with DMR and he didnt die
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 25, 2012, 07:11:21 pm
I shot some guy in the back from 100m with DMR and he didnt die

In the back of the foot?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 07:28:19 pm
He shot him...





.. in the knee
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 25, 2012, 07:40:05 pm
He shot him...





.. in the knee

visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 25, 2012, 09:24:23 pm
Olol, decided to go solo on the barracks at NE airfield, saw a group of 3 walk inside one of those buildings, went after them and hid in the bathroom just at the entrance to the building, waiting for them to come under my crosshair... when they started firing at zombies through the windows and all 4 of us got raped by zombies phazing thru the walls, lol
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 25, 2012, 09:32:03 pm
Olol, decided to go solo on the barracks at NE airfield, saw a group of 3 walk inside one of those buildings, went after them and hid in the bathroom just at the entrance to the building, waiting for them to come under my crosshair... when they started firing at zombies through the windows and all 4 of us got raped by zombies phazing thru the walls, lol

This is why you always keep a m67 or two, should have just tossed it in after them. Would have never knew what hit them ;0).
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 25, 2012, 10:33:51 pm
I think I've played enough DayZ for a while, the community is just becoming a shitfest right now. I'm ok with people playing DM at the coast and do it often myself too, but I just saved a bandit(I'm a bandit as well, called out on him a few times trough chat) from about 10-20 zombies while being on 4k health myself. All the zombies are dead, he walks up to me while I'm bandaging to save his dirty ass, and he shoots me in the head.

Both being fresh spawns with makarovs, normal packs, I didn't want to group up with him, I didn't even want his thanks, I just wanted to have saved a fellow bandit and split paths again. I just don't see any reason to do this, and I've grown tired of it since it happens all the time. I hope these people will bore out of it in the coming weeks, while rocket fixes his bugs, so that I can start playing again later. I still have some games to complete and a final to study for, dayz has been eating literally every hour of the last weekz, so I guess a small break is good.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 25, 2012, 11:25:31 pm
Well tbh the temperature system freaks me out - there seems to be no easy way to get it back up, and it seems to be going down while running (yeah, running...) through the open fields on a sunny afternoon - the fuck? After I was down to 40 and had no more free space for firewood I just said "fuck this shit" and logged out.
Also, I've realised that I've lost more chars due to the enviroment bugs (4 by kneeing/robbing next to a tree/wall and suddenly breaking all my bones...) than to actual gunfights.
I've never been killed by zombies...
Title: Re: Day Z mod for ARMA II
Post by: Knute on May 26, 2012, 12:24:51 am
I just got it the other day so I'm still learning the ropes but it's interesting, definitely needs more explorable buildings. 

I haven't ran into bandits yet but had two memorable moments last night.  The first one was when I spawned on the south coast and found a small military encampment outside a town.  It seemed like there'd be guns inside so I went in with my pistol blazing and ended up out of bullets and crawling away with half my health.  Even though I was able to bandage myself there was a stream of blood that kept spraying out of my head almost all the way to the next town. 

For the other one I entered an area with lots of shipping crates.  While I walking through the crates I turned a corner ended up face to face with a zombie.  He hit me so I ran deeper into the town attracting more zombies.  By the time I reached a field on the edge of the town it was getting really loud behind me so I ran at an angle and did a quick look back.  There were about 10-20 behind me!  So I kept running until I came to a barn, ran up two flights of stairs and waited.  The zombies started pouring in and walking up the stairs so I unloaded my pistol but wasn't aiming very carefully.  By the time I ran out of ammo though there were only 4 left on the landing below me.  So I decided to make a break for it....and broke my legs.  I jumped from the top level of the barn down to the first flight of stairs and the zombies ate me while I was crawling away.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 26, 2012, 12:25:20 am
Well tbh the temperature system freaks me out - there seems to be no easy way to get it back up, and it seems to be going down while running (yeah, running...) through the open fields on a sunny afternoon - the fuck? After I was down to 40 and had no more free space for firewood I just said "fuck this shit" and logged out.

Sure you updated? That issue was fixed with the newest patch. It doesn't go down in sunlight anymore. Only at night and even then a lot more slowly. A fire quickly fixes the issue when playing at night. But tbh it's so slow it doesn't matter.
Title: Re: Day Z mod for ARMA II
Post by: Havoco on May 26, 2012, 04:25:39 am
I think the temperature issue can be changed server-side as well. Either that or one of the servers I played on wasn't up to date. I've ran in to that temp. Issue on some servers but on others it would work fine.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 07:28:02 am
But it was zerod perfectly on his head.

That doesn't mean it hit him perfectly in the head... there's bullet drop.

Even a Makarov will kill with a headshot.

I shot some guy in the back from 100m with DMR and he didnt die

Yes WELL but you suck and the back isn't the head. Anatomy 101, tell me if you need more help with that Logen. Plus DMR sucks, no zeroing.

Olol, decided to go solo on the barracks at NE airfield, saw a group of 3 walk inside one of those buildings, went after them and hid in the bathroom just at the entrance to the building, waiting for them to come under my crosshair... when they started firing at zombies through the windows and all 4 of us got raped by zombies phazing thru the walls, lol
Hahah, that's awesome.

I think I've played enough DayZ for a while, the community is just becoming a shitfest right now.
Nope, you just shouldn't trust random people. Especially if all you wanted to do was "save a fellow bandit." Nothing to gain, everything to lose from that. And if he was a bandit, he'd shot people before.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on May 26, 2012, 08:56:10 am
Sure you updated? That issue was fixed with the newest patch. It doesn't go down in sunlight anymore. Only at night and even then a lot more slowly. A fire quickly fixes the issue when playing at night. But tbh it's so slow it doesn't matter.

Yeah, was on 1.5.8.4, running in full sunlight :D sunlight doesnt really help at all...
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 10:01:37 am
It does. Permanent 100 temperature in sunlight for me.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on May 26, 2012, 10:41:53 am
The tempval bug is fixed, update your mod
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 26, 2012, 10:58:05 am
That doesn't mean it hit him perfectly in the head... there's bullet drop.

Even a Makarov will kill with a headshot.

Nope, you just shouldn't trust random people. Especially if all you wanted to do was "save a fellow bandit." Nothing to gain, everything to lose from that. And if he was a bandit, he'd shot people before.

I know of bullet drop, but I saw the bullet go perfectly into the head and blood instantly came out of the head, but I probably hit something just below it, but it was still very weird how he survived it and survived the second shot as well. Though I'm not entirely sure if he did die in the end or if he didn't, he went behind cover after the 2nd shot hit, but I couldn't find his corpse anywhere, nor himself, eventhough the only way to get out of his cover was to go past my sniping field.. I've taken out a lot of people with just 1 good hit in the chest.

Weird thing was also that we both took cover, and suddently I dropped down on the ground with a broken legg and bleeding, the wound seemed to be coming from the direction he was, really weird but that was mostly due to lagg I think, since the same thing happened with somebody else before.

And when I first started playing DayZ the fun of it was in trusting random people, but not entirely trusting them, but still having some kind of interaction between players, I dislike what it has turned to the last few days, and I'm pretty sure you have noticed the change as well, especially if you've been down the coast. I'll just wait for a while and start working on my backlog.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 11:11:18 am
Well, you were shooting past the effective range of the CZ, so the first shot not killing is understandable. The guy probably bled out after the second one. Current patch has a problem with bodies sometimes instantly disappearing. And you dying could've been his buddy shooting at you.

As to the "state of the game", I haven't noticed anything different, because I don't play near the coast. That's noobtown. And inland, everyone is hostile, because the loot is so good and nobody wants to spend an hour running back there.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 26, 2012, 11:23:23 am
That's why you save your friends only, not random internet people.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 11:36:19 am
Yeah, and especially on the coast people have nothing to lose by starting a firefight so there's a good chance they'll start shooting. On the other hand, that's where I'd try to team up as well, since it's not a big deal if you die.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 26, 2012, 12:46:33 pm
Does getting shot break your bones as well? Trying to figure out whether I just got sniped or died of random bug :D
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 26, 2012, 01:13:13 pm
It's definitely possible, happened to me more than once.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 01:19:03 pm
AK-47 tends to break my bones every time I get shot by that.

AND LET ME TELL YOU THAT IS OFTEN

But I never die, of course.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 26, 2012, 02:00:25 pm
But I never die, of course.
we need to change that asap
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 26, 2012, 02:04:16 pm
AK-47 tends to break my bones every time I get shot by that.

AND LET ME TELL YOU THAT IS OFTEN

But I never die, of course.

I think you get broken bones when they shoot you in the legs, that might also explain why you don't die. We just need to find you a shooter who knows how to aim...
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 26, 2012, 02:20:58 pm
I had 11k blood. I got hit by two zombies, broke my legs, then after three seconds I passed out at 10k blood. Dunno how that exactly worked, but zombies ate me and I died. Since then I've GTX.

Two zombie hits kill me, there was nothing I could do. If the game is going to be random like that I will never play it again cause otherwise I'll get anger issues.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 04:42:12 pm
But I never die, of course.
This was actually proven today.

Killed 6 people with my M107, 5 of them in Stary Sobor.

Then Tor is like "let's go loot the military camp, go to your new sniping spot" and I'm like ".. are you sure? It's bad, if I die I'm totally blaming you"

And what do you know, two minutes later I get shot by a CZ 550 and go to 3500 blood. Then I get shot again and it says "You are dead."

So I blame Tor for my death, then abort->respawn.

I respawn with full blood and all my gear right where I "died."

I am Jesus, I cannot die.
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 26, 2012, 04:47:47 pm
You forgot to mention that completely random people spawned on your corpse, who proceeded to shoot me, and then I spawned on your corpse with all my gear.. Something fishy going on here. Xant = forward spawn point  :rolleyes:

Also, Tor & Xant adventure continues:

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 04:48:58 pm
Everyone else is just copying my trick, not worth mentioning!
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 26, 2012, 04:50:18 pm
You forgot to mention that completely random people spawned on your corpse, who proceeded to shoot me, and then I spawned on your corpse with all my gear.. Something fishy going on here. Xant = forward spawn point  :rolleyes:

Also, Tor & Xant adventure continues:

(click to show/hide)

Blargh, they still haven't fixed the database then eh? Well, enjoy your random people showing up and trying to kill you ;0).

Edit: Take the launcher! Make them rage! Love shooting people/vehicles with that thing. The rage you get is just so bloody fun.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 26, 2012, 06:09:23 pm
Everyone else is just copying my trick, not worth mentioning!
Welcome to McLeod family, "brother".
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on May 26, 2012, 07:15:24 pm
Tried dayz the other day and it was laggy as fuck. Heard one of the most recent patches nuked the fps for a lot of people. Anyone know if this is fixed yet?
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 26, 2012, 07:21:48 pm
Supposedly the newest hotfix helped fps. Mines fine most of the time. Severs are quite laggy at this time of day anyway  :|
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 26, 2012, 07:33:13 pm
Well hello there, handsome.  :shock:

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 26, 2012, 07:34:18 pm
3rd person? Ewwwwww.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 07:38:14 pm
3rd person is OK; but crosshair and nametags? Eww.
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 26, 2012, 07:40:17 pm
I never had either, does it depend on the server?
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 26, 2012, 08:11:26 pm
Yes.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 26, 2012, 08:20:44 pm
Funnily enough, with crosshair on the high-power sniper rifles become the best CQB weapons as well.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 26, 2012, 11:06:21 pm
The regular servers are becoming absolutely unplayable. I cant even sneak up on people/lay low half of the time without them being able to slide their crosshair over me doing god damn terrain scans. It can even let you know when a person is behind certain walls our bushes. Zeroing in is also absolute baby mode easy since it gives you the ranges of your targets. Ive found a few third person servers that have taken off the crosshairs and name tags though, which is great.
Title: Re: Day Z mod for ARMA II
Post by: Life on May 27, 2012, 12:26:43 am
RipperX video of DayZ: http://www.youtube.com/watch?v=eRxBk4mEMb8&feature=g-all-u
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 27, 2012, 01:18:45 am
The regular servers are becoming absolutely unplayable. I cant even sneak up on people/lay low half of the time without them being able to slide their crosshair over me doing god damn terrain scans. It can even let you know when a person is behind certain walls our bushes. Zeroing in is also absolute baby mode easy since it gives you the ranges of your targets. Ive found a few third person servers that have taken off the crosshairs and name tags though, which is great.

We've mostly just been playing on Veteran servers because of this. We only go on regular if we really can't get in any vet servers. It seems the majority of EU servers are regular which I don't understand. For a mod which prides itself on hardcore mode realism, crosshairs and seeing players names even when you scroll over a bush 100m away really reduce the difficulty immensely.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 27, 2012, 02:05:36 am
We've mostly just been playing on Veteran servers because of this. We only go on regular if we really can't get in any vet servers. It seems the majority of EU servers are regular which I don't understand. For a mod which prides itself on hardcore mode realism, crosshairs and seeing players names even when you scroll over a bush 100m away really reduce the difficulty immensely.

I'd like it if you could scroll over a person from about 30m and see there name tag, or a tag that you could customize for people. As it stands now you never know if the person you are looking at is a person you saw before which is quite annoying, hopefully the custom skins will fix that shit somewhat.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 27, 2012, 02:08:38 am
True we had a rather confusing event today on the airfield in the control tower. Originally me and Lorenzo were both in the tower, then he went out to check things out whilst I stayed to camp. I heard someone come in then looked down the stairs to see someone checking out the equipment pack. A few seconds of frantic confused questioning of Lorenzo occurred before I realised it wasn't him and shot the guy  :P
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 27, 2012, 02:13:20 am
I'd like it if you could scroll over a person from about 30m and see there name tag, or a tag that you could customize for people. As it stands now you never know if the person you are looking at is a person you saw before which is quite annoying, hopefully the custom skins will fix that shit somewhat.

Yeah, totally something like this. Nameplates only in a fairly close range, if at all, to help people actually party up while direct is being wonky.

And Karma, shiiiit. I swear I saw MangoDice back in Dallas 1 yesterday or the day before, did they change out of Regular to Veteran, boi?
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 27, 2012, 02:22:02 am
Nah man, I usually play there since grey likes to play in normal servers. When im on my own im usually up north in a hardcore server!
Title: Re: Day Z mod for ARMA II
Post by: Havoco on May 27, 2012, 04:09:27 am
Dallas 6 is veteran mode. Hospis usually play on that since one of our members is an Admin for that one.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 27, 2012, 04:18:37 am
I like to play on Dallas 1 (Made good friends with server owners/major power there by helping save there asses in a major firefight, so always have some back-up/friendlies on to play with. If I'm not playing there I'm either in a Virgina Server or one of the Denmark servers.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 27, 2012, 04:29:29 am
You'll almost always find me in Chicago 1 Original or Chicago 1 Blues, both hosted by Mojo and Owl, both veteran servers; either those or US Hardcore 1-4.
Title: Re: Day Z mod for ARMA II
Post by: Kelugarn on May 27, 2012, 10:36:11 am
Just started playing, trying to stick to west coast servers right now. But goddamn, spawned on the beach in pitch black night because of clouds and I could hear all the zombies around me.
Title: Re: Day Z mod for ARMA II
Post by: Polobow on May 27, 2012, 12:22:06 pm
Stories, gimme stories!

visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Peasant_Woman on May 27, 2012, 12:37:09 pm
Ok so the best way to get geared up quickly after spawning seems to be just run to an office building or supermarket etc (I went to elektro, lots of loot spawns near each other in the centre.) and just hop between servers until you find at least a knife, matches and a compass. Then you can disappear into the woods forever without ever having to reveal yourself to another survivor.

I'd actually like single server persistence, so you only keep your character on this server along with a raise in the number of players per server. This would eliminate server hopping for gear and force people to actually sneak around looking for stuff.
Title: Re: Day Z mod for ARMA II
Post by: Renay on May 27, 2012, 02:46:01 pm
1.6.0 update is out and it's awesome!

http://dayzmod.com/forum/showthread.php?tid=8021
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 27, 2012, 02:46:37 pm
Ok so the best way to get geared up quickly after spawning seems to be just run to an office building or supermarket etc (I went to elektro, lots of loot spawns near each other in the centre.) and just hop between servers until you find at least a knife, matches and a compass. Then you can disappear into the woods forever without ever having to reveal yourself to another survivor.

I'd actually like single server persistence, so you only keep your character on this server along with a raise in the number of players per server. This would eliminate server hopping for gear and force people to actually sneak around looking for stuff.
Until you get low on blood after a few inevitable zombie hits.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 27, 2012, 04:46:40 pm
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 27, 2012, 05:04:21 pm
Until you get low on blood after a few inevitable zombie hits.

What's low blood have to do with anything? You don't need help from others to get back to full health.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 27, 2012, 05:30:24 pm
I can't control it, installing 1.6.0. The voices are too loud to ignore.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 27, 2012, 05:52:06 pm
Goddamn patch day. Can't even find a server that's not full 24/7, much less get past "waiting for server response."
Title: Re: Day Z mod for ARMA II
Post by: Molly on May 27, 2012, 06:18:06 pm
And another patch... ^^
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 27, 2012, 06:25:52 pm
Did he release a hotfix for 1.6 already? The website isn't working.
Title: Re: Day Z mod for ARMA II
Post by: Molly on May 27, 2012, 06:36:07 pm
Yea, my server went down, I reconnected and I got the a message "You don't have code 1.6.0.1" flashing my screen.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 27, 2012, 06:59:13 pm
Quote from: Rocket
7800 people trying to connect at once... main server died, web server died, forum died, and 8 nodes down...
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 27, 2012, 07:21:34 pm
Wake up at 10 AM,
log on to DayZ forums
Everything including the forums are down

It's getting pretty obvious whenever patch day hits in this game.  :mrgreen:

Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 27, 2012, 07:42:35 pm
Major patch on a Sunday afternoon. Possibly the worst time to do it  :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 27, 2012, 07:49:46 pm
I have swag. :3

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Life on May 27, 2012, 07:51:20 pm
I have swag. :3

(click to show/hide)

lookin good! ;D
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 27, 2012, 09:54:20 pm
I have swag. :3

(click to show/hide)

I like my ghillie better ;0).
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 28, 2012, 12:20:55 am
I like my ghillie better ;0).
Oh you! Where did you even find it, aren't they supposed to be ultra rare?
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 28, 2012, 12:43:45 am
Oh you! Where did you even find it, aren't they supposed to be ultra rare?

In the grocery store at Cherno on my way back out from the coast.
Title: Re: Day Z mod for ARMA II
Post by: Kelugarn on May 28, 2012, 12:52:28 am
Day 2: Finally managed to find a server where it was day, so I struck out from what i presumed was the south coast heading north. I wandered into a gas station where I found more beans, road flares, and makarov mags but no water or any other useful loot. I continued on "north" and stumbled across a barn and farm house which I promptly raided. At this point I began to suspect that my sense of direction was off, and my fear was confirmed when I stumbled across the north eastern airfield. Thinking that this was a stroke of good fortune I slowly maneuvered my way into the southern hanger, and saw my first fellow survivors. As I was trying to lower my weapon and type a greeting the two bastards gunned me down with their makarovs.
At least I found a working server.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 28, 2012, 12:56:26 am
106 zombie kills. 2 murders. 1 bandit kill.

3 days alive and still going strong  :)
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 28, 2012, 01:00:13 am
Yah, I've been alive for 3 days now myself. Had 2 murders and 2 bandit kills, but the cloning bug took half of them away.   :|
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 28, 2012, 02:54:48 am
Day 7-8, 20+ murders for me.
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 28, 2012, 02:57:19 am
Day 7-8, 20+ murders for me.
boring
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 28, 2012, 08:11:04 am
Adventures from last night...


The Red Devil on the road!


Xant and Tor posing with the red beauty:

visitors can't see pics , please register or login
 (http://img502.imageshack.us/img502/7968/2012052800011.jpg)


Xant and Tor sees a ZILF:

visitors can't see pics , please register or login
 (http://s13.postimage.org/usidn8bl1/2012_05_28_00016.jpg)


Xant contemplating the comment on the next screenshot:

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 (http://s13.postimage.org/onvgnn8v9/2012_05_28_00009.jpg)


:D

visitors can't see pics , please register or login
 (http://s16.postimage.org/be4okxger/2012_05_28_00017.jpg)

They would quickly regret making that comment though :twisted:  :twisted:  :twisted:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 28, 2012, 09:18:58 am
Xant why don't you hand that sexy .50 cal to someone who can aim
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 28, 2012, 10:25:34 am
Gimmegimmegimme
Title: Re: Day Z mod for ARMA II
Post by: Rhygar666 on May 28, 2012, 10:40:35 am
(click to show/hide)
im not sure which of these weapon ill keep in the end, any help is appreciated xD

(click to show/hide)
i feel like chewbakka when im in the woods btw :mrgreen:

thats my character think hes 5 or 6 days old now.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 28, 2012, 10:50:01 am
Quote
(ChinaMalteFromDENMARK): "Lets help eachother"
ChinaMalteFromDENMARK Was killed
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on May 28, 2012, 11:25:49 am
Pretty much what happens every time: some troll saying: "Friendly" and then putting a slug in the other guys face

Actualy it is even worse now, people dont even communicate, they shoot everyone on sight. The only real teamplay you can have is within your own TS
Title: Re: Day Z mod for ARMA II
Post by: Rhygar666 on May 28, 2012, 11:32:43 am
how dare you i didnt shoot the poor soul in this scren, in fact until now i didnt shoot anyone,
mostly i just pass people unnoticed.
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 28, 2012, 11:33:10 am
If I want to meet up with somebody ingame, i just tell them to get on TS even when I don't know them, I've never been backstabbed this way, since we put so much effort in just meeting up both ingame and outside of game, communicating and stuff, that it's not even worth shooting anymore.

I know you didn't, I was just pointing out that it's hilarious when you read that in chat, eventhough it happens all the time, still gets me every single time.
Title: Re: Day Z mod for ARMA II
Post by: Rhygar666 on May 28, 2012, 11:37:22 am
anyone wants to trade?
i think i cant keep the m5a5, so i wanna switch it for something else, dont wanna throw it in the dirt somewhere.
Title: Re: Day Z mod for ARMA II
Post by: bosco on May 28, 2012, 11:37:34 am


DayZ in a nutshell?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 28, 2012, 11:39:30 am
If you think DayZ people are "evil" for shooting you on-sight:

http://www.spleens.net/minerfarm.html
Title: Re: Day Z mod for ARMA II
Post by: Molly on May 28, 2012, 11:40:35 am
Well, this kind of behaviour is supported by the design of the mod. It's about survival and for that you gonna need every kind of equipment you can get your hands on.
And one of the easiest way is to kill everybody you don't know.
I have to admit that I fail at this mod miserably though. I haven't found anything yet and mostly I become bored by running around without knowing where I am and I start shooting Zombies. When I took down around 10 of them I mostly don't have any ammo left and lay down to be eaten...

I tried the Arma 2 campaign yesterday and luckily it seems to be fun so those 25 bucks weren't a complete waste of money :P
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 28, 2012, 11:42:13 am
You should get some people to play with, just posting here will probably get you a few people already.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 28, 2012, 12:02:02 pm
I've started to hang out on NL2, nice environment and more importantly, no crosshair or nametags.  :)
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 28, 2012, 12:35:24 pm
Adventures from last night...

300 zombies at daytime? You play on an empty server or what?
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 28, 2012, 01:18:22 pm
waiting for server response ad vitam on all servers this morning
Title: Re: Day Z mod for ARMA II
Post by: Berserkadin on May 28, 2012, 03:51:46 pm
This looks totally awesome  :shock: To bad I havent got any money yet, this looks like the most exciting thing ever.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 28, 2012, 04:28:19 pm
300 zombies at daytime? You play on an empty server or what?

That was early in the morning, like 6-8 AM.

Xant why don't you hand that sexy .50 cal to someone who can aim

Shurrup, nothing wrong with my aim! But my zeroing was fucked :(

but really, I was just scaring them by shooting the ground and then I let cooties and tor kill them five minutes later at the military camp
Title: Re: Day Z mod for ARMA II
Post by: Christo on May 28, 2012, 04:51:18 pm
If you think DayZ people are "evil" for shooting you on-sight:

http://www.spleens.net/minerfarm.html

Wow, now that is mean.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 28, 2012, 05:50:30 pm
And what the fuck Cooties, you never take a screenshot when I do my doublekills or kill everyone in a hundred mile radius but the SECOND THERE IS A MINISCULE FAIL INVOLVED YOU'RE THERE WITH YOUR CAMERA
Title: Re: Day Z mod for ARMA II
Post by: Life on May 28, 2012, 07:08:26 pm
And what the fuck Cooties, you never take a screenshot when I do my doublekills or kill everyone in a hundred mile radius but the SECOND THERE IS A MINISCULE FAIL INVOLVED YOU'RE THERE WITH YOUR CAMERA

Lmao, i just smoked a joint. im going to play DayZ and get fucked right now. bye  bye Magnum, and silenced MP5! :D
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 28, 2012, 07:08:51 pm
300 zombies at daytime? You play on an empty server or what?

Why the angry tone cmp? Where did happy cmp go?

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 28, 2012, 08:21:22 pm
Why the angry tone cmp? Where did happy cmp go?

HE WAS KILLED BY ZOMBIES.

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 28, 2012, 10:59:29 pm
Today, my 4-day-old character got lulled into a false sense of security, climbed up to a hunting tower without checking his flanks, got trapped there and got shot in the head by two gits with makarovs. That's what you get when you think you're somewhere far away and safe.   

I don't mind losing the gear, but I was kinda fond of the lad. :(
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 28, 2012, 11:25:19 pm
Getting shot by a Makarov is the ultimate humiliation!
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 28, 2012, 11:40:51 pm
If you have names we'll hunt them for you Weren.
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 28, 2012, 11:44:09 pm
If you have names we'll hunt them for you Weren.

One of them was named THE PRESIDENT. Kill that bastard.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on May 28, 2012, 11:46:18 pm
THE PRESIDENT is a magnificent man and the rightful leader of Chernarus.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 28, 2012, 11:55:37 pm
Well funnily enough the other one's name was Bear Grylls and I can't remember the other one to safe my life, but after talking to them after the incident, they seemed like OK guys. They were in fact more scared of me, than I was of them, when they first saw me.  Also those poor bastards fell off a cliff when they were searching some crashed helicopters near NW airfield 30 minutes later.  :lol:

PS: I know nothing will redeem me from the humiliation I suffered, but I'd just like to say that the bug when you go down/up ladders and can't aim unless you quickly stand up, did indeed have part in the accident.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on May 29, 2012, 12:17:45 am
lol, we've encountered Bear Grylls(On the NO servers) several times... he also died every time. :P
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 29, 2012, 12:27:44 am
Better way to die than getting hit twice by zombies, break a bone, pass out after 3 seconds even though you're on 10k blood and watch the zombies eat your unconcious body. Thats how I lost my oldest character so far.

Then I cried a little.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 29, 2012, 12:33:59 am
Better way to die than getting hit twice by zombies, break a bone, pass out after 3 seconds even though you're on 10k blood and watch the zombies eat your unconcious body. Thats how I lost my oldest character so far.

Then I cried a little.
Go into a building, seeing zombies outside so decide to go prone. Tries leaving the building while prone. OMFG warped through wall! Fall unconscious, 10k blood.... Zombie comes close and starts chewing.... FUCK YOU WALL!
Title: Re: Day Z mod for ARMA II
Post by: Life on May 29, 2012, 01:03:51 am
i need matches. matches and a source of water. then i can just live on my own forever. so im going to the airfield with my silenced MP5 and tryna get some loot (;
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 29, 2012, 01:33:03 am
Man... I had epic time tonight. I was down to 1.6k blood, crawling in the woods near NW airport after a fierce firefight at the airport itself. But not to worry, after few minutes Nordmen rescue party(Tor, Cooties und Xant) was on its way, and I was saved! After that we did a quiet barracks raid and I got myself a DMR, M16 with M203 and an actual frag round for it. Cheers!  :D

Too bad I couldn't be of much help, most of the time they had to guide me, because I was wandering in the dark like a fool.
Title: Re: Day Z mod for ARMA II
Post by: Christo on May 29, 2012, 04:02:50 am
Wish I could play this, it sounds really cool.

My PC is fubar for any modern demanding game though. u_u
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 29, 2012, 04:21:50 am
Man... I had epic time tonight. I was down to 1.6k blood, crawling in the woods near NW airport after a fierce firefight at the airport itself. But not to worry, after few minutes Nordmen rescue party(Tor, Cooties und Xant) was on its way, and I was saved! After that we did a quiet barracks raid and I got myself a DMR, M16 with M203 and an actual frag round for it. Cheers!  :D

Too bad I couldn't be of much help, most of the time they had to guide me, because I was wandering in the dark like a fool.

<.< What server was this? I think that I may have been included in that firefight, just not on your side :P.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 29, 2012, 04:59:37 am
What makes you think that? There are firefights at the NW airfield constantly. On every server.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 29, 2012, 09:01:40 am
http://www.bbc.co.uk/news/world-us-canada-18241494

prepare yo cans of beans


Added: You can test stuff out in singleplayer DayZ with this - http://kronzky.info/missions/arma/dayzsp/
Title: Re: Day Z mod for ARMA II
Post by: Teeth on May 29, 2012, 11:39:12 am
http://www.bbc.co.uk/news/world-us-canada-18241494

prepare yo cans of beans


Added: You can test stuff out in singleplayer DayZ with this - http://kronzky.info/missions/arma/dayzsp/
Time to mail order myself a silenced M4 and some nightvision.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 29, 2012, 11:53:24 am
What makes you think that? There are firefights at the NW airfield constantly. On every server.

Because I was involved in a firefight with one guy and then I was waxed by a single sniper shot before I'm told three guys came up as I was trying to find where he had crawled off to so that I could finish him before raiding the barracks.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 29, 2012, 12:38:24 pm
Well I was crawling to the third hangar from the south when someone shot me and my guy fainted instantly, I was down for a whole minute, and for someone reason my shooter left me alone for all that time. When I waked up I was down to 6000 blood, after that I had to fight off about 20 zombies before I could bandage my wound. I was now down to 1.6k blood. After that I started hearing multiple gunshots and machinegun fire, and it all ended to a grenade exploding. I was lying on the floor in one corner of the hangar the whole lenght of the firefight, and never actually saw anyone. When the fight was over it was quiet for about 15 minutes, after that I DC'd and crawled out of the hangar to a nearby forest, on another server.

I thought, I was going to die for sure. Seems like everyone just forgot about the poor lone survivor when the battle began. :P
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 29, 2012, 04:02:15 pm
Anyone up for raiding Zelenogorsk's supermarket ?

I'm close to drozhino right now.


Yet I suppose I should rather be searching for weapons, I only have a puny winchester.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 29, 2012, 04:06:31 pm
Yet I suppose I should rather be searching for weapons, I only have a puny winchester.

Puny? It one shots everything  :P
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 29, 2012, 04:10:21 pm
Puny? It one shots everything  :P

Still? Thought they nerfed it. I'm quite satisfied with my silenced MP5 currently, not the most powerful weapon but gotta love the tk tk tk tk and zombies/people dropping from "heart attacks"
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 29, 2012, 04:12:57 pm
It does oneshot everything but I think military weapons will probably be better.

Also, it's me or the lee enfield is total garbage ? I aggro half the map with one shot.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 29, 2012, 04:13:44 pm
It does oneshot everything but I think military weapons will probably be better.

Also, it's me or the lee enfield is total garbage ? I aggro half the map with one shot.

Oh yeah, I used Lee Enfield near the Balota military camp and it pulled like 30 zombies or more... I'm not using it anymore :D
Title: Re: Day Z mod for ARMA II
Post by: cmp on May 29, 2012, 04:37:03 pm
Puny? It one shots everything  :P

Yeah, and the sound is fairly quiet so other players will hardly hear it (the actual sound, not the zombie noise range that was increased with one of the latest patches).
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 29, 2012, 04:44:44 pm
Im starting to notice that half of the fun in this game is the internet drama. There is a large that plays in and provides for the server we play in. They decided to team up with a clan of swedes that also like to play on our server. We all play in the server's official teamspeak and for about 2 weeks this group of about twelve guys would be in their own private channel organizing raids and attacks on other areas. Keep in mind that this is only a 35 man server too. Yesterday one of the guys hops into our channel all angry,dejected and sad and proceeds to tell us how the group killed him off in game and banished him when he accidentally brought in an outsider to their camp location. There is now a vendetta in TS and this guy is trying to make his own group to try and counter the big server alliance. Of course the big clan group came to our group,(the second/third largest in the server) and asked us not to get involved as they dont wanna fight us. Delicious internet drama!

Goldor I think you play in the same server as me. (I am MangoDice in game) Ask about what happened to vlad when you see hunter.  :wink:
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 29, 2012, 04:56:45 pm
Man... I had epic time tonight. I was down to 1.6k blood, crawling in the woods near NW airport after a fierce firefight at the airport itself. But not to worry, after few minutes Nordmen rescue party(Tor, Cooties und Xant) was on its way, and I was saved! After that we did a quiet barracks raid and I got myself a DMR, M16 with M203 and an actual frag round for it. Cheers!  :D

Too bad I couldn't be of much help, most of the time they had to guide me, because I was wandering in the dark like a fool.

It was great, and last night I found another HE grenade for you! I feel sorry for the ones those are destined for  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Herra Hakkarainen on May 29, 2012, 05:05:34 pm
Oh wow this sounds / looks very cool. I've never really played ARMA 2 for some reason, but I've played OFP & ARMA 1 a lot... I'm getting ARMA 2 today just to test this mod out.  8-)
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 29, 2012, 05:38:27 pm
Goldor I think you play in the same server as me. (I am MangoDice in game) Ask about what happened to vlad when you see hunter.  :wink:
35 player slots, Hmm, sounds like DE1. That's exactly where the incident at the airport happened.

It was great, and last night I found another HE grenade for you! I feel sorry for the ones those are destined for  :mrgreen:
Tbh, It would propably be best if I gave that weapon to someone else. I've never fired with a grenade launcher in Arma, so I have no idea how to exactly estimate the range and etc.  :P
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 29, 2012, 05:47:00 pm
Tbh, It would propably be best if I gave that weapon to someone else. I've never fired with a grenade launcher in Arma, so I have no idea how to exactly estimate the range and etc.  :P
The grenade launcher in Arma is far from a nubtube, which makes you feel even more of a badass when you place a grenade right ontop of an enemy.

I suggest you go to single player ---> armory. You can test the weapons and vehicles there. Might be you have to unlock it though :/ Although the SP campaign have you spawn as a grenadier so you can also train there.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 29, 2012, 05:51:04 pm
Last two times I threw a nade it landed on my head :lol:
Title: Re: Day Z mod for ARMA II
Post by: Logen on May 29, 2012, 06:05:27 pm
Last two times I threw a nade it landed on my head :lol:
:lol:
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on May 29, 2012, 07:16:20 pm
Got this working last night. looking forward to finding some friends
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 29, 2012, 09:30:50 pm
After tonight, there will no longer be any loading times at all. Fuck yes.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on May 29, 2012, 09:33:59 pm
After tonight, there will no longer be any loading times at all. Fuck yes.
wat
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 29, 2012, 09:47:27 pm
Probably has to do with the major 1.7.0 update coming ouuuutttttt
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 29, 2012, 10:01:10 pm
35 player slots, Hmm, sounds like DE1. That's exactly where the incident at the airport happened.
 

It was Dallas 1.

Also Bale, come play with Grey,Gafferjack and I. We could use a fourth.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 29, 2012, 10:40:53 pm
how so?

1.7.0

NO MORE LOADING OR WAITING FOR SERVER RESPONSE OR CREATING CHARACTER
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on May 29, 2012, 10:50:21 pm
It was Dallas 1.

Also Bale, come play with Grey,Gafferjack and I. We could use a fourth.

sounds good. will hit you up on steam.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on May 30, 2012, 12:22:32 am
PFFFFT.  Thanks for the invite KARMY :P

All this time ive been lone wolfing it on NA1 and NA2.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 30, 2012, 12:32:21 am
Come play dallas 1 more often!
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on May 30, 2012, 12:50:49 am
ok can u get a helicopter in this mod?
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 30, 2012, 12:52:58 am
Tor...

(click to show/hide)

!!!!
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 30, 2012, 12:55:46 am
its all your fault for shooting the 50 cal in the MIDDLE OF FUCKING BERENZINO  :|

Then me proceeding to give my life for yours.
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 30, 2012, 12:58:26 am
LIES I shot my .50 to save your very LIFE then we ran into the house and almost drowned in zombies but they eventually stopped coming.

Then we went out and after a while Tor aggros two zombies. Tor says "I GOT THIS I AM TAKING THE TOR STANCE THIS WILL BE EASY" then the next thing I hear is "AAAAAAAAAAAA HELP I AM BEING EATEN I AM UNCONSCIOUS AAHHH GET THEM OFF ME"

The people deserve the truth

I broke my bones in defense of Tor, I should get some kind of a medal
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 30, 2012, 12:59:17 am
I got eaten alive to save you, I deserve the medal. Do you know I killed over 100 zombies in those few minutes?`WHAT DID YOU DO?!?!?!?
Title: Re: Day Z mod for ARMA II
Post by: Xant on May 30, 2012, 01:02:42 am
??!?! I killed like 50 zombies with my GODDAMN SNIPER DO YOU UNDERSTAND WHAT I SACRIFICED I USED FIVE MAGAZINES TO SAVE YOU NOW I ONLY HAVE 10 BULLETS
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 30, 2012, 01:25:25 am
In other news: I found 2 more HE rounds for my grenadelauncher. :3
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on May 30, 2012, 01:26:54 am
In other news: I found 2 more HE rounds for my grenadelauncher. :3
You better start using them bitches! Or do they stack? :D

Also, if the sound attracts zombies to where it went OFF, then this can be an hilarious way to attract all the zombies in a town on some guys you don't like :D
Title: Re: Day Z mod for ARMA II
Post by: Tor! on May 30, 2012, 01:27:48 am
In other news: I found 2 more HE rounds for my grenadelauncher. :3

I had two in my backpack just for you!

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 30, 2012, 01:44:57 am
Im starting to notice that half of the fun in this game is the internet drama. There is a large that plays in and provides for the server we play in. They decided to team up with a clan of swedes that also like to play on our server. We all play in the server's official teamspeak and for about 2 weeks this group of about twelve guys would be in their own private channel organizing raids and attacks on other areas. Keep in mind that this is only a 35 man server too. Yesterday one of the guys hops into our channel all angry,dejected and sad and proceeds to tell us how the group killed him off in game and banished him when he accidentally brought in an outsider to their camp location. There is now a vendetta in TS and this guy is trying to make his own group to try and counter the big server alliance. Of course the big clan group came to our group,(the second/third largest in the server) and asked us not to get involved as they dont wanna fight us. Delicious internet drama!

Goldor I think you play in the same server as me. (I am MangoDice in game) Ask about what happened to vlad when you see hunter.  :wink:

Yes we do, AG and SP are good guys, though they have friendly fire to often imo (SP).
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on May 30, 2012, 05:25:00 am
been rolling on Colorado 1 With Cav_edmund tonight. was fun.
Title: Re: Day Z mod for ARMA II
Post by: Dach on May 30, 2012, 06:00:22 am
Bale you can try Fallen TS also, we're usually 3-4 playing late NA time.  :wink:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 30, 2012, 07:44:19 am
Dallas servers work really well for NA, pretty smooth experience with our NA guys last time, not a lot of desync.
Title: Re: Day Z mod for ARMA II
Post by: Ubereem on May 30, 2012, 08:40:31 am
i go to website and it says average life expectancy is 27 minutes lol

how many people are allowed per server?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 30, 2012, 08:41:37 am
i go to website and it says average life expectancy is 27 minutes lol

how many people are allowed per server?

Most I've seen is 75 (but not sure if it was really working). Usually it's up to 50.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 30, 2012, 11:50:08 am
EU players are hanging on Nditions TS ?
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on May 30, 2012, 12:02:36 pm
vibe can call me a retard for next 1 month
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on May 30, 2012, 05:16:57 pm
i get this error code when starting up the game: Addon 'dayz_code' requires addon 'CABuildingParts'.

what should i do? i have all the files installed.

like wtf this buggy shit can't even start up
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on May 30, 2012, 05:24:32 pm
This reminds me of my and a friends experience when we first installed it. We needed like 2 hours to run the mod, another hour to get on the same server and another 2 hours to find each other.

But once you got it, it´s really fun :D

then i'm 1 hour behind because i literally spent like 3 hours installing that crap already
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on May 30, 2012, 05:56:35 pm
victory!!!

now i found out why everybody kills everyone in this mod, its because after installing this mod you're so wasted u need to relax by shooting everyone in the head.
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on May 30, 2012, 06:50:34 pm
Bale you can try Fallen TS also, we're usually 3-4 playing late NA time.  :wink:

not sure if i still have your chat info but i know poeple who have it. do u play on dallas1 with karma ? I will talk Edmund over if all are there
Title: Re: Day Z mod for ARMA II
Post by: ulya on May 30, 2012, 07:10:38 pm
New beta-patch(1.7) is awesome, barely any server problems anymore. Now that's finally fixed Rocket can finally start working on gameplay!
Title: Re: Day Z mod for ARMA II
Post by: Herra Hakkarainen on May 30, 2012, 09:52:24 pm
New beta-patch(1.7) is awesome, barely any server problems anymore. Now that's finally fixed Rocket can finally start working on gameplay!
Indeed it is awesome... So far I have been stuck in the "Loading", "Retrying authentication", "Wait for host" and "Waiting for character creation" screens... -.- Got only in game once today, and been trying to get in every once in a while for like 3 hours now.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on May 30, 2012, 09:58:25 pm
Yeah server issues kicked in about 3pm. Lots of people not able to connect and even when you do connect constant de-syncs, lag and server crashes. There's only a couple of even remotely stable EU servers.
Title: Re: Day Z mod for ARMA II
Post by: Weren on May 30, 2012, 10:47:36 pm
Instead of those issues, some servers give me such issues like: no audio, no debug monitor and a hardly readable message that says that the server is running and older version, even though 'tis not. Some 1.7 servers work butter smooth, though and the loading times are pretty much gone.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 30, 2012, 11:40:26 pm
Instead of those issues, some servers give me such issues like: no audio, no debug monitor and a hardly readable message that says that the server is running and older version, even though 'tis not. Some 1.7 servers work butter smooth, though and the loading times are pretty much gone.

Some servers didn't download all the files that they needed to download to update themselves completely to 1.7, that is apparently where the issues are arising.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 31, 2012, 12:07:05 am
Died from a crazy bug today. Zombie warped through the walls of the ATCT at full speed in Balota, lost a 3 day, M4a1 Coyote Pack wearing toon within 3 seconds. Apparently he phased through me and broke all my bones, bringing me from 12k blood to dead before I could even tell what was happening. Then the server crashed. After it came back up, like, 15 minute after, it was hacked and we were all mass killed. This marks the 5th and 6th consecutive deaths attributed to bugs or hackers rather than bullets/zombies/car accidents.
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on May 31, 2012, 12:56:29 am
Died from a crazy bug today. Zombie warped through the walls of the ATCT at full speed in Balota, lost a 3 day, M4a1 Coyote Pack wearing toon within 3 seconds. Apparently he phased through me and broke all my bones, bringing me from 12k blood to dead before I could even tell what was happening. Then the server crashed. After it came back up, like, 15 minute after, it was hacked and we were all mass killed. This marks the 5th and 6th consecutive deaths attributed to bugs or hackers rather than bullets/zombies/car accidents.

had the same thing happen to me today Mala. I did not download the patch yet and I was on a Dallas server. Went into a building not a zombie in site. Closed the door behind me. Got a lag spike and a disconnect message right thru the wall a zombie came flying. Took me out even tho I was pumping shotgun rounds into it. Died in 5 seconds lost all gear.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on May 31, 2012, 01:19:03 am
Haha. Well, at least two lives later was the most action pack beginning I ever had. Went to Balota Airstrip, shot a guy on the tower. Got an AK 74SU. Went to military camp to the south, saw a guy, ran buy him, said in Direct Comms (playing 1.7.0 with beta patch so DIRECT WORKS OMG) that I didn't mean any harm. Fucker shot his Mp5sd at me, what ensued was a five minute Makarov V M95sd firefight. I won! Buried his body. On the beach there was shooting. Went down to investigate. Two guys fighting, swarmed with zombies. Shoot one, other disconnects. Zombies eat the one I shoot. Other guy reconnects. Shoot in face. Came up with ALL survival supplies except for GPS, a DMR with 6 mags, antibiotics. Was at 4k HP. Ran back to airfield, killed 3 more guys, one of whom was the guy I killed in the camp earlier, killed, skinned, cooked, and ate a cow, back up to 10k hp. What a boss fucking start, my adrenaline is maxed. 30 minutes played, 6 murders, 37 zombie kills.
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on May 31, 2012, 02:14:15 am
Haha. Well, at least two lives later was the most action pack beginning I ever had. Went to Balota Airstrip, shot a guy on the tower. Got an AK 74SU. Went to military camp to the south, saw a guy, ran buy him, said in Direct Comms (playing 1.7.0 with beta patch so DIRECT WORKS OMG) that I didn't mean any harm. Fucker shot his Mp5sd at me, what ensued was a five minute Makarov V M95sd firefight. I won! Buried his body. On the beach there was shooting. Went down to investigate. Two guys fighting, swarmed with zombies. Shoot one, other disconnects. Zombies eat the one I shoot. Other guy reconnects. Shoot in face. Came up with ALL survival supplies except for GPS, a DMR with 6 mags, antibiotics. Was at 4k HP. Ran back to airfield, killed 3 more guys, one of whom was the guy I killed in the camp earlier, killed, skinned, cooked, and ate a cow, back up to 10k hp. What a boss fucking start, my adrenaline is maxed. 30 minutes played, 6 murders, 37 zombie kills.

remind me to shoot you on site. haha

on a good note when I logged back in I was alive again with all my gear yet. So I guess the zombie thru the wall never happened was all a bad dream.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 31, 2012, 02:34:17 am
Died from a crazy bug today. Zombie warped through the walls of the ATCT at full speed in Balota, lost a 3 day, M4a1 Coyote Pack wearing toon within 3 seconds. Apparently he phased through me and broke all my bones, bringing me from 12k blood to dead before I could even tell what was happening. Then the server crashed. After it came back up, like, 15 minute after, it was hacked and we were all mass killed. This marks the 5th and 6th consecutive deaths attributed to bugs or hackers rather than bullets/zombies/car accidents.

owned ever so hard
Title: Re: Day Z mod for ARMA II
Post by: Vibe on May 31, 2012, 07:55:46 am
In DayZ the worst enemy is the alpha state
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on May 31, 2012, 08:10:31 am
Also, RIP Goldor, now forever bugged out and lost at sea. You are a true nord now.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on May 31, 2012, 05:49:01 pm
Still stuck there today, respawned (several times)... And spawned back out at sea unable to get to the land! Blargh!
Title: Re: Day Z mod for ARMA II
Post by: Chasey on May 31, 2012, 10:53:24 pm
Me and schmacko having some "fun"

(click to show/hide)

Title: Re: Day Z mod for ARMA II
Post by: Kafein on May 31, 2012, 11:06:26 pm
Lacks a zombie.
Title: Re: Day Z mod for ARMA II
Post by: MadeForFighting on June 01, 2012, 12:07:42 am
Byzantiums playing around in our little baby (that got crashed soon after)
(click to show/hide)
(click to show/hide)

And more Byznatibro's
(click to show/hide)

And one more screen, and with a backstory - while looting a corpse our group got swarmed by zombies and shot by some random dude/dudes at the same time, we had to start running. I was in the middle of picking up a flashlight, somehow lost my main weapon...ended up with just this goddamn torch in the middle of a forest, completly alone and in pitch darkness. Spooky shit.
(click to show/hide)

edit: fun fact I noticed - I've got only one murder on each of those screens, not more not less. Needles to say, each was done with diffrent characters.  :lol:

edit2:
bonus zombie porn
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 01, 2012, 12:51:05 am
Do you remember what server that was on? I was in zeleno supermarket earlier today(between 2000 and 2100 I think) and heard a heli flying over. Might've been you.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on June 01, 2012, 01:02:55 am
Crosshairs? Really? Disappointing!
Title: Re: Day Z mod for ARMA II
Post by: Chasey on June 01, 2012, 01:33:55 am
Can't be picky when trying to find a stable  server  :(
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 01, 2012, 02:34:02 am
Im kinda dissapointed by how the castle loot is so crappy  :(
Title: Re: Day Z mod for ARMA II
Post by: Cup1d on June 01, 2012, 03:00:19 am
Well, it was a good day today. Looks like I can give some of my dayz weapons for cRPG players
Atm I've got to spare m24 (sniper rifle that can be used with NVG) and M16 with grenade launcher (do not remember a name of this toy). Sorry, no ammo for any of this weps (they both eat all space in mine Alice backpack)
If you've got some mags for silenced M9\m16 it could be even better.

EU, FI, DE servers preferred. I'm near Stary Sobor. PM me.

Title: Re: Day Z mod for ARMA II
Post by: Weren on June 01, 2012, 10:30:19 am
Nice, had 5 tents full of weapons and ammo, all magicly gone. Server restarts didn't help.  :|
Title: Re: Day Z mod for ARMA II
Post by: Herra Hakkarainen on June 01, 2012, 12:06:20 pm
Nice, had 5 tents full of weapons and ammo, all magicly gone. Server restarts didn't help.  :|
I stole them..
Title: Re: Day Z mod for ARMA II
Post by: MadeForFighting on June 01, 2012, 03:40:18 pm
Do you remember what server that was on? I was in zeleno supermarket earlier today(between 2000 and 2100 I think) and heard a heli flying over. Might've been you.
Not us, it was a couple days ago. We mostly play on DE and EU servers, but as Chase said, cant be picky when looking for a stable server, so we join anywhere it allows us to. :P
Title: Re: Day Z mod for ARMA II
Post by: Jaundice on June 01, 2012, 04:13:46 pm
I'm in the habit of carrying around 2 main guns (1 in hand, 1 in backpack) since the server restarts can nuke your tents/vehicles, we lost 4 vehicles recently due to server restarts/resets :(

If you're looking for pvp then these are what you want :P

(click to show/hide)

(click to show/hide)

Though I've promised the MP5A5 SD to a clan mate, the bad boy is staying with me...

Almost forgot, this is what happens when Chase & Schmako get together (after their fireplace kissing), they ran to the Fire Station tower whilst pulling zombies (Chase was firing a Enfield), Chase using the excuse of "I've ran out of ammo" (Schmako had already run out) pulled out a hand grenade and threw it at the zombie coming up the stairs....

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 01, 2012, 05:04:56 pm
Lies, silenced MP5 is what you don't want in PvP. Snipers are the best PvP weapon. Silenced M4 is awesome, though.
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 01, 2012, 05:08:25 pm
Lies, silenced MP5 is what you don't want in PvP.
Yeah, seems like an odd choice if you already have M4 silenced. For a second, or actually a primary weapon, I'd take either DMR or M24.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 01, 2012, 05:56:18 pm
u could use your heli as a taxi - transporting people to other locations for guns, equip, food...
Title: Re: Day Z mod for ARMA II
Post by: Jaundice on June 01, 2012, 06:07:49 pm
To be honest anything silent gives you an edge over other players, you don't aggro the zombies when shooting so there isn't any tell tale signs of player activity. Once you've spotted a enemy player you can shoot at them without giving away your position (no muzzle flash, virtually no noise etc..) and generally get the kill before them knowing you're there.

I'm saving the MP5A5 SD for a clan mate, I'd prefer a DMR as the M4's companion, though I'd not pass up on a M107 :)
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 01, 2012, 06:20:02 pm
Where'd all the 1.7 servers go :(
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 01, 2012, 09:54:17 pm
To be honest anything silent gives you an edge over other players, you don't aggro the zombies when shooting so there isn't any tell tale signs of player activity. Once you've spotted a enemy player you can shoot at them without giving away your position (no muzzle flash, virtually no noise etc..) and generally get the kill before them knowing you're there.

I'm saving the MP5A5 SD for a clan mate, I'd prefer a DMR as the M4's companion, though I'd not pass up on a M107 :)

The thing is though, MP5 has low range and isn't very deadly, which doesn't make it ideal for PvP. Any assault rifle will kill from further away and also quicker. If you can sneak up on someone, you should ALWAYS get the kill before they know where you are. Silenced M4 is a sweet compromise, though. Good range, lethal enough, silenced. But I still love my completely plain M16!

M107 makes fuckloads of noise and can't be used with NVGs, it's alright otherwise. The new M107's that spawn can also be used with backpacks, the ones before couldn't.

Still, assault rifle gameplay >>>>>> sniper gameplay. The firefights are a lot more fun and doesn't matter if an enemy pops up from a bush next to you. You'll also be moving in and doing stuff instead of sitting in a bush with your sniper rifle, shooting at people who don't even know you're there.

Title: Re: Day Z mod for ARMA II
Post by: Jaundice on June 01, 2012, 10:30:08 pm
Just found a Ghillie suit to go with the M4 SD :D
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 01, 2012, 10:38:30 pm
(click to show/hide)

All one needs to ensure survival and PvP.
Title: Re: Day Z mod for ARMA II
Post by: ManOfWar on June 01, 2012, 11:12:57 pm
Where does one find ghillie suits?
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 01, 2012, 11:24:02 pm
But I still love my completely plain M16!
horrible ironsights on that rifle
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 01, 2012, 11:55:48 pm
(click to show/hide)

All one needs to ensure survival and PvP.

IS THAT WHY YOU HAVE 0 PVP KILLS

horrible ironsights on that rifle

Not horrible but not good either. As long as you see your target before using ironsights, you're fine.
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 02, 2012, 12:09:07 am
Right now I'm planning something bigger, so avoiding PvP, just wait, just wait, one day my name will be on the leaderboards!
Title: Re: Day Z mod for ARMA II
Post by: Jaundice on June 02, 2012, 12:16:13 am
For Ghillie suits check Residential locations (see the loot spawn table from the dayz forums).
Title: Re: Day Z mod for ARMA II
Post by: BaleOhay on June 02, 2012, 12:39:03 am
Where does one find ghillie suits?

where does one hunt Manowars...
Title: Re: Day Z mod for ARMA II
Post by: Herra Hakkarainen on June 02, 2012, 01:49:55 am
I found ghillie suit at Cherno firestation :O
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 02, 2012, 01:51:06 am
I tried the crossbow...


Shot twice at a standing zombie 10 meters away, missed twice. Said fuck and took the 1866.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 02, 2012, 02:10:38 am
I tried the crossbow...


Shot twice at a standing zombie 10 meters away, missed twice. Said fuck and took the 1866.

Crossbow is fine, aim center mass and you should be able to hit using iron sights up to about 30 meters no problem. After that? Good bloody luck.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 02, 2012, 03:34:24 am
I found ghillie suit at Cherno firestation :O

I've found them in the cherno supermarket/apartments. I've also found it in the barn near windy mountain before.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 02, 2012, 05:05:59 am
I've found them in the cherno supermarket/apartments. I've also found it in the barn near windy mountain before.

They seem to spawn anywhere with a 0.5% chance I think it was. At least it's not as rare as NVGS or GPS.

Edit: Might want to include a period after I finish...
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 02, 2012, 08:17:26 am
the rarest useful thing for me are matches, never found any except once in a dead guy's bag.
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 02, 2012, 12:27:13 pm
There is something that might be a bug with the crossbow, the crosshair(if you play on enabled server) and iron sights don't go to the same point, the crosshair is about 2cm higher(on my 17inch screen), you will shoot where your crosshair is aiming, not where your iron sights are aiming. really annoying, but it's fine once you get used to it a bit.
Title: Re: Day Z mod for ARMA II
Post by: Herra Hakkarainen on June 02, 2012, 12:33:34 pm
I tried the crossbow...


Shot twice at a standing zombie 10 meters away, missed twice. Said fuck and took the 1866.
Happened to me too, though I shot 3 times. The bolts just went trough the zombie and did no damage...
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 02, 2012, 01:29:18 pm
Note to self : never EVER use the enfield again.

I had to because I accidentally lost my 1866 by scrolling too far (it literally vanished with all it's ammo when I took a crossbow from the ground). As I hate the crossbow I took the enfield. Everything was fine as long as I played as usual, only firing weapons when inside buildings. But the first bullet of that thing I fired outside (to clear an annoying zombie that was blocking an entrance) resulted in me being swarmed by at least 30 zeds -_- I was lucky I had 11k blood left before, now I have 1700. So I think I will connect once or twice per day to eat and drink and that's all. And find a proper primary when I have more than 3k again.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 02, 2012, 02:35:05 pm
Is the G17 the best pistol in the game? I mean its very quiet, has a magazine of 17 bullets and also has a flashlight
Title: Re: Day Z mod for ARMA II
Post by: Jaundice on June 02, 2012, 06:00:27 pm
In my opinion the PDW is the best in the pistol range, although a M9 SD with enough ammo is worth its weight in gold. The PDW can use pretty much all 9 mm clips (probably not the Bizons', but since that's not implemented in game yet it's not an issue), including silenced clips, this gives it a lot of versatility especially since ammo is always needed.

I'd just found a M24 to go with the M4 SD, but the tents have bugged out, so now I have to cross my fingers and hope the tents spawn on the server after its been reset...
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 02, 2012, 07:41:58 pm
Tried the PDW. I do like it. I know Lorenzo likes it.

Had an intense afternoon. Spent all morning/afternoon around deer towers ect and came out with some great weapons. A decent shotgun, decent military grade sniper, PDW, M9 as well as lots of supplies. Set up camp on the middle factory tower in Cherno...didn't see any activity in Cherno for a good hour bar one guy and then Lorenzo fired a shot of the sniper by accident. Ended up with a good 10-15 zombies at the base of the tower. I went down to clear it out and didn't realise there were that many (sounded like 1-2). Dropped off the ladder without seeing them because free look was disabled and immediately got killed and slaughtered after taking a few of them down. Lorenzo then cleared them out and got the best of my equipment. I came back only to get killed in the apartments by a really laggy basic survivor (only had makarov) and I didn't even have anything good bar winchester. Lorenzo was going to avenge me and then got caught by the same guy and shot with the winchester upon which he also shot the guy and they both died at the same time. By this point I was back in the area and had to insta loot Lorenzo's body asap and get all the stuff back. Then just as I was leaving Cherno I ran into another survivor who fired 2-3 time in my direction before I one shot him in the head with the PDW. I cleared a few zombies and ran again straight into the fields where yet another survivor opened fire on me and just missed (heard whizzing bullets) and then I think he got attacked by zombies and I made it clear.

We managed to keep the majority of our good equipment bar the sniper and alice pack (which glitched out when I tried to get it off Lorenzo's body) and made it out of Cherno. Pretty intense but jesus am I getting fed up of survivors with basic equipment trying to kill other survivors with basic equipment. It makes no bloody sense. Lorenzo also got killed near his spawn after he died by a guy with basic stuff and Lorenzo had basic stuff. The server was full of Russians...I blame them  :P Annoying thing is they didn't even have the grace to reply when we asked who killed us.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 02, 2012, 08:19:46 pm
Well, Even with basic survivor equipment you still need water and food.
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 02, 2012, 11:22:39 pm
Not horrible but not good either. As long as you see your target before using ironsights, you're fine.
True but I dont see any situation in which it could surpass a simple AK
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 03, 2012, 01:17:35 am
Everything was going perfect, untill I got blitzkrieged by a zombie while at 10k blood, survived with 1k left.

Need a blood transfusion(I don't have the blood bag)/somebody with matches(I got 3 raw meat, would be enough to get me on my way) around the NW airfield. If anybody wants to help me, my gear is open for you to take, pick something and it's all yours, if you want it.

(click to show/hide)

http://steamcommunity.com/id/sidje/ add me if you want to help, to make organizing easier.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 03, 2012, 02:38:58 am
The server I'm playing on, a Veteran settings one, I believe it's US23, has all chat but direct disabled, and this is apparently going to be the norm for dayZ. Fuck yeah.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 03, 2012, 03:23:48 am
The server I'm playing on, a Veteran settings one, I believe it's US23, has all chat but direct disabled, and this is apparently going to be the norm for dayZ. Fuck yeah.

The one thing I would love to see go is the constant spam of connect/disconnect messages that clutters up a quarter of the screen  :|
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 03, 2012, 04:38:06 am
The one thing I would love to see go is the constant spam of connect/disconnect messages that clutters up a quarter of the screen  :|

Those were completely gone too! The only time any message of that nature came up was error messages given when people couldn't join.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 03, 2012, 09:08:55 am
DMR is the best sniper.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 03, 2012, 01:08:02 pm
DMR is the best sniper.

I think I like the SVD more, that is the one with the sizing deal on the left hand of the scope right?
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 03, 2012, 01:33:57 pm
visitors can't see pics , please register or login


Dis?

What's so good about it?
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on June 03, 2012, 02:54:29 pm
I was just in Balota, got some good shit but the server crashed. When I joined a different server, it spawned me in the middle of the fucking sea. Had to respawn, losing all my gear in the process. DAFUQ?!?!?!
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 03, 2012, 03:17:30 pm
Sea spawn is the new debug forest. That and random wilderness. Happened a couple of times to me and unfortunately no way to get around it.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 03, 2012, 03:23:28 pm
I always spend hours getting to our savespot in zub and on the next login I always spawn on the left side of elektro...I hate that fucking beach there by now
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on June 03, 2012, 04:51:58 pm
So... spawning on the beach, no water left I believe, got some food left with both food and water meter blinking. What's the best course of action? Running into the woods and get back to that place once I'm dead(And get all my stuff) or get some backup to my location(which I'm not entirely sure where that is).
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 03, 2012, 06:31:22 pm
So... spawning on the beach, no water left I believe, got some food left with both food and water meter blinking. What's the best course of action? Running into the woods and get back to that place once I'm dead(And get all my stuff) or get some backup to my location(which I'm not entirely sure where that is).

When you respawn it should tell you where you are on the bottom right of the screen. Use a combination of the main map: http://ttp2.dslyecxi.com/images/chernarus_big_hq.jpg

And the loot locations map: http://www.teamfackin.com/moocow/dayz/map/

Find the nearest water pump and get there fast. Either that or find a supermarket/apartments and get some soda. I'm not sure how long you can last with out water when it's blinking. Problem is if you let yourself die you may spawn on the opposite side of the map.

You can also fill your water bottle in ponds/rivers if you walk to the waters edge (no need to swim like you used to have to).
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 03, 2012, 06:32:20 pm
What I really hate about DayZ is that you get hungry and thirsty even though you are offline.

It just sucks for persons like me who play maybe every third or 4rd day only.Feels Brosergame-ish.

/edit: Also, you CAN go on fairly long if your water is blinking.At least an hour or so.It will be enough to get something to drink in any case.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on June 03, 2012, 07:32:40 pm
When you respawn it should tell you where you are on the bottom right of the screen. Use a combination of the main map: http://ttp2.dslyecxi.com/images/chernarus_big_hq.jpg

And the loot locations map: http://www.teamfackin.com/moocow/dayz/map/

Find the nearest water pump and get there fast. Either that or find a supermarket/apartments and get some soda. I'm not sure how long you can last with out water when it's blinking. Problem is if you let yourself die you may spawn on the opposite side of the map.

You can also fill your water bottle in ponds/rivers if you walk to the waters edge (no need to swim like you used to have to).

So spawn... check location, log back out immediately, wait for backup with food and water for me and login when they are close. Sounds like a plan. :P
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 03, 2012, 08:03:34 pm
after you resspawn you can get basic food/water/weps/equip all by yourself - preferabbly in hotter zones like balota airstrip/cherno/electro, there is almost no risk involved as you can't loose anything except for your miserable life and a few beans. of course after you get some basic equip it is the other story, then i rather move to the north where chances for survival are way higher (especially if i manage to get matches, i immediately leave coastal areas for good :))

imo smaller coastal villages are not that much of your interest, considering the risk/time/number of zeds they don't offer that much. personally i prefer military camp at balota for guns and cherno for other equipment (church/hospital/supermarket and a few buildings you get to on your way). after that you usually have all you need (usually except the matches...)

have i mentioned matches?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 03, 2012, 08:24:59 pm
you need matches ffs, dont forget them  :mrgreen:

no seriously, what exactly do you need matches for?

wood + matches = fireplace to raise temp or cook meat
Title: Re: Day Z mod for ARMA II
Post by: Bjord on June 03, 2012, 08:35:20 pm
I'm buying Arma II and Arrowhead in 2 weeks, any cRPG guys running a merry band of pillagers and rapists yet? Would be cool to have an all-cRPG gang(and of course root out people we don't like :lol:) and roam the zombie apocalypse like in TWD!
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 03, 2012, 08:37:09 pm
only prob with a big group is you cant easely distinguish friend from foe untill you get different looks that are similar, witch then again is very hard to achieve.
Title: Re: Day Z mod for ARMA II
Post by: Bjord on June 03, 2012, 08:40:28 pm
What about setting up a big camp with guard towers and barricades, and then split up into smaller teams. Would also be useful if you always reported your location so you wouldn't shoot each other by mistake.

Of course big bases are impossible to defend 24/7 so eventually that'd fail. But if you find an extremely well-hidden place it might work.

You can construct in DayZ right? I know you can as a commander in Arma II.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 03, 2012, 08:40:55 pm
Seems like we are split into EU and NA. Most of us NA tend to play in the same group/server. We've even joined up with a mount and musket group!

Rufio is also right. I think we had 2 or 3 friendly fire situations between squads yesterday when we were keeping stary on lock last night. Big groups need a decent amount of coordination and communication in between groups.

Edit: You can't construct so much as repair. There are plenty of downed choppers and vehicles around on the map that require a number of items put into it in order to get the vehicle repaired. You can't really construct any independent structures though sadly.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 03, 2012, 09:23:41 pm
Ex-Soviet states are weird for sure.I mean, matches are rarer than Guns.

Crazy Commie bitches :lol:
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 03, 2012, 09:40:05 pm
i havent tryd trenchdigging yet, but i know barbed wire can be found about, only  takes one slot, and u can use it very well to baricade building entrances. but ye me im not fond of sticking in 1 place for to long :3
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 03, 2012, 09:45:45 pm
DMR is the best sniper.

Seriously this. 300-600 meter zoom in range and 20 shot clips about as common as makarov mags in all military spawns. It also just looks very cool.
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 03, 2012, 09:49:48 pm
Seriously this. It also just looks very cool.
Just found one of those from someone's tent in the middle of the wilderness. The tent also countained AK-74 kobra and another AK rifle, but didn't have space for those.  8-)
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on June 03, 2012, 10:06:24 pm
DMR works with Night Vision too, which makes it ĂĽber-awesome.
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 03, 2012, 10:09:23 pm
Today I was playing and found 3 DMR's and a m249 SAW, didn't pick up any, didn't even realize they are that rare untill I read this thread(except for maybe the SAW).

Silenced MP5 and M16 is all I need!

Kind of getting bored playing all alone all the time, so if somebody wants to group up: http://steamcommunity.com/id/sidje/.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 04, 2012, 12:33:52 am
Seriously this. 300-600 meter zoom in range and 20 shot clips about as common as makarov mags in all military spawns. It also just looks very cool.

Yeah, seriously. DMR mags are everywhere. Doesn't matter that the sniper is zeroed in to 300 without the ability to change it since you can just adjust the drop off with the mildots.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 04, 2012, 02:20:24 am
i havent tryd trenchdigging yet, but i know barbed wire can be found about, only  takes one slot, and u can use it very well to baricade building entrances. but ye me im not fond of sticking in 1 place for to long :3

You know you can vault over barbed wire and zombies run through it. It barricades bugger all. Mind you I only discovered the vault key a few days ago  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 04, 2012, 02:21:20 am
Never been able to vault over barbed wire. Pretty sure you can't vault over it at some places.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 04, 2012, 02:22:05 am
I haven't come over one I haven't vaulted yet. It's buggy but you can definitely do it.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 04, 2012, 02:31:15 am
I haven't come over one I haven't vaulted yet. It's buggy but you can definitely do it.

Careful, Rocket was talking about making it so you couldn't. It'll also 1/2 the time bug out and shove you back into the center of the wire, thus killing you.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 04, 2012, 07:32:50 am
I could always vault over barbed wire - key is you have to be moving forward while pressing the vault key
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 04, 2012, 10:29:39 am
Gotta love some of the smooth mechanics of ArmA2.

Was in the NW airfield, attracted a couple of zombies because of my stunning good looks. Had AK with 7 mags, DMR with 5 mags, Camo skin etc.. there was one more zombie left. I try to shoot it with my pistol but nothing happens and I'm like "the fuck?" then I see the throw animation... I'm throwing a frag grenade, must've pressed F accidentally at some point. And because of the lovely ArmA2 animations, I'm stuck there throwing the grenade and even after it's thrown, I can't move for five seconds.

So I die to the explosion. A GLORIOUS DEATH INDEED.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 04, 2012, 10:35:35 am
Gotta love some of the smooth mechanics of ArmA2.

Was in the NW airfield, attracted a couple of zombies because of my stunning good looks. Had AK with 7 mags, DMR with 5 mags, Camo skin etc.. there was one more zombie left. I try to shoot it with my pistol but nothing happens and I'm like "the fuck?" then I see the throw animation... I'm throwing a frag grenade, must've pressed F accidentally at some point. And because of the lovely ArmA2 animations, I'm stuck there throwing the grenade and even after it's thrown, I can't move for five seconds.

So I die to the explosion. A GLORIOUS DEATH INDEED.


And virgins will be had in the afterlife.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 04, 2012, 10:44:05 am
Gotta love some of the smooth mechanics of ArmA2.

Was in the NW airfield, attracted a couple of zombies because of my stunning good looks. Had AK with 7 mags, DMR with 5 mags, Camo skin etc.. there was one more zombie left. I try to shoot it with my pistol but nothing happens and I'm like "the fuck?" then I see the throw animation... I'm throwing a frag grenade, must've pressed F accidentally at some point. And because of the lovely ArmA2 animations, I'm stuck there throwing the grenade and even after it's thrown, I can't move for five seconds.

So I die to the explosion. A GLORIOUS DEATH INDEED.

RIP
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 04, 2012, 10:45:09 am

And virgins will be had in the afterlife.

Problem is, no penis left.
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 04, 2012, 11:30:52 am
Gotta love some of the smooth mechanics of ArmA2.

Was in the NW airfield, attracted a couple of zombies because of my stunning good looks. Had AK with 7 mags, DMR with 5 mags, Camo skin etc.. there was one more zombie left. I try to shoot it with my pistol but nothing happens and I'm like "the fuck?" then I see the throw animation... I'm throwing a frag grenade, must've pressed F accidentally at some point. And because of the lovely ArmA2 animations, I'm stuck there throwing the grenade and even after it's thrown, I can't move for five seconds.

So I die to the explosion. A GLORIOUS DEATH INDEED.

i was in NE airport with camo gear, alice pack , g17 pistol flashlight, m16 4 clips, and full medical equip, and then i spawn in the sea.... yay. and btw vaulting over barbed wire only works if its bugged into the ground , not if its fully placed, also if u place 2 barbed wirre behind eachother it works good.
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 04, 2012, 11:38:44 am
Gotta love some of the smooth mechanics of ArmA2.

Was in the NW airfield, attracted a couple of zombies because of my stunning good looks. Had AK with 7 mags, DMR with 5 mags, Camo skin etc.. there was one more zombie left. I try to shoot it with my pistol but nothing happens and I'm like "the fuck?" then I see the throw animation... I'm throwing a frag grenade, must've pressed F accidentally at some point. And because of the lovely ArmA2 animations, I'm stuck there throwing the grenade and even after it's thrown, I can't move for five seconds.

So I die to the explosion. A GLORIOUS DEATH INDEED.
a fitting end
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 04, 2012, 12:43:59 pm
Yes, but my death was planned. Now I have M14 AIM and a DMR. M14 AIM is probably the best weapon I've used in DayZ yet. A semi-automatic sniper rifle that can be used in CQC and has an effective range of 500 meters. Also uses the same ammo as my DMR, so no wasted ammo slots.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 04, 2012, 01:42:25 pm
I really hope fixing zombie movement and such is far up the to do list....I mean I hate fighting zombies, but not really because they are so strong or frightening, no, they zig zag towards you so fast you cant shoot them, and the only way to kill them is when they are already in front of you hitting ya.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 04, 2012, 01:55:36 pm
I really hope fixing zombie movement and such is far up the to do list....I mean I hate fighting zombies, but not really because they are so strong or frightening, no, they zig zag towards you so fast you cant shoot them, and the only way to kill them is when they are already in front of you hitting ya.

Agree. It does feel cheap that the best way to kill a zombie is by backpedaling or by going indoors.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 04, 2012, 02:04:47 pm
Well... it's still an Alpha and most fun anyway is the pvp part.
All the tactical decisions: Should we try to loot that building? Is that tent in that field just a trap?
Constant decisions about risk and promised loot.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 04, 2012, 02:18:55 pm
Imo loot should be more randomized. Currently it's spawn -> loot coastal towns -> go do engame @ NW airport. Should be more random.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 04, 2012, 02:26:04 pm
Yeah, definitely. Once you have an automatic weapon (which can be gotten from Elektro/Cherno super easy) there is no reason to loot anywhere but the NW barracks, which is kinda lame.
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 04, 2012, 02:48:21 pm
I'd like to see more military grade stuff at the few castles of Chernarus, among other places.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 04, 2012, 03:48:47 pm
Well we have a system of loot Cherno north apartments + hospital then work our way to the deer stands and barns around Windy Mountain and Bor. No need to ever go anywhere else as it gives us lots of gear and the best weapons.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 04, 2012, 04:59:30 pm
Best stuff only spawns in NW airfield. And helicrashes, if those would work (been "fixed" like 5 times already)
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 04, 2012, 05:58:57 pm
Meh, guess i was just unlucky. Raided that place 3 times. Shitloads of ammo, but only differnet variants of the AK and some glocks...

Also, im experiencing lag but good fps on some servers and no lag but crappy fps on others.

Cant find a decent one TT



Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 04, 2012, 06:16:11 pm
So I never found anything valuable in a deer stand (and that I saw like 20 of them), until now I got DMR and AK70? at the same time lol. Then I run another 500 meters only to find hidden tents where I see another AK Cobra and shitloads of other stuff. Like I could fucking have matches, compasses, knives and guns for the whole seal team :D The only thing I could actually use is some camo outfit and better pistol then 1911.

I guess this is the time when you turn from "FRIENDLY DONT SHOOT PLS" to "I need an urgent transfusion at Zub Castle, sbdy PLEASSSEEEE COME!!!"
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 04, 2012, 06:44:22 pm
Just found someone's rusty, old, green lada from the woods. Maximum speed 11km/h.  :D
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 04, 2012, 07:03:03 pm
Just found someone's rusty, old, green lada from the woods. Maximum speed 11km/h.  :D

On road it's much faster
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 04, 2012, 08:46:17 pm
Yeah, definitely. Once you have an automatic weapon (which can be gotten from Elektro/Cherno super easy) there is no reason to loot anywhere but the NW barracks, which is kinda lame.
Its not "kinda" lame, its a very serious issue.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 04, 2012, 08:57:09 pm
Just found someone's rusty, old, green lada from the woods. Maximum speed 11km/h.  :D

start a taxi company!
Title: Re: Day Z mod for ARMA II
Post by: Bjord on June 04, 2012, 09:08:58 pm
PAXI - Post Apocalyptic Cab Company(TM)

Dibs.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 05, 2012, 12:48:40 am
Problem is, you don't really want to taxi people that will shoot you take your things and steal your cab.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 05, 2012, 01:05:24 am
Run them over
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 05, 2012, 01:17:38 am
I am not running anyone over with a car that could be outran by a crawling zed.  :P
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 05, 2012, 01:45:04 am
Its not "kinda" lame, its a very serious issue.

An AKM is fine, you can one shot people easily out to about 500 meters during daylight and about 300 meters at night time (using max gamma, brightness, HDR trick).

Most of the "rare" items aren't really all that rare, nor are they all that good. I really do love killing people trying to snipe with a drm with an akm and the rage it produces.
Title: Re: Day Z mod for ARMA II
Post by: Havoco on June 05, 2012, 02:28:40 am
The civilian cars are trash, they're only good for driving on the road and even then there's a crazy amount of roadblocks in towns and such. The only good ones are jeeps, military offroad vehicles and the bus( for the Lols). Hopefully they'll do something about the roadblocks; maybe make it so only players can place them. The few times I've found cars  drove them to a hiding spot and used them as a nice gear storage place.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 05, 2012, 02:39:43 am
The civilian cars are trash

You take that back, fuck you. I love the GAZ. I LOVE IT.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 05, 2012, 07:55:38 am
An AKM is fine, you can one shot people easily out to about 500 meters during daylight and about 300 meters at night time (using max gamma, brightness, HDR trick).

Most of the "rare" items aren't really all that rare, nor are they all that good. I really do love killing people trying to snipe with a drm with an akm and the rage it produces.

He wasn't saying AKM's aren't fine. In fact, were what you say true (it isn't, really - the rare weapons have their uses and most are better than AKM for various reasons) there'd be an even bigger problem if the best weapon was AKM that can be gotten in 2 minutes.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 05, 2012, 10:56:23 am
He wasn't saying AKM's aren't fine. In fact, were what you say true (it isn't, really - the rare weapons have their uses and most are better than AKM for various reasons) there'd be an even bigger problem if the best weapon was AKM that can be gotten in 2 minutes.

Oh it isn't the best for any occasion, though I would argue it is the best of the easy to get rifles. They rare ones are an improvement for the most part in some areas, but not really worth the hassle they require to get a hold of, especially if you are playing on your own.

Also on the different clothing, it's best not to wear it until it gets patched. It's the cause of spawning in the ocean and having to die to get back to shore. Both the Ghille suit and camo clothes apparently.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 05, 2012, 11:07:09 am
Oh it isn't the best for any occasion, though I would argue it is the best of the easy to get rifles. They rare ones are an improvement for the most part in some areas, but not really worth the hassle they require to get a hold of, especially if you are playing on your own.

Also on the different clothing, it's best not to wear it until it gets patched. It's the cause of spawning in the ocean and having to die to get back to shore. Both the Ghille suit and camo clothes apparently.

is this confirmed somewhere on forums?
also where do u find other outfit anyways, i have never found any.
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 05, 2012, 11:09:27 am
I've been wearing my camo for about a week now and I haven't spawned in the ocean once.  :|
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 05, 2012, 11:10:12 am
Dado is wearing the Camo atm and he hasn't had any issues with spawning in the water afaik.
But then again we play only when everyone is there to stay together as a group. At least that's what we agreed on... dunno if everyone is true to this  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 05, 2012, 11:11:50 am
Molly i have bad news, we all died when Dado had the bright idea of shooting an AK-47 in the middle of an airport with 100 zombies around us on a laggy server  :D

Z teleport army got us  :D
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 05, 2012, 11:14:24 am
Molly i have bad news, we all died when Dado had the bright idea of shooting an AK-47 in the middle of an airport with 100 zombies around us on a laggy server  :D

Z teleport army got us  :D

Pity you didn't have Xant with you. He'd run in the middle of the mob to suicide with a nade.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 05, 2012, 11:20:06 am
Molly i have bad news, we all died when Dado had the bright idea of shooting an AK-47 in the middle of an airport with 100 zombies around us on a laggy server  :D

Z teleport army got us  :D
Well, this basicly means I am the dude with the AK now and completely alone in the middle of the Airport? You fucking pricks  :?
We need to have a really serious talk today about this! But I am honestly not surprised that Dado fired the AK... he already wanted to shot every single pig on the way with it  :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 05, 2012, 11:26:06 am
Well Molly there were the 3 of us and you were at the airport so we just said: hey lets just raid this airport again and log out near since Molly is here. And then the ak fired  :D
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 05, 2012, 01:44:26 pm
Suddenly and out of the blue Dado fired the AK? There wasnt even something to shoot at around?  :|

Aunt Edith...

...just got huge smile on my face when trying to imagine the rage of Franky  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Renay on June 05, 2012, 02:03:31 pm
what is this, my old friends playing day z and I'm not invited?   :evil:
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 05, 2012, 02:36:56 pm
Ghillie suit master race.

It's crazy how many people literally run right over me prone in the right terrain. Hanging around Stary has never been so much fun.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 05, 2012, 04:54:56 pm
Problem is, you don't really want to taxi people that will shoot you take your things and steal your cab.

this is the ultimate accomplishment in this game - transfer the people you don't know from cherno to NW airfield, become famous as the most fearless taxi driver!
what else is a car good for, hide it in a wood and hamster up useless stuff you can loot anywhere or to have fun?
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 05, 2012, 06:24:18 pm
this is the ultimate accomplishment in this game - transfer the people you don't know from cherno to NW airfield, become famous as the most fearless taxi driver!
what else is a car good for, hide it in a wood and hamster up useless stuff you can loot anywhere or to have fun?

True.


You just pinpointed what I think is missing with DayZ : some way to hide maybe one or two items and be able to find them back in your next life.

At the moment people become increasingly cautious as they play and get valuable loot and that can get tedious. In realm of the mad god (permadeaht too), you can put items in a safe for your next life, but you can only do it while you are alive. The items you die with can not be retreived, so it's a tradeoff between now and the next life.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 05, 2012, 09:48:43 pm
You can do that in DayZ. Tents.
Title: Re: Day Z mod for ARMA II
Post by: cmp on June 05, 2012, 10:20:41 pm
When you don't break all your bones setting them up.
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 05, 2012, 11:34:26 pm
Working on repairing a helicopter right now, got a few friends bringing fuel cans and the fuel parts we need... I bet some one kills me and takes it before I finish it though :p.
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 05, 2012, 11:43:47 pm
Apparently someone found my car and blew it up before I managed to mend her.  :cry:
Title: Re: Day Z mod for ARMA II
Post by: Life on June 06, 2012, 12:04:58 am
Working on repairing a helicopter right now, got a few friends bringing fuel cans and the fuel parts we need... I bet some one kills me and takes it before I finish it though :p.
take screenshots!
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 06, 2012, 12:05:13 am
Apparently someone found my car and blew it up before I managed to mend her.  :cry:

I love m136ing peoples cars, specially when they are in them ;0).

take screenshots!

Why so you can see where it is at and try and get it? No thanks :P.
Title: Re: Day Z mod for ARMA II
Post by: Life on June 06, 2012, 12:18:47 am
Quote
Why so you can see where it is at and try and get it? No thanks :P.
Hahaha, noo! just to see it (:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 06, 2012, 12:43:31 am
Working on repairing a helicopter right now, got a few friends bringing fuel cans and the fuel parts we need... I bet some one kills me and takes it before I finish it though :p.

Which server are you on? I'll come help you repair it
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 06, 2012, 12:48:44 am
Which server are you on? I'll come help you repair it
can I come with you to help'(the only way I can ofc!)?
Title: Re: Day Z mod for ARMA II
Post by: ManOfWar on June 06, 2012, 01:04:04 am
Just got into a fire fight in elektro...

The guy had an M14 with 1 ammo in the school and an AK 74 in his bag and a lot of tools


From Makarov to all that shit.. yeeeeeeee. But now I am in elektro with all that shit and I have 7000 blood  :(
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 06, 2012, 01:14:18 am
Just got into a fire fight in elektro...

The guy had an M14 with 1 ammo in the school and an AK 74 in his bag and a lot of tools


From Makarov to all that shit.. yeeeeeeee. But now I am in elektro with all that shit and I have 7000 blood  :(

guns are cool, but a box of matches is what truly saves lives (and knife and a hatchet) :o)
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on June 06, 2012, 02:56:54 am
Just had a terrible experience again. Spent 4 hours trekking to NW airfield and finding a good set of stuff in and around  cherno (matches, ak, knife, hatchet, revolver and loads of ammo, tent, alice pack). I stalked a guy for a while who was going from hangar to hangar with little regard to checking his surroundings. Being as I was low on ammo, I sprinted to just outside the hangar he just went in and proned outside to wait for him to reappear.

I waited 5 minutes then assume he had used 3rd person to check the corners before emerging and decided to disconnect when he saw me :(

As soon as I got up a zombie spooted me and chased me into the hangar. 1 hit - unconcious: Cue my final 5k blood being munched away by fucking zeds.

I respawned in a rage and headed straight into elektro with the sole intention of killing every fucking player I saw. 2 guys were trying to see how many zombies they could get in 1 place using an enfield and some stairs, so I snuck up behind and killed both with my Makarov, then took the enfield. They started raging on chat and some guy nearby tells them he's gonna try and avenge them (on side chat). I just camped a nearby rooftop and sure enough, he came trotting along with just a makarov and I put him down with 1 bullet when he pauses to look around.

I then headed to the firestation, with the intention of just camping on the roof and picking anybody off I saw. I got to the top on the ladder and pressed z to prone. My character proceeded to dolphin dive off the roof and splatted on the ground, killing me. GTX.

The last party aside, going full bandit was the most fun Ive had with this mod. In the space of 45 mins, I picked up and enfield, binos, hatchet, knife and enough basic supplies to last forever, which would probably take twice that as a friendly guy. Anyone wanna team up and cause some shit together: http://steamcommunity.com/profiles/76561197967759165
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 06, 2012, 11:46:14 am
(click to show/hide)

its just arma i'd say.
- my friend broke his leg when he was crawling in a forest
- helicopter exploded with me when i entered its machine-gun post
- i stood up while crawling surrounded by zeds when my leg touched a flat stone (2k blood left, gg)
- we lost 2AKs and DMR when trading it from backpack to backpack
- my friend tried to put his winnie on the ground, about half of his stuff appeared in 10m vicinity around him except for the winnie that disappeared
- the other mate started to run on a roof and couldn't stop until he splashed himself 5m below dead on the concrete
- yet when he tried to kill himself on purpose jumping down the 30m lighthouse he had to do it 3 times

have I forgotten something? yeah:
- i was torn appart by the door

p.s.
i'd like to group up, but i don't really kill people on sight, not that i don't kill them, but only if i have to...
i'll write you when you're online
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 06, 2012, 11:49:03 am
i'd like to group up, but i don't really kill people on sight, not that i don't kill them, but only if i have to...


weak
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 06, 2012, 11:49:12 am
It´s still so uberbugged, Although I have everything installed and could play I will wait at least till its Beta until I play that again.

It´s just to frustrating.

the game is as buggy as it is good. and it is.... very buggy or very good (your choice :o)
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 06, 2012, 11:51:52 am

weak

takes balls not to shoot as the first one, you go easy mode boi!
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 06, 2012, 12:52:58 pm
I had a moment of supreme joy, before a moment of NOOOOO after four hours of work went down the drain yesterday.

We had finally go everything up and running, it wouldn't let us repair the fuel-tank, didn't even give us a option (so we thought that it didn't need it, no option no need right?). So after fueling it up with a good 16 or so jerry cans we get it started and you know what? The rotors decide that they are going to cache on the building it's next to, hit it's self back down to red and now we need another main rotar assembly and engine parts! So we continue to hold down the area, killing a few people that came to check out the helicopter (god they are loud/easily seen when up and running) while two of our guys drive on back to camp to pick up a repair set. This takes about twenty minutes in which we kill a few more people that happen to wonder in. Eventually the guys get back with the needed parts and a few more jerry cans (all we had left actually) to fill up the chopper a bit more. Get everything up and running and two of us hop in, "WOOO time to fly from elektro fire station to main base!" Redhawk decides to be fucking retarded and state over chat, we get about 100 meters into the air before the fuel just suddenly bottoms out in the chopper and the engine stops as we plummet back towards the ground crashing the vehicle. I get screamed at on the way down to alt+f4, which I don't do because I'm not a bitch, and the chopper smashes into the ground bouncing once before disappearing into thin air as my game crashes at that point. Log back in with some broken legs, unconcious for two minutes or some such and get shot by one of the ten people swarming elektro after the chopper. And yes, we where able to keep the chopper a secret for most of those four hours in elektro by simply killing everyone on sight that wasn't us, you'd be surprised to see how often people just don't give a fuck what you are killing them for if you just pop them all.

God damn bugs ruining my perfect helicopter :(.

Edit: Oh and it was as always for me on Dallas 1.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 06, 2012, 03:26:17 pm
I never shoot first, I always wait for them to clean out the zombies first.

In my next life I plan on crawling around with the crossbow during nighttime, this should be quite entertaining :D
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 06, 2012, 03:30:41 pm
Silenced AR, Night Vision Goggles, Night.

/cfg set godmode on
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 06, 2012, 07:18:08 pm
I think the game actually uses realistic moon cycles. So NV goggles are practically useless for about 15 days a month as you can see clear as day in the night for that time with HDR on VH and gamma on full.

Except when it rains. NVG= no rain. Rain is the devil.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 06, 2012, 07:40:46 pm
Yup that's right it does use realistic cycles. Quite cool.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 06, 2012, 09:17:18 pm
Lee enfield is one of the best pvp weapons. Those noobs can shove DMR/m1a4 up their asses. Sure it aggroes everyhing within a 5km radius but hey: i call it a tradeof.  :lol:
4 kills and didnt even take their l33t weps ill stick to my enfield tyvm. Got put down by a camper on the green hill when i went up the radio tower.  :(
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 06, 2012, 10:40:44 pm
Lee Enfield is one of the worst pvp weapons simply because of the aggro range.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 06, 2012, 10:56:15 pm
A live player is more dangerous than any ammount of stupid zeds. You just need to run into a building/woods after your shot and kill them. Its super easy even with a makarov (when a server doesent lag   :lol: )
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 06, 2012, 11:19:09 pm
Yes and what happens if you miss/there's more people? Now you have a trail of zeds after you and you can't shoot anymore and you're a free kill to any other player.
Title: Re: Day Z mod for ARMA II
Post by: cmp on June 07, 2012, 01:51:05 am
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 07, 2012, 01:55:12 am
That's why when I hear shooting without knowing where it comes from I always pretend I have them in my sights ready to pull the trigger.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 07, 2012, 03:27:59 am
Remington 870 is an awesome gun. Didn't realise it was this good.
Title: Re: Rocket at E3
Post by: Nessaj on June 07, 2012, 06:33:44 am
http://www.pcgamer.com/2012/06/06/rumour-dayz-creator-instructed-to-work-on-mod-full-time-by-bohemia (http://www.pcgamer.com/2012/06/06/rumour-dayz-creator-instructed-to-work-on-mod-full-time-by-bohemia)
http://forums.somethingawful.com/showthread.php?noseen=0&threadid=3481582&perpage=40&pagenumber=101#post404348191 (http://forums.somethingawful.com/showthread.php?noseen=0&threadid=3481582&perpage=40&pagenumber=101#post404348191)

Quote
Hey, I was at E3 today and met Rocket, the developer of this mod. I talked to him for about five minutes about the mod, so I'm just gonna go through how the conversation went.

I first addressed him by saying that I love his mod, and that he should never stop punishing the carebears who want it to be made into a 'fun' game. He laughed, clearly loving that sentiment. I first asked him if he was going to get a team to help him out. He responded that Bohemia Interactive is very supportive of games that don't really have any marketability or exposure, and is willing to take risks in this way on games that may or may not clearly make money right away. I agreed, considering that Arma is basically a simulation engine and not necessarily a game. Because of this attitude, he said, he has been instructed directly to stop his work as a multiplayer designer so that he can focus exclusively on Day Z, and that he believes that Day Z is the first step towards Bohemia gearing up to make it into a full standalone game out of recognition for the opportunity to make something very different and the clear interest people have in it. He went on to say that it being a standalone title is important if only for the sake of consistency and ease of play, as mods are not the most stable or easy-to-use games, and that the only determining factor for the mod's future is the stability of the unpredictable fanbase.

I told him that the fans are playing it in droves, and with great fervor, even in spite of its clearly-alpha state; in fact, on that note, the forums are blowing up with "WHERES ROCKET" and bug reports while he's here at E3. He laughed and said he's been trying to not visit the forums while he's gone cuz he knows he's gonna get pissed. I then went ahead and asked him if he thought the mod would end up on Arma 3. He said he'd already sort of ported it to try it out (!!!), and that it works great. The main reason he "released" Day Z so early as an alpha was to allow for it to be stress-tested, as it is primarily a network-based game. At this juncture, I asked if he saw it ending up with more players-per-server in the future. He said DEFINITELY, that it's been tested internally and he thinks it could handle between 100-200 players easily (!!!!!). The thought of the anti-bandit rage this would induce gave me a semi. Anyway, he said that the engine was developed for such incredible strains, and that such numbers are in fact a natural fit.

I asked him if he thought he'd be doing away with 'meta' elements, such as server-wide chat and in-game player lists. He said not only is he doing this for sure, but that he's only waiting on the next beta patch of Arma 2 and then it is definitely happening. This excited me greatly. At this point, opportunely enough, I noticed his shirt. He said he'd had a bunch made, but that they didn't ship in time for the show so he had a small batch printed up when he got here so he could wear one. Said he took the idea from 4chan. I asked him if he'd let 'them' know about it yet, and by 'them' that I meant the entire internet. He said no, so I said "well shall we?"


visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 07, 2012, 07:30:28 am
If that's true then amazing
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 07, 2012, 09:43:00 am
I rather like to see this keeping the mod-status. Otherwise it's gonna end up being casualized as some many other demanding games.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on June 07, 2012, 10:05:53 am
http://www.gamebreaker.tv/pc-games/e3-2012-dayz-from-the-showroom-floor/?utm_campaign=PC%20Game%20News&utm_medium=twitter&utm_source=twitter

Stuff they're currently working on seems to be to expand the map and make it bigger, as well as increasing server slots and make every building enterable.

Down the road they're talking about having only one server and one ridiculously big map, taking the EVE-online way.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 07, 2012, 10:20:03 am
http://www.gamebreaker.tv/pc-games/e3-2012-dayz-from-the-showroom-floor/?utm_campaign=PC%20Game%20News&utm_medium=twitter&utm_source=twitter

Stuff they're currently working on seems to be to expand the map and make it bigger, as well as increasing server slots and make every building enterable.

Down the road they're talking about having only one server and one ridiculously big map, taking the EVE-online way.

visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 07, 2012, 01:06:52 pm
I rather like to see this keeping the mod-status. Otherwise it's gonna end up being casualized as some many other demanding games.

Unlikely considering the nature of arma 2 in the first place. Plus it's current popularity clearly proves that's not what a lot of gamers want.
Title: Re: Rocket at E3
Post by: Kafein on June 07, 2012, 01:13:19 pm
visitors can't see pics , please register or login


This is very realistic.

Look at the gun.

Don't you recognise something ?

Yes you guessed it.

True noobs use the lee enfield.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 07, 2012, 01:48:50 pm

Down the road they're talking about having only one server and one ridiculously big map, taking the EVE-online way.

NERDGASM

OMG NERDGASM

AGAIN

AGAIN

If they do it like that, Im gonna quit school and be 24/7 DayZ player.

Man that owuld be so awesome.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 07, 2012, 02:56:10 pm
This would certainly help in actually taking/holding territory - and also make living as a lone wolf even harder
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 07, 2012, 05:52:48 pm
I say, I would gladly pay 80 euros for one of those shirts.
Title: Re: Day Z mod for ARMA II
Post by: PanPan on June 07, 2012, 06:13:21 pm
Fucken shit today I respawned on a safe place I came out with my lee Enfield and I went to the side looking at some burning flares when a guy at the same roof where I was sitting came to me and started to shoot me. I 1hitted him but he took a few shots from his AK on me. Then I looted his body wanted to put some stuff from his body into my backpack but my backpack disappeared. than after 1-2 mins he came back I shoot him like 6 times with his AK and he just headshooted me :( Both died :(
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 07, 2012, 06:18:36 pm
Fucken shit today I respawned on a safe place I came out with my lee Enfield and I went to the side looking at some burning flares when a guy at the same roof where I was sitting came to me and started to shoot me. I 1hitted him but he took a few shots from his AK on me. Then I looted his body wanted to put some stuff from his body into my backpack but my backpack disappeared. than after 1-2 mins he came back I shoot him like 6 times with his AK and he just headshooted me :( Both died :(
You suck Panpan! :P
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 07, 2012, 08:47:17 pm
http://www.gamebreaker.tv/pc-games/e3-2012-dayz-from-the-showroom-floor/?utm_campaign=PC%20Game%20News&utm_medium=twitter&utm_source=twitter

Stuff they're currently working on seems to be to expand the map and make it bigger, as well as increasing server slots and make every building enterable.

Down the road they're talking about having only one server and one ridiculously big map, taking the EVE-online way.

Awesome  :shock:
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 07, 2012, 09:10:47 pm
I say, I would gladly pay 80 euros for one of those shirts.

I suppose you know there are cRPG shirts right ?

At least there were. Ask Varyag
Title: Re: Day Z mod for ARMA II
Post by: Saatana on June 07, 2012, 11:10:43 pm
I suppose you know there are cRPG shirts right ?

At least there were. Ask Varyag
Who would want to buy cRPG shirt...?
Title: Re: Day Z mod for ARMA II
Post by: Bjord on June 07, 2012, 11:28:05 pm
We need memes for cRPG, so that thine t-shirts can be crafted with 100% hard work.

Mine lance does nothinge, slots are a knavery etc.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 07, 2012, 11:53:56 pm
I want a simple black shirt with white letters saying:

His mothers asshole, i tragedy.

or

Hi,

its signed,

i can only approved

or

At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 08, 2012, 12:03:05 am
~Idlewild
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 08, 2012, 12:03:45 am
T-shirt very very bad

injustice !!!

T-shirt and hit hard !


Problem is, nobody that will read what's on your t-shirt will ever understand the joke. That's cool, but may be a problem in some situations.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 08, 2012, 12:13:11 am
T-shirt very very bad

injustice !!!

T-shirt and hit hard !


Problem is, nobody that will read what's on your t-shirt will ever understand the joke. That's cool, but may be a problem in some situations.

Yea but imagine the awesome situation when someone DOES understand it and you meet another c-rpg player   :D
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 08, 2012, 01:25:15 am
Yea but imagine the awesome situation when someone DOES understand it and you meet another c-rpg player   :D

Yes.

But really, do you want to meet another cRPG player ? You don't really get to choose who precisely :lol: Maybe the situation will be awesome, but it will be guaranteed awkward too.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 08, 2012, 06:24:20 am
"HEY!You play cRPG too?AWESOME MAN!" "Yeah, awesome!Whats your ingame nick?" "*somethingyouneverheardof*" "Cool, cool" "Yeah..." "Ummmm.....gotta go now, cya" "Yeah, me too.Cya ingame!" "Sure...."
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 08, 2012, 09:19:35 am
Commited my first murder yesterday evening...
I was camping the ladder to the radio tower at the Green Mountain where I was supposed to meet up with Dado and Umbra.
Umbra said he was close but when I saw a guy down at the ladder and asked Umbra if that's him, he said that he hasn't arrived yet.
So positioned myself close to the ladder aiming down with my Winchester, awaiting him to start climbing the ladder. But he kept standing there for like 15 seconds and suddenly he popped up at the top of the ladder. Imagine my surprise, realizing that the climbing animation isn't displayed for other players!
I admit that I lost it a bit and was panicking, missed the first 3 shots cuz that guy was dancing around like a 2h in front of an archer/xbow  :mrgreen: Then I focused for a moment, took some time to aim properly, while I took 1 bodyshot and popped him in his head.
After fixing myself, tending to my bleeding and the broken bones, I checked his gear...
I was well equipped myself, at least compared to the times before, had 3-4 sodas and beans on me. He had an Alice Pack, loaded with Winchester ammo, a M1911 with 2 mags, a tent, matches, watch, binoculars, map, compass, lots of painkillers and such and overall very well equipped for the day to day survival...
Shortly after Umbra arrived and I dropped some of my stuff cuz he couldn't loot the guy for some reason.

Downstairs the Zombies were going nuts from what I heard due to the Winchester firing. A few minutes later Dado arrived too and we decided to end the evening with some rounds of crpg :D

That's my story and how I became a murderer...
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 09, 2012, 09:21:33 am
I love M14 AIM. Was at the southern barracks alone, first I killed a two guys looting it and then was the most epic fight I've had yet, 1v4, killed them all. Then hooked up with Cooties and Tor and killed like five more people with it. It's so good at any range and 1 hit kills and you can shoot it as fast as you can click mouse 1.
Title: Re: Day Z mod for ARMA II
Post by: Tor! on June 09, 2012, 09:27:39 am
My beautiful character with so much stuff, 400z kill and around 18 player kills.. Died heroicly because I pressed respawn button instead of options  :mrgreen:

Not to worry, an hour around with xant and cooties and we already killed like 10 players and got me geared up again  8-)
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 09, 2012, 09:29:37 am
I love M14 AIM. Was at the southern barracks alone, first I killed a two guys looting it and then was the most epic fight I've had yet, 1v4, killed them all. Then hooked up with Cooties and Tor and killed like five more people with it. It's so good at any range and 1 hit kills and you can shoot it as fast as you can click mouse 1.
Mind telling us which server you're usually playing on? So we know where not to join...  :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on June 09, 2012, 09:39:13 am
Mind telling us which server you're usually playing on? So we know where not to join...  :mrgreen:

Don't join any Veteran servers :twisted:
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 10, 2012, 07:24:03 pm
yes yes its very fun game, cover tor and xante while they snipe everything
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 10, 2012, 10:19:16 pm
But your covering is vital! Nessaj got shot in the leg because you weren't there covering noobforest. And it was very painful for him, I think.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on June 11, 2012, 12:01:04 am
Don't be like that rufio.
Yeah, who cares who get the kills, it is about the teamwork being clinically precise.

Sure, snipers have it easier, more kills and less chance of dying, but I like being the one who takes out most of the zeds - since I have the silenced M4 CCO - plus I'm in the CQC team then, making the entry and clearing the rooms, the highest chance of being KIA, my personal preference in any game :wink: being in the heat of the thick.

I love how we can completely cover areas from multiple angles, effectively making it a kill zone, plus everyone has a partner for cover.

If you just want kills go roam Elektro/Cherno, no problem stacking up a hundred murders.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 11, 2012, 12:09:38 am
Yeah, snipers are boring as hell. No problem getting 100 kills if you just have enough patience to sit in a bush forever. But it's not very rewarding either.
Title: Re: Day Z mod for ARMA II
Post by: Havoco on June 11, 2012, 03:17:26 am
Run ppl over with motorbikes then.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 11, 2012, 04:19:00 am
Don't know about motorbikes, but I just found a bike :D
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 11, 2012, 06:14:04 am
And I had a lot of fun with my beautiful bike. Until Tor decided to go full speed against a rock with it. RIP bike.
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 11, 2012, 06:25:30 am
the bike was weak
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 11, 2012, 09:22:00 am
this mod slowly gets boring for me.

at the start its super awesome as you explore the countryside, learn a few new things on how to survive, crawl behind zeds, where to loot etc... but once you get pass these basic skills, the game consists only from PvP. there is no feeling of zombie apocalypse survival anymore, the only thing you can be afraid of is being shot by some camper, it makes no sense.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 11, 2012, 03:28:19 pm
Well duh, you can only expect dumb AI to provide a challenge for so long. PvP is the fun part because gear is hard to come by, everyone values their life. Which makes firefights interesting.
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 11, 2012, 03:46:36 pm
People that want to play DayZ as a SP survival game after getting past the basics are doing it wrong, there is nothing hard, challanging or interesting about sitting far far north eating a can of beans and drink a water bottle a day while staring at your screen. Nomatter how hard the carebears will complain about PvP, it's the main aspect of this game.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 11, 2012, 04:32:36 pm
i'm not against PvP, killing others, permadeath...

my problem is that this mod suddenly seems hollow, you can easily survive and the game shrinks only into PvP and nothing else at all. PvP is the only challenge, because there is simply nothing else to do once you get the basics.

so you get yourself weapons (its a matter of half an hour) and what to do next? just shoot sbdy, loot him and repeat until you're the one killed. etc. etc. etc.

no need really to group with sbdy, no danger from environment, no danger from zombies...
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 11, 2012, 04:43:10 pm
[...]
...repeat until you're the one killed. etc. etc. etc.

no need really to group with sbdy, no danger from environment, no danger from zombies...
The whole point of grouping up is to avoid being killed. That's the endgame challenge. Seek pvp and try to stay alive. I assure you that you don't stand a chance vs a proper group with some tactical understanding of their weapons and surrounding.
Cooties mentioned the "kill zone". That's where the fun starts...
If you just accept the "I will be killed at some point.", you didn't really understood the point of the mod and "survival".
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 11, 2012, 05:12:11 pm
i understand this mod is a huge PvP arena for 50 players while some camp with snipers, some suicide in cherno, some group up to raid nw airfield and a few are trying to fix helicopter before server restarts so they can wipe out a few other players from above. i don't blame anybody, there is nothing else to do, i also understand, that some people call it "survival"...
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 11, 2012, 05:18:26 pm
Well, maybe we are misunderstanding each other right now so I try to clarify what I basicly ment:

If you don't mind to die, you're not going to have fun with this mod.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on June 11, 2012, 05:26:42 pm
It is a mod in Alpha stage. Endgame will come soon enough.
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 11, 2012, 05:31:30 pm
One sniper can pick up any group of any number of players, depending on location etc they might escape, but it's pretty impossible to get a good sniper.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 11, 2012, 06:02:48 pm
Rocket has said that he's planning to introduce more "content"
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 11, 2012, 07:09:15 pm
If you just accept the "I will be killed at some point.", you didn't really understood the point of the mod and "survival".

By that logic you are better staying 24/7 in the forest and looting barns/deer stands.

Playing safe (as opposed to pvp) isn't very difficult once you get the basics and that is where the game lacks a real challenge. There's also not a real incentive to pvp if your goal is survival. You don't need military stuff to kill zombies. As I understand it most people are doing pvp because it's more fun, more thrilling and also because you have the murder count showing up, and being a serial killer is just as good as surviving during months.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 11, 2012, 08:49:12 pm
One sniper can pick up any group of any number of players, depending on location etc they might escape, but it's pretty impossible to get a good sniper.

Not really. 2 people max, after that decent people will not be there anymore. If you're not against noobs who go prone after the first guy gets shot, that's usually all you get.  If you're sniping from 800 meters and after shooting one bullet you start sprinting in the opposite direction and never stop, then yeah, it's impossible to get him. But otherwise not so much.
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 11, 2012, 09:38:48 pm
Like I said, it depends on the location and the sniper, and ofcourse there is a limit to how many one could take down, but it's very easy to pick off a group without any risks, and if you don't get all of them, hunt them down even further!
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 11, 2012, 10:30:57 pm
Unless... they're good and they hunt you down. I haven't really seen many groups do that though, almost everyone just starts legging it. Whenever we're attacked we counter-attack.
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 11, 2012, 11:03:46 pm
you snipe ppl for their stuff, you cant shoot one and then just run away
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 11, 2012, 11:40:04 pm
Once you have everything, which doesn't take long, you don't have any "stuff" left, you can easily get 200 DMR shots 2 NW clears, so no need to worry about ammo either.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 12, 2012, 01:17:50 am
But I still love my completely plain M16!

I love M14 AIM.

... And now I've found my true love. Combination of these two: M16A4 ACOG. ACOG sights are amazing, much prefer it to mildots. Very quick to use, you just line your target's shoulders with one of the thingies in the scope and you'll hit. And zooms a lot. Burst fire for close quarters (also good for running targets at a distance, higher chance of hitting with one of three bullets).
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 12, 2012, 01:48:17 am
... And now I've found my true love. Combination of these two: M16A4 ACOG. ACOG sights are amazing, much prefer it to mildots. Very quick to use, you just line your target's shoulders with one of the thingies in the scope and you'll hit. And zooms a lot. Burst fire for close quarters (also good for running targets at a distance, higher chance of hitting with one of three bullets).
The m16 is BADASS. I always take it myself whenever I find one.
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 12, 2012, 05:43:49 pm
currently with m4silenced reddot and ghillie, if you want a challenge there are different server types, i find the most hardcore ones (where cat eye settings dont work at night) the most exilirating and immersive, but sadly those servers lack players most of the time, probably because most are pussy and crutch on 3rd person view and cat eyes. but ye try it,
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 12, 2012, 07:31:43 pm
currently with m4silenced reddot and ghillie, if you want a challenge there are different server types, i find the most hardcore ones (where cat eye settings dont work at night) the most exilirating and immersive, but sadly those servers lack players most of the time, probably because most are pussy and crutch on 3rd person view and cat eyes. but ye try it,

The hell is Cat Eyes?
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 12, 2012, 07:43:32 pm
Gamma and Brightness maxed.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 13, 2012, 01:18:53 pm
Check out the new epic cinematic trailer for DayZ: http://www.youtube.com/watch?v=ofyR71JV-TY&feature=player_embedded#!
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 13, 2012, 04:06:27 pm
Sweet trailer.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 14, 2012, 04:09:06 am
Bad night tonight. Died to a hacker who killed 5-6 people using off map rockets. Was just casually running through Windy Mountain when I got insta-killed by a rocket which seemingly came from nowhere. Same happened to some other guys on opposite sides of the map.

Then after that we switched server and I had possibly my best start ever in finding alice pack, knife, matches, hatchet, compass, watch, M1911, Winchester all within about 30 mins or so and then moved towards firestation in Cherno with Lorenzo where we both dropped dead with broken bones and instant loss of blood. It was middle of night with only 6 people on server so I think it's the random heart attack bug which has been reported. Needless to say me and Lorenzo were both pissed as I had great gear off the bat and Lorenzo had all the gear he'd ever need to survive after a couple of days worth of looting and near 100 zombie kills.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 14, 2012, 04:22:33 am
Winchester and M1911 are great gear??!?
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 14, 2012, 04:23:24 am
1911 is great!
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 14, 2012, 04:24:44 am
Winchester and M1911 are great gear??!?

For a first loot after spawning...yes. Also the M1911 1 shots everything, ammo's common and sound is low. How is that not good?
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 14, 2012, 05:44:46 am
It's ok. But it's also so common it can hardly be called great loot.
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 14, 2012, 02:49:18 pm
was in nw airfield N hangars above N barracks, got sniper cover from unreal across the air field ( he had a fal/val derp, with night/heat vission from an earlier kill) ,me and feddy scanning the area from within the hangar, i have ghillie m4silenced night vission, coyote backpack and fully equipped,, dude spawns in my back in hangar, starts shooting me i have time to turnarround and shoot him we both die, yay.... atleast got my silenced back form unreal, feddy conviscated my backpack, and promised to give back nightvision :3
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 14, 2012, 04:57:49 pm
he had a fal/val derp, with night/heat vission

Wut? Hax.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 14, 2012, 05:03:34 pm
Me and a mate got killed at elektro power plant, probably sniper fire.

I respawn near the spot I suspected the sniper was, spot him from around 200m away (all in forest camo, barret sniper); I get around him so that I'm toward the plant, as him, get to like 10m away of him, wait a bit for more precision.
The guy spot another dude running to the plant, starts firing, so I tell myself, let him waste all his ammo and reload so I can shot him without return fire; when he's done shooting, I unload all my makarov magazine in and around his head, heavy bleeding and all...

Then he DC'ed on me  :cry:  all the good stuff I could have looted from him, just spawned and all.
I hope when he log into another server, he dies from bleeding before he can bandages :twisted:
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 14, 2012, 05:52:41 pm
15th day alive and counting.  I have DMR with 13 mags, uzi, camo clothing and elite coyote.

I wish my tents wouldn't disappear after few restarts, though, and that I would finally find some vehicles.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 14, 2012, 05:55:48 pm
I found a motorbike yesterday!
Unfortunately I havent had any fuel and couldnt find any when I looked around. I used the "save vehicle" thing but tbh I dont know if or how it works so I guess I wont find the bike when I log back in.
To0 bad. Looked like TT600R :D I gladly would have risked my death for taking that thing for a ride  :wink:
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 14, 2012, 09:21:17 pm
I've come across a few Tractors (already fixed, so I'm assuming I stole them from someone), a fixed Bus that drove by me playing Q Lazzarus's hit song Goodbye Horses (http://www.youtube.com/watch?v=X_DVS_303kQ) over direct (I wish my system wasn't already so outdated so I could reliably run fraps full time), and a broken GAZ that I wasn't even going to try to fix up by Gvozdno since they re-added vehicles.
Title: Re: Day Z mod for ARMA II
Post by: Formaldehyde Junkie on June 15, 2012, 02:04:54 am
lol wish I could have seen that.
I finally died after days of looking for anti-biotics (character was on day 14)
Character decided to stand up randomly while crawling through a horde of zed.
Bones instantly broken, eaten alive just a meter from the hospital.
the horror
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 15, 2012, 04:03:44 am
wow nice survival count  :)

my PR at the moment must be like 6 hours of play.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 15, 2012, 04:16:16 am
Interesting:
(click to show/hide)

So even if this isn't totally related it seems there has been a massive influx of hacking very recently. The cheat reporting forum is being flooded by threads about it. Hope they do something about it.

Also:
Quote
Due to constant and sustained hacking, the central server has been dropped to prevent any further degradation of service to DayZ players, and safeguard any corruption of player data.

It is now being bought back online. BattlEye is processing an update for all servers.

We're sorry for the delay, and the problems people experienced.
Title: Re: Day Z mod for ARMA II
Post by: Life on June 15, 2012, 04:53:37 am
Interesting:
(click to show/hide)

So even if this isn't totally related it seems there has been a massive influx of hacking very recently. The cheat reporting forum is being flooded by threads about it. Hope they do something about it.

Also:

sooo..... this means hackers are gone?
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 08:03:26 am
A good deal of them, not all.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 15, 2012, 08:10:00 am
(click to show/hide)
This guy was spawning these on the coast for quite a while. Also, Some guys were spawning choppers and gunning our group down at our camp sight about a week ago9We still have no idea how they found us.) It was pretty rad.
Title: Re: Day Z mod for ARMA II
Post by: SchokoSchaf on June 15, 2012, 08:23:49 am
I spawned outside of the map. I guess I'm in limbo.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 10:11:39 am
Run south-east for 2 hours to get out.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 15, 2012, 11:56:43 am
Tyrell was just going to leave that tent alone. It was at the bottom of a hill in the middle of the forest, and anything in it had probably despawned anyhow. Because he went to check it out, just in case, I wound up with 15 more magazines for my Mp5SD. Jeeeze, I was getting ready to bail on the thing.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 02:13:21 pm
rocket made a couple post on the forums that the hackers mostly use.

Quote
You know, I have a lot of respect for someone who codes their own mod-apps, who learns their way through a system. There is something natural about that. It requires a level of thinking that I don't think many people can achieve. You have to figure out how something works and take the time to learn and understand the base systems around it, usually without guides. Trial and error, check and try again - balacing a lot of variables in your head.

But what happened today, and over the last three days. What the fuck was that? Are you trying to break me or something? Show me how man you are? How clever?

Well fine, you won. Congratulations. You ruined a free project. Well done. What an amazing group. You destroyed someones work. Want me to post a picture with a shoe on my head? Want me to post to everyone and tell them how awesome you are because you destroyed something that's free? Want me to tell everyone how you're right about how shit everything is? Want me to give up, realizing that it's pointless to do anything against such senseless hate.

Look, yes - I am a dick, and who ever said the mod is really anything amazing. But what you guys did, is just fucking cruel. That's not mod-apping. That's not a challenge. It's not exploiting a weakness so that people don't produce crappy software. I can't even describe what that is. It was just so senseless and stupid. You did it to each other too for christ sake. And if your aim was to destroy the project, fine - you have. Bulls-eye. If your aim was to make me feel like shit - fine, you've done that too. There was no sport in what happened last night, none at all.

I feel no "victory" in the "bans" that were handed out. It just buys some time before the project dies. What you think I'm supposed to ramp it up here? Is that it? Declare war on you and make all these accusations about how safe everything is? What do you think I am? Just what resources do you think I have? You know (well, those who are actually making the tech) the situation with this just as well as I do. There is no war here because it can't be won. It's been lost.

Congratulations

Quote
You know how many people got banned because of this. People who only have the choice of getting another copy. Do you win there? Is that a win for you? They buy another copy? You've really ruined their day, more than anyone elses. I get to deal with their butt-hurt emails and I laughed for a start but I'm not laughing now.

I made a great mod?

You destroyed it.


Also

visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on June 15, 2012, 02:56:34 pm
Sad stuff.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 15, 2012, 03:56:36 pm
Pretty hilarious reading the forums. Basically bateye has globally banned a ton of people for hacking, and now lots of them are coming on the forums going 'zomg we werent hacking'. But the only way they could possible have been globally banned by bateye is for hacking with scritps.

Bit sad that a bunch of kiddies felt the need to hack a alpha mod and then rage over the fact they got globally banned from the entire of Arma 2 for it.

Quote
The hacking got so bad I ordered the complete shutdown of the system until BattlEye update was released. Luckily that shutdown was very brief. If this BattlEye update hadn't worked (and indications are, it has worked exceptionally well), the server would have had to remain down.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 03:58:08 pm
There's nothing hilarious about the situation, though. Sure, some of the script kiddies got banned. BattlEye's global ban stops the real scripters for about five minutes. There'll be keygens out soon.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 15, 2012, 04:07:04 pm
Well, I won't keep playing "serious" until there something like "issue is under control".
I'll log in, wander around and maybe loot a barn or two, eat, drink and log out again. No pvp engagement nor looting dead people until there is some success notice.
Maybe I sound like a carebear but I won't risk my key over this crap. And don't care if those guys who post "...but I just looted the shit." are right or wrong. Just won't risk it.  8-)
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 15, 2012, 04:13:52 pm
There's nothing hilarious about the situation, though. Sure, some of the script kiddies got banned. BattlEye's global ban stops the real scripters for about five minutes. There'll be keygens out soon.

Even if they somehow use keygens, from all rocket says it sounds as though the new bateye update will be intelligent enough to pick up the majority of hacks.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 04:17:29 pm
Even if they somehow use keygens, from all rocket says it sounds as though the new bateye update will be intelligent enough to pick up the majority of hacks.
Did you even read what I quoted from rocket?
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 15, 2012, 04:19:46 pm
I did but rocket is posting a lot of conflicting stuff all over the dayz forums. Partly why a lot of people are ripping into him for it.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 04:23:39 pm
Conflicting stuff like what? He hasn't posted anything conflicting.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 15, 2012, 04:43:13 pm
Well for a start with those posts he makes a big deal about how the project nearly died/is in the process of dying as a result of hacks and how the hackers have won . Yet all over the forums he's trolling people over bans ect because BE worked. Then when people question him seriously over the hackers bans he just comes across as very aggressive and anti-answering anything properly and never gives a straight answer. So half the time it's coming across that the project is dead thanks to hacks...the other time it's that BE worked and everything is hunky dory and the rest is just pure trolling from the mods and devs. To anyone who doesn't know what the fuck is going on between the devs/hackers back and forth it's a big  :?:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 04:55:00 pm
How is it contradicting to say the project will die and troll some of the retards who got banned when they were nuking the servers?

Question him seriously over the hacker bans? Questions like what? How has he been aggressive/anti-answering?

BE worked, for now. The hacking is not, at the moment, pandemic. Most of the script kiddies are currently banned. I don't see what's so hard to understand about it.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 15, 2012, 04:57:41 pm
Well for a start with those posts he makes a big deal about how the project nearly died/is in the process of dying as a result of hacks and how the hackers have won . Yet all over the forums he's trolling people over bans ect because BE worked. Then when people question him seriously over the hackers bans he just comes across as very aggressive and anti-answering anything properly and never gives a straight answer. So half the time it's coming across that the project is dead thanks to hacks...the other time it's that BE worked and everything is hunky dory and the rest is just pure trolling from the mods and devs. To anyone who doesn't know what the fuck is going on between the devs/hackers back and forth it's a big  :?:
He sounds a bit like Cha... someone commonly known to this community.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 15, 2012, 05:02:43 pm
How is it contradicting to say the project will die and troll some of the retards who got banned when they were nuking the servers?

Question him seriously over the hacker bans? Questions like what? How has he been aggressive/anti-answering?

BE worked, for now. The hacking is not, at the moment, pandemic. Most of the script kiddies are currently banned. I don't see what's so hard to understand about it.

Saying the project will die to hackers and then revelling in the fact that BE worked and banned the vast majority of hackers? Seems contradicting to me. Regardless the hackers are kicking up a massive fuss over being banned, and Rocket seems to be kicking up a lot of dust about how destructive the hacking is. I know from my point of view I was killed by a hack and I just ignored it and switched servers. It didn't happen again after that. In a game where dying is common it's hardly soul destroying to be killed by a hack, only minorly annoying. I understand the pressure he is under and the fact it must be an arse because it is his mod, but equally he seems to be blowing a lot of hot air as a result. If BE is updated enough to keep relatively on top of the hacks, which it is, then it's hardly the end of the world. There are hackers in every game.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 05:10:26 pm
Saying the project will die to hackers and then revelling in the fact that BE worked and banned the vast majority of hackers? Seems contradicting to me. Regardless the hackers are kicking up a massive fuss over being banned, and Rocket seems to be kicking up a lot of dust about how destructive the hacking is. I know from my point of view I was killed by a hack and I just ignored it and switched servers. It didn't happen again after that. In a game where dying is common it's hardly soul destroying to be killed by a hack, only minorly annoying. I understand the pressure he is under and the fact it must be an arse because it is his mod, but equally he seems to be blowing a lot of hot air as a result. If BE is updated enough to keep relatively on top of the hacks, which it is, then it's hardly the end of the world. There are hackers in every game.
It isn't contradicting. Like I said, there'll be keygens out soon. BattlEye is bad. The hackers can bypass a ban in five minutes even without a keygen. The reason it's playable right now is that most of the server nukers weren't hackers, they were kids who used a program made by hackers. But it'll only work for so long.

The whole point is that BE can't be updated enough to stay on top of the hacks. There'll need to be engine changes from BIA.
Title: Re: Day Z mod for ARMA II
Post by: cmp on June 15, 2012, 05:13:25 pm
visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 05:35:25 pm
visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 15, 2012, 06:36:40 pm
How did you get all the air into your body?
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 07:08:35 pm
I can't answer for cmp, but generally you get air into your body by inhaling. You use lungs for that.
Title: Re: Day Z mod for ARMA II
Post by: Life on June 15, 2012, 07:11:02 pm
TKC also has a forum section for hacks for the current version of Mount & Blade: Warband. Just letting you guys know that this group of hackers isn't only affecting DayZ.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 15, 2012, 07:11:43 pm
I see what you did there...
Title: Re: Day Z mod for ARMA II
Post by: cmp on June 15, 2012, 07:13:25 pm
TKC also has a forum section for hacks for the current version of Mount & Blade: Warband. Just letting you guys know that this group of hackers isn't only affecting DayZ.

We know. They are the guys we ridicule every times we ban a wave of people who used their script kiddie-made autoblocker. :lol:
Title: Re: Day Z mod for ARMA II
Post by: Life on June 15, 2012, 07:14:40 pm
We know. They are the guys we ridicule every times we ban a wave of people who used their script kiddie-made autoblocker. :lol:
Good to hear!  :D
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 07:16:09 pm
They seem to be capable of only hacking more-or-less indie games.... look at the list of games in their downloads. M&B, ArmA 2 (shittiest cheat protection evar), Vietcong... console games.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 15, 2012, 07:24:26 pm
what happened, i don't understand anything :)
can sbdy sum it up in a few words?
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 15, 2012, 07:36:26 pm
what happened, i don't understand anything :)
can sbdy sum it up in a few words?


"For fifteen minutes the project was closed down, it reached a point where hackers were hoping from server to server and killing everyone.

Make no mistake, if it was not for BattlEye, you would not be playing on a server today. That's how bad it got. So I stay up until I'm sure the project is safe."

Rocket has already made so many posts about this issue. I reall do feel bad for the guy.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 15, 2012, 07:40:35 pm
And
Quote
Well fine, you won. Congratulations. You ruined a free project. Well done. What an amazing group. You destroyed someones work.

I feel no "victory" in the "bans" that were handed out. It just buys some time before the project dies. What you think I'm supposed to ramp it up here? Is that it? Declare war on you and make all these accusations about how safe everything is? What do you think I am? Just what resources do you think I have? You know (well, those who are actually making the tech) the situation with this just as well as I do. There is no war here because it can't be won. It's been lost.

Sounds like he's gonna give up. I hope that's just the sleep deprivation talking. I really do feel bad for the guy, too. He's spent so much time on the mod and he seems like a nice fellow.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 15, 2012, 08:36:22 pm
And
Sounds like he's gonna give up. I hope that's just the sleep deprivation talking. I really do feel bad for the guy, too. He's spent so much time on the mod and he seems like a nice fellow.
D:
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 15, 2012, 08:48:19 pm
fuckin hackers hackin projects like this are losers, who should get a rl doorbel ring and a firm couple of fists as a gift to theyr faces
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 15, 2012, 08:51:40 pm
Im hoping so as well. The post I quoted was made some time after that really long one so im hoping hes in higher spirits now. It sounds like he knows how inevitable the situation is if they persist. At least he waved the white flag in a sense though im not sure what else theyd want. What started all of this anyway? I haven't really been able to gather anything aside from what a few banned forums posters said in threads.


On a lighter note, maiming survivors and watching hordes of zombies finish them off is one of the most satisfying feelings ever.

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: cmp on June 15, 2012, 08:53:43 pm
You play DayZ on your phone?
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 15, 2012, 09:01:50 pm
Heh, new rig is literally a stones thrown away too. Just CBA to go get it and set everything up right now. The power supply for this one is about go out though.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 17, 2012, 02:53:49 am
Wooo what a night.

Empty server of 5 people at night and me and Lorenzo had 2 pvp fights. First we checked all Cherno and ended up at supermarket. We saw a flare and flanked it from both sides and killed a guy in there and looted some stuff. I failed at shooting him a few times (bad ping) and Lorenzo threw a grenade (possible overkill). Turned out I had hit him and he bled out just as the grenade went off.

Then we got to Balota airfield and ran into a guy there. He was carrying a flare so pretty obvious, but neither of us had long range guns and I had a bad connection so upon firing on the guy my winchester shots didn't seem to hit, and Lorenzo opened fire with his mp5SD (not the best pvp weapon). He got a shot off at me at point blank range and Lorenzo killed him. I was unconcious and bleeding, Lorenzo bandaged me and at the point of being bandaged I was on 3.307 blood  :| Turned out the guy had an M14 (not sure how I survived being shot in the face with it) so we promptly looted it and headed to military tents where we both picked up a remington which is my overall favourite gun due to its flashlight, 1 shot kill 200m range and quietness.

So all in all a tense tense night. Was not expecting any pvp action on such an empty server, even at Cherno and Balota as we've never come across anyone there before at night.
Title: Re: Day Z mod for ARMA II
Post by: Tot. on June 17, 2012, 03:27:36 am
Funny thing about ARMA is that reading about it, or even watching vids, is far more entertaining than actually playing it. Mostly because of this shit-engine, clunky movement, horrible bugs, lagging, desync, ridiculous controls design, really bad effects in some parts (try blowing up a building) and lack of any sort of reasonable physics, which is quite surprising considering it's supposed to be a realistic game. Saying this as a long time OFP/ARMA/PR player. 

Unfortunately ARMA defects completely ruin DayZ for me, yesterday I actually rage-uninstalled the whole thing after a zombie started warping all around the place and eventually killed my character.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 17, 2012, 04:52:07 am
Zombies are changed a lot in the next patch.
Title: Re: Day Z mod for ARMA II
Post by: SeQuel on June 17, 2012, 10:24:18 am
I plan on picking this up when the summer sale comes around (I'm willing to bet it will go on sale) so I'm waiting for that.

Should be at the end of this month from what I've heard.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 17, 2012, 03:55:38 pm
Have anyone experienced this?

Suddenly, your screen goes black, and everyone on the server get struck by god, and only those that were in perfect health survives ?

30 people on a 50 slots server all died in a chain and I was part of it, my friend wasnt wounded nor lacking blood so he survived :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 17, 2012, 04:06:04 pm
hax?
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 17, 2012, 05:36:20 pm
hax?

That is exactly what happened.

So the new zombies are pretty ridiculous. A single shack out in the woods, nothing else around it for at least a kilometer in any direction. Kill the three zombies there, more immediately spawn in.. And more... And more.. If I hadn't been on top of a hill they had to run up I would have died as I killed over forty zombies before a friend came by and picked me up in our offroad. Also the new animations for the crawlers is freaky.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 17, 2012, 05:39:08 pm
Yea, the new animantion is nice =)
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on June 17, 2012, 09:50:10 pm
Waiting4hotfix.avi
Title: Re: Day Z mod for ARMA II
Post by: Weren on June 18, 2012, 07:03:37 pm
Woah, found a tractor near the Blacklake and as soon as I got inside it, bullets started flying. 'Twas a TARP! I rushed out and ran like a mothafucka, then I hid behind a large rock and waited for about 5 mins before continuing my escape. Waagh, my heart was pounding so fast.  :P
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 18, 2012, 07:21:23 pm
Me and Tor found a perfectly working car on a road below the NW Airfield. I guess someone thought that was the perfect hiding place.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 18, 2012, 07:25:11 pm
Can anyone else also confirm that after the recent patch it's pretty hard to find food/water? I've scouted a few buildings but mostly found empty cans.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 18, 2012, 07:36:12 pm
Can anyone else also confirm that after the recent patch it's pretty hard to find food/water? I've scouted a few buildings but mostly found empty cans.

Yes. Went through 3 cities with Tor. Only food we found was on zombies. Same with drinks, except I found one can of Mountain Dew.

I wonder if it's intentional or a bug.

My guess is that it's a bug, since all the other loot was super rare too, except weapons. Like 4 different weapons were spawning in every barn.

BUT I think it'd be kinda cool if food and water were super rare. Before they were way too easy to find and thus made the biggest post-apocalyptic worry... completely irrelevant.
Title: Re: Day Z mod for ARMA II
Post by: cmp on June 18, 2012, 07:37:14 pm
They already confirmed it's a bug.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 18, 2012, 07:39:53 pm
That's why I kill every animal I can see! An alice pack full of meat is a wonderful thing.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 18, 2012, 08:05:28 pm
That's why I kill every animal I can see! An alice pack full of meat is a wonderful thing.
.... what kind of meat....
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 18, 2012, 08:28:06 pm
.... what kind of meat....


The crunchy kind :twisted:





Me too I found 0 food/drink in lootable places.

I just found them on dead bodies (some I shot, some I didnt and was too happy to find) 2 empty water bottles / 1 soda can / 1 bean can.

Personally I dont mind this "bug", because water bottles are reffilable and animal meat is easy to find and cook (if you ever find matches, that is).
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 19, 2012, 08:49:30 am
Why cant i gut other players. I mean its an apocalipse and im getting pretty hungry  :lol:
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 19, 2012, 04:07:48 pm
Why cant i gut other players. I mean its an apocalipse and im getting pretty hungry  :lol:

Yes, Cannibalism IMPLEMENT ASAP I WANNA TASTE SOME HUMAN CHICKEN!
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 19, 2012, 07:16:51 pm
nasty
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 19, 2012, 07:22:35 pm
Its a tough world, you gotta eat something  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 01:35:12 am
Fuck. I found a heli crash site and have a serious dilemma now, because I found:

2x FN Fal (6 magazines in total)
1x Suppressed Bizon + 3 magazines
1x M14 AIM + 4 magazines.

I also have a M240 and a M4 Holo.

SIGH WHAT TO DO

Suppressed Bizon is a must-have, though. What's that, a 64-magazine silenced submachine gun when zombies have eagle-eyes? YES
Title: Re: Day Z mod for ARMA II
Post by: SeQuel on June 20, 2012, 03:51:43 am
Fuck. I found a heli crash site and have a serious dilemma now, because I found:

2x FN Fal (6 magazines in total)
1x Suppressed Bizon + 3 magazines
1x M14 AIM + 4 magazines.

I also have a M240 and a M4 Holo.

SIGH WHAT TO DO

Suppressed Bizon is a must-have, though. What's that, a 64-magazine silenced submachine gun when zombies have eagle-eyes? YES

Nice find man.
Title: Re: Day Z mod for ARMA II
Post by: karasu on June 20, 2012, 04:03:52 am
Don't worry, you'll trip down and break bones without morphine the sooner or later.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 04:21:56 am
Ended up taking FN FAL, the Bizon and the M14. Just enough space for all the guns and ammo.
Title: Re: Day Z mod for ARMA II
Post by: SchokoSchaf on June 20, 2012, 07:46:07 am
All you need is a hatchet of 100000 powerstrikes. Then you switch from survival to senseless zombieslaying.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 08:53:27 am
All you need is a hatchet of 100000 powerstrikes. Then you switch from survival to senseless zombieslaying.
Is melee seriously that powerful now? Cuz I've been told by friends that the whole zombie-thing is a joke right now. Except for pvp there's no point in even looking for guns anymore, that's what I've been told :x
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 20, 2012, 09:11:03 am
There is no melee system in Arma or DayZ.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 09:16:10 am
There is no melee system in Arma or DayZ.

Quote
    * [NEW] Melee Weapon introduced: Hatchet (can only drop through right click in gear menu)
    * [NEW] Melee Weapon introduced: Crowbar (can only drop through right click in gear menu)
Say whaaaat?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 20, 2012, 09:25:38 am
There is no melee system in Arma or DayZ.

get with the times karma bro
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 20, 2012, 09:26:33 am
I didnt know there was an update :oops:

http://www.youtube.com/watch?v=KdBdVD-Oo8I (http://www.youtube.com/watch?v=KdBdVD-Oo8I)
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 10:09:13 am
I didnt know there was an update :oops:

http://www.youtube.com/watch?v=KdBdVD-Oo8I (http://www.youtube.com/watch?v=KdBdVD-Oo8I)
Lol nice video... and yea... seems kinda overpowered for a "side-arm in times of need"
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 10:10:51 am
WATCH THIS

http://www.youtube.com/watch?v=Pm2lVnkbE-4
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 10:28:07 am
WATCH THIS

http://www.youtube.com/watch?v=Pm2lVnkbE-4
:mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 12:45:53 pm
Rofl. Heard a guy shooting at NW airfield with an AK.

So I close in... and I get behind him with my Bizon SD.

I shoot him 10-15 times from 10 meters. He turns around and shoots me. We both die.

BIZON, FEEL THE POWER
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 12:47:10 pm
Rofl. Heard a guy shooting at NW airfield with an AK.

So I close in... and I get behind him with my Bizon SD.

I shoot him 10-15 times from 10 meters. He turns around and shoots me. We both die.

BIZON, FEEL THE POWER
wtf... sounds like a mean bug o.O
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 12:50:26 pm
No, I think it's just that the 9mm rounds are useless. Takes some time for the engine to update the damage or something so you have to basically kill them with the first 1 or 2 rounds or they can turn around and shoot you.
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 20, 2012, 01:27:12 pm
xante poke me in ts i want to steal all your chopper looot
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 01:27:57 pm
You missed the part where I died!
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 01:46:01 pm
No, I think it's just that the 9mm rounds are useless. Takes some time for the engine to update the damage or something so you have to basically kill them with the first 1 or 2 rounds or they can turn around and shoot you.
Sounds weird and buggy to me  :wink:
Considering this game is supposed to be nearly realistic... I'd think that 9mm bullets should kill easily with like 4 hits.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 20, 2012, 01:52:58 pm
Sounds weird and buggy to me  :wink:
Considering this game is supposed to be nearly realistic... I'd think that 9mm bullets should kill easily with like 4 hits.


Bad luck I would say...


I'm a fan of .45 ACP revolver and sometimes I bodyshot kill in one bullet, sometimes I have to reload and dance the dance of bullets and fire again.


Its a bit like the chance of getting unconscious/broken bone/bleeding when a zombie hits you: a bit of randomness.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 20, 2012, 02:08:07 pm
Sounds weird and buggy to me  :wink:
Considering this game is supposed to be nearly realistic... I'd think that 9mm bullets should kill easily with like 4 hits.

It's unrealistic, but it's a flaw of the engine or netcode

If you check DayZ forums, you'll see plenty of complaints about shooting people tons of times and then they turn around and shoot you

Only happened to me when using smaller than 7.62 caliber weapons
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 20, 2012, 04:09:18 pm
Bleh, having a hard time starting over after my death while experimenting with the hatchet. Every village I step into aggroes a million zombies, I run inside one of the buildings hoping there is a weapon inside, there isn't, I die.  :lol:

Any tips? Stealthing around doesn't seem to help a lot, since the new zombies can spot you so easily.
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 20, 2012, 05:13:32 pm
stealthing arround is doable, but extremeley boring, i just go for the run and kill, run and hide tactic, not always, but sometimes, oh who am i kidding i still do prone about like a little coward most of the time.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 20, 2012, 05:51:45 pm
Gonna reinstall win 7 on my machine over the weekend and try out 1.7 for the first time - beta patch always screwed up...but tbh the melee looks horrible
Title: Re: Day Z mod for ARMA II
Post by: SchokoSchaf on June 20, 2012, 05:52:10 pm
Aren't zombies bugged? They can currently see through stuff that should be an obstacle. Like. A hill. Maybe they took care of it already.
Btw anybody noticed that you can flatten bushes with the hatchet?
And stop killing other players! There's a huge zombie threat - cooperate! Be nice and carring! It is not cRPG!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 20, 2012, 07:04:42 pm
And stop killing other players! There's a huge zombie threat - cooperate! Be nice and carring! It is not cRPG!

I just entered a barn without a weapon, found a winchester, some random guy runs in with 15 zombies on his ass, I kill him and run away from the zombies. COOP at it's best.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 20, 2012, 07:48:20 pm
I just entered a barn without a weapon, found a winchester, some random guy runs in with 15 zombies on his ass, I kill him and run away from the zombies. COOP at it's best.
I lol'd.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 20, 2012, 08:09:31 pm
I just entered a barn without a weapon, found a winchester, some random guy runs in with 15 zombies on his ass, I kill him and run away from the zombies. COOP at it's best.


IT WAS YOU ?

YOU BASTAAAAAAAAAAAAAAAAAAAAAAAAARD!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 20, 2012, 09:44:18 pm

IT WAS YOU ?

YOU BASTAAAAAAAAAAAAAAAAAAAAAAAAARD!

wait really? DE server? Near Cherno?
Title: Re: Day Z mod for ARMA II
Post by: Patoson on June 20, 2012, 10:06:08 pm
I'm sorry if this had already been asked, but I can't be arsed to read 60 pages.

I purchased Arma II and Arma II: Operation Arrowhead separately back when each of them was released. Can I play with those two or do I need to buy Combined Operations?


Nevermind. I've just read Meow saying you need those two.  :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 20, 2012, 10:34:19 pm
wait really? DE server? Near Cherno?


No, but to be frank, I already had some similar experiences, and been both victim and murderer :lol:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 21, 2012, 06:15:23 am
Bleh, having a hard time starting over after my death while experimenting with the hatchet. Every village I step into aggroes a million zombies, I run inside one of the buildings hoping there is a weapon inside, there isn't, I die.  :lol:

Any tips? Stealthing around doesn't seem to help a lot, since the new zombies can spot you so easily.

My old tactic works better than ever.

Just run. Run like Forrest Gump. Run inside a building, do a mad loot grab, run out the other door. Suddenly, you've lost most/all of the zombies. Rinse and repeat.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 21, 2012, 07:14:30 am
My old tactic works better than ever.

Just run. Run like Forrest Gump. Run inside a building, do a mad loot grab, run out the other door. Suddenly, you've lost most/all of the zombies. Rinse and repeat.

Yeah I've tried that but failed two times when I ran inside a building with only one narrow way in and the zombies blocked me inside / stood at the entrance :D Third time was a charm and I was lucky to find a hatchet.
Title: Re: Day Z mod for ARMA II
Post by: Logen on June 21, 2012, 07:15:47 am
Yeah I've tried that but failed two times when I ran inside a building with only one narrow way in
:lol:
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 21, 2012, 10:48:36 am
After some experimenting with the current patch...

The zombies are a total joke now. These patches had the complete opposite effect than what rocket wanted.

I can run through towns and attract tons of zeds, then after running into a building they've all lost me.

I tested running through Cherno. I had 20 zeds after me.

After running for 30 seconds in a straight line, not entering a building or anything, just in a field with some small hills...

Only 2 zeds were after me. Shot them with Lee Enfield. Saw a ton more zombies run where I was, but they couldn't find me when I moved 10 meters.

People who think it's too difficult need to experiment with the zed AI.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 21, 2012, 11:34:08 am
http://www.youtube.com/watch?v=Sj9Tih-esfw&list=EL9x7YeHqOgkA&index=7&feature=plpp_video
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 21, 2012, 11:51:43 am
http://www.youtube.com/watch?v=Sj9Tih-esfw&list=EL9x7YeHqOgkA&index=7&feature=plpp_video

Ah read about this on the forums. Some guy was complaining that it's giving bad light on dayZ, can't watch it at work, no sound.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 21, 2012, 01:27:55 pm
After some experimenting with the current patch...

The zombies are a total joke now. These patches had the complete opposite effect than what rocket wanted.

...

People who think it's too difficult need to experiment with the zed AI.


I try to not get too close to them so hard to experiment haha



My tactic now is mainly like you Xant (Run&Grab&Run), though sometimes if a particular neighborhood is not too crowded I try to sneak in&out.

And not sure how zombies spawn is now, but you can definitely empty a small village with gunfire (one shot rifles help here) and have a better time looting.
Sometimes just heading into a building and exploiting their behavior here is boring.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 21, 2012, 04:33:56 pm
Wow, the rate at which they knock you out atm is ridiculous. Last three deaths due to zombie getting a lucky knockdown hit killing me from full health. Extremely dangerous to go melee.

On the other hand, I love melee. I was in a barn again, an unarmed man runs in, I'm like "oh hey, no worries here", he goes off to check the loot.. WHAM axe to the head
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on June 21, 2012, 05:17:39 pm
Yup I died maybe 5 times today, 2 to survivors the rest to zombies knocking me unconcious really easily. I've never had that trouble before with zombies.

I've now taken to the running tactic as I've realised how easy it is to lose zombies by just zigzagging round a few buildings. Melee is also deffo the way to go when clearing zombies out of buildings.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 21, 2012, 05:25:09 pm
I just noticed the hatchet has a lot more range than I thought it had... wish there was a clearer indicator when you actually hit a zombie

EDIT: Owned by a one shotting zombie again. Dropped from 12k to 6k in one hit, knocking me out and breaking my legs. Due to passing out on stairs I was able to lose aggro somehow, then I crawled a bit around to check for loot and while I was crawling I broke more bones by crawling under a doorway and bled out. Was quite lol.
Title: Re: Day Z mod for ARMA II
Post by: Patoson on June 21, 2012, 10:22:42 pm
Me and a couple of clanmates have been trying the mod and our conclusion: f***ing boring frustrating. Hours running along the coastline, without a map, just to find each other, with no weapons to defend ourselves, dying all the time and then respawning very far away. After three hours, we didn't find a weapon. Only zombies (who run at the speed of light by the way). And, in the chat, nobody was helpful at all; they just said "keep on searching" and things like that.

In my opinion, a complete waste of time and drive space.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 21, 2012, 10:49:45 pm
1) you can google for a map
2) 3 hours and none of you found a weapon? wut it takes a minute max in a city and most barns have rifles

How did you die to the zombies anyways if you had no weapons? Tried to punch them to death?
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 21, 2012, 10:53:54 pm
Agreed. I have a harder time finding chem lights than I do guns. This mod is literally what you make of it. If you just hug side roads and run at the first sight of any zed you see (like i did for the first couple days) you will be just as bad off as when you started. That's what makes this mod so fun.
Title: Re: Day Z mod for ARMA II
Post by: SeQuel on June 22, 2012, 12:09:24 am
Agreed. I have a harder time finding chem lights than I do guns. This mod is literally what you make of it. If you just hug side roads and run at the first sight of any zed you see (like i did for the first couple days) you will be just as bad off as when you started. That's what makes this mod so fun.

Karma, hopefully I'll be getting this game in the upcoming summer sale and Ima come play with yall so expect me!

I was talking with Mala and all of his stories got me excited lol....now I really want it.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 22, 2012, 11:54:02 am
Ah read about this on the forums. Some guy was complaining that it's giving bad light on dayZ, can't watch it at work, no sound.

You mean, Rocket's accent ?

"If your food bar turns groin to reed,  you need food and if it starts fleshing you're in trouble"

"Let's git insoyde this boilding"
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 22, 2012, 02:11:25 pm
His accent is awesome. NZ accent.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 22, 2012, 03:26:06 pm
Lets just be happy he's not Australian...

"Lets get insoyde this boilding mate"

"If your food bar turn goin to reed mate, you need food mate and if it starts fleshing you're in trouble..."


"mate"
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 22, 2012, 03:37:30 pm
Australian/NZ accents are the coolest English accent after Scottish. Fuck yeah!
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 22, 2012, 04:10:56 pm
Australian/NZ accents are the coolest English accent after Scottish. Fuck yeah!
Actually... scottish accent is teh best!
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 23, 2012, 12:14:30 am
Actually... scottish accent is teh best!
Which is why I say they are the coolest AFTER Scottish...
Title: Re: Day Z mod for ARMA II
Post by: Kafein on June 23, 2012, 02:00:06 am
Tbh as a non-native speaker there are times I just can't understand what he says, even if listening several times.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 23, 2012, 09:02:48 am
Which is why I say they are the coolest AFTER Scottish...

My bad...
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on June 23, 2012, 03:09:42 pm
Tbh as a non-native speaker there are times I just can't understand what he says, even if listening several times.
Try going to Glasgow. I couldn't understand a fuck of what they were saying. Edinburgh was hard enough, but Glasgow was "OMFG, WTF is this shit!?!?" xD

My bad...
NP
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 25, 2012, 08:10:32 am
m4 reddot flashlight 6 clips, 50 cal with 3 clips, ghillie suite, nightvission and provisions, heading south to  fuck shit up , am in a small building in middle of nowhere looking for food, get hit through wall by zombie, insta break leg and unconcious, long unconcious thingy, get eaten by shitloads of spawns, thank you piss mod pisses me off qq

yes server reset on my run back to corps...
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 25, 2012, 08:39:17 am
That's basicly the point why I don't play it atm... everything is way more random than before. Rocket fucked up with patching imho...
Title: Re: Day Z mod for ARMA II
Post by: Spleen on June 26, 2012, 06:01:28 pm
Well I died more to bugs than to other players or zombies. actually - never zombies...
but thats nothing new, its always been this way, but now that 50k ppl play a alpha somehow the expectations are higher...
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 26, 2012, 07:00:18 pm
Btw guys i dont know if you are using this map for dayZ but it tells you each loot spot, the value of that spot, all the deer stands, even what type of vehicles spawn where, along with coords and eveything


http://dayzdb.com/map#4.043.058

Try pressing a loot spot it tells you exactly what will drop along with a picture of that building/vehicle
Title: Re: Day Z mod for ARMA II
Post by: Teeth on June 26, 2012, 07:51:45 pm
m4 reddot flashlight 6 clips, 50 cal with 3 clips, ghillie suite, nightvission and provisions, heading south to  fuck shit up , am in a small building in middle of nowhere looking for food, get hit through wall by zombie, insta break leg and unconcious, long unconcious thingy, get eaten by shitloads of spawns, thank you piss mod pisses me off qq
Exactly what made me GTX, a month ago. Today I first dared to go back in, but that is not fixed? Nevermind then.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 26, 2012, 08:04:26 pm
i'm afraid some issues are armaII problem and thus this mod will "kinda suck" all the time...
Title: Re: Day Z mod for ARMA II
Post by: ulya on June 26, 2012, 09:47:46 pm
A lot "armaII problems" have already been fixed by mods, and since rocket has full support of Bohemia a lot things that he wants to have fixed will get fixed.
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 26, 2012, 11:29:29 pm
Well, when I played yesterday again after some weeks all of a sudden I had pretty much no fun.

We were 3 guys, sprinkled all over the map, and we couldnt find ANY weapon except a little crowbar ONCE in 3 hours of playtime.

The best thing we found were some magazines.

And since you start without any weapons now beeing spotted by zombies is almost death sentence.Occasionally you manage to get away, but thats rather rare, especially if you dont have anything to defend you.
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 27, 2012, 12:07:53 am
Lies, the zombies still can't catch you if you keep running. Just lose them in a building.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 27, 2012, 03:18:25 am
we couldnt find ANY weapon except a little crowbar ONCE in 3 hours of playtime.

fucked up server
Title: Re: Day Z mod for ARMA II
Post by: B3RS3RK on June 27, 2012, 07:54:27 am
Lies, the zombies still can't catch you if you keep running. Just lose them in a building.

Yeah, the thing is, sometimes you cant really lose them in a building.They follow you up close.And if you are bleeding already, you can only run until you are dead.

or another case: I got followed out of kamenka by, dunno, maybe 6 Zombies, and ran to the lighthouse.Once inside I immediately went up the stairs, where I waited for 10 minutes(Also broke my bones because I crouched and looked inside the wall...gay), and the zombies still wouldnt go away.They had clearly lost my sight and such, beeing slightly scattered in front of the entrance, but how am I supposed to get away from there if they dont move?And since I had nothing found still, I just let them kill myself and started anew.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on June 27, 2012, 08:25:48 am
stairs and ladders are the most dangerous thing on this mod
dont forget the doors. one of our guys broke his leg twice on a door already. Another one got hit through the stairs by a zed that was below. I had a broken bone twice (by Zeds). Next guy broke his bone (by Zeds) several times.

This is the game of broken bones and proning. -.-

Dunno why we are addicted to it. I am alive around 2 days now, maybe 3. We had a bus and went to the international airport. two of us four died there. One had a broken bone. Lucky we had an autoinjector with us. The Zeds respawned in the instant we shot them. They swarmed us pretty bad. I did go in with an AKM and 2 or 3 Mags and a 1911 with around 4 Mags. Both kill with one shot and I did not use the full-auto-mode of the AK. (i did semi-shots with my mouseklicks. :D)
When we met outside on a field I had 3 Shots left in my AK... and none in my Pistol.

Before that we found a car and two of our 8-men-group got shot by some guy on a bike who did follow them to our meeting-spot. Lucky our sniper was there, too. Unlucky the car exploded. :D

Later we found a player named "Shashlyk". We saw him go into a barn and leave again. I tried to write to him but he didnt see it. Maybe he was out of range (around 50 meters away). He did crawl in our direction, our sniper did go mad a bit, aiming at him but I was able to hold him back. Just when I wanted to write "friendly?" the other guy drew his AK. Bad luck, our sniper was faster.
Now I got his AK Kobra. Sadly I could not take his ghillie-suit. :(

Edit: To inform you, we are usually friendly. If you do not aim at us or dont see us we will draw back and leave you in peace. if you come closer with a drawn weapon or aim at us we will shoot without hesitation.

We also found a place to stay for a while, even if we wont set up tents there. But there spawn animals (two cows, one sheep yesterday) and its near a pond and a medium-sized village. We could silently stay alive for a while. What is sad is that the cars are not save. Other players can take them for a ride whenever they want. Now we need to wait seven days until the next one spawns. :(

Oh and the Helicopters are turned off because of some desync-bugs. I would love to fly one. :D

Also there are no tanks. And inland you wont find a hospital (good that morphine is in common houses, too).

Edit: The only thing that really pisses me off is that bone-breaking-rate. The wiki says "Causes of Broken Bones: zombies on rare occasions." Now: Why does our group have broken bones at least twice a day? And we are not stupid enough to fall down somewhere. 80% of our broken bones are thanks to Zeds. I am less afraid of dying then of breaking a bone. -.-
Title: Re: Day Z mod for ARMA II
Post by: SchokoSchaf on June 27, 2012, 10:09:59 am
Yesterday I broke my bones by putting down my binoculars, which I had previously taken out on the exact same spot without moving, while lying in front of stairs. Now I'm terrified of stairs. Bloody bastards.


Yeah, the thing is, sometimes you cant really lose them in a building.They follow you up close.And if you are bleeding already, you can only run until you are dead.

or another case: I got followed out of kamenka by, dunno, maybe 6 Zombies, and ran to the lighthouse.Once inside I immediately went up the stairs, where I waited for 10 minutes(Also broke my bones because I crouched and looked inside the wall...gay), and the zombies still wouldnt go away.They had clearly lost my sight and such, beeing slightly scattered in front of the entrance, but how am I supposed to get away from there if they dont move?And since I had nothing found still, I just let them kill myself and started anew.
Kamenka has a red brick house with 2 entrances. Run through there and it's almost like cheating.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on June 27, 2012, 10:26:31 am
If you wanna make sure you lose them wait a bit until they are inside. Dunno if that works as well as I think, but it should. Zeds are moving slow inside buildings, near entrances and stairs.
I usually dont go near larger groups of Zeds and kill those that are a bit separated from others - or near deerstands (there only spawn 2 to 4, mostly 3 Zeds). Zeds can have food and soda with them, so you can survive by that. If you were lucky enough to get a weapon - like an axe.

If you are a beginner: open you inventory ("G" by default), rightclick on your hatchet and "Remove from toolbelt". then you use it as your primary weapon. Do NOT do this when you dont wanna risk loosing your mainweapon. Because you drop it when taking another and sometimes it bugs away.

EDIT!
You can get away from Zeds when you run up some steep hills. you need 300m between yourself and them. then they dont hunt you anymore.
Title: Re: Day Z mod for ARMA II
Post by: Butan on June 27, 2012, 01:34:19 pm
Yesterday I broke my bones by putting down my binoculars, which I had previously taken out on the exact same spot without moving, while lying in front of stairs. Now I'm terrified of stairs. Bloody bastards.


Once, I broke my legs and started bleeding because my mate and I collided physically in a tiny corridor while crouch running.

Now I'm terrified of people approaching me at slow velocity.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on June 27, 2012, 10:28:49 pm
To sum it up: in DayZ you have exact ballistic curves, all kinds of realistic vegetation, weather, wind, realistic night sky and moon cycles, but you kill yourself by opening the door, by being 5 seconds desynced from the server or by putting a cola into your inventory.
Title: Re: Day Z mod for ARMA II
Post by: Molly on June 27, 2012, 10:34:13 pm
To sum it up: in DayZ you have exact ballistic curves, all kinds of realistic vegetation, weather, wind, realistic night sky and moon cycles, but you kill yourself by opening the door, by being 5 seconds desynced from the server or by putting a cola into your inventory.

Nice summary.
Title: Re: Day Z mod for ARMA II
Post by: karasu on June 28, 2012, 12:17:35 am
New arma 2 patch.
 edit: its up now the official page again
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 28, 2012, 02:38:06 am
its up now at the oficial link? WAT
Title: Re: Day Z mod for ARMA II
Post by: Vibe on June 30, 2012, 01:17:09 am
Birgirpall (guy who does the funny BF3 vids) goes dayZ http://www.youtube.com/watch?v=h-QsBRH_NKE&list=UU7dlaP4GdMn7kBnsEDKupuQ&index=1&feature=plcp
Title: Re: Day Z mod for ARMA II
Post by: Niemand on June 30, 2012, 02:14:55 am
Birgirpall (guy who does the funny BF3 vids) goes dayZ http://www.youtube.com/watch?v=h-QsBRH_NKE&list=UU7dlaP4GdMn7kBnsEDKupuQ&index=1&feature=plcp
url too long. will not click! :O
Title: Re: Day Z mod for ARMA II
Post by: Goldor on June 30, 2012, 03:38:09 am
My 22 day old character just died :(. Well at least I killed the two that got me at the same time and was able to get my loot back.
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on June 30, 2012, 03:40:49 am
Day 28 for me so far. 20 Murders and one Bandit kill. Random people are starting to remark that they hear a loud heartbeat when i play with them.

I was also choosing between a m107 and a Bizon last night xant. Your tale made me decide against it!
Title: Re: Day Z mod for ARMA II
Post by: Xant on June 30, 2012, 04:03:47 am
It was a cautionary tale!
Title: Re: Day Z mod for ARMA II
Post by: rufio on June 30, 2012, 07:39:57 am
xante come ts more!!

visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on June 30, 2012, 09:14:40 am
been on NA servers killing noobs and getting some nice loot, 12 days and 120 zombie kills and 22 murders and 3 bandit kills
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on June 30, 2012, 12:04:07 pm
Screenshot or it didnt happen
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on June 30, 2012, 05:57:22 pm
haha found  a traktor , fucking epic
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 05, 2012, 07:54:40 am
http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 05, 2012, 09:50:45 am
Fixing bus on DE126 need some tires faaast! would appreciate help ! moar info laterz
Title: Re: Day Z mod for ARMA II
Post by: Xant on July 05, 2012, 11:19:02 am
http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!

... That helicopter sound is BRILLIANT. Best way to make people peek out of cover and expose themselves.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 05, 2012, 11:26:59 am
now its ready :D:D:D:D:D  visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 05, 2012, 11:36:19 am
lulz gamma/brightness cheater
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 05, 2012, 11:39:37 am
lulz gamma/brightness cheater
This game is Russian lang and i can't understand Russia too well i just change settings randomly. it's good as it is now.  :|
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 05, 2012, 09:58:32 pm
http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!

Fucking awesome.


One of my mate had the idea to try some stupid sounds in direct comm, like cats meowing/attacking or just using your own voice to mimic zombies etc... But this is an even better trick.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on July 06, 2012, 12:49:26 am
http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!
Those voices would creep me the fuck out at night.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 06, 2012, 07:51:26 am
Those voices would creep me the fuck out at night.

I know right, shit I even disabled the ingame music because it freaked me out.
Title: Re: Day Z mod for ARMA II
Post by: karasu on July 06, 2012, 01:24:38 pm
yeah, those stock musics a la Silent Hill were too much. Nature sounds only are enough.
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 06, 2012, 01:35:57 pm
I know right, shit I even disabled the ingame music because it freaked me out.


And this way you hear people moving around / chewing up steaks easily.
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 06, 2012, 07:04:13 pm
So, I finally gave in and installed the mod.

Some first impressions:

- First spawn ever: Located in the middle of some kind of industrial harbor, I was quickly spotted by a hopping zombie. Ran away and into a building, closed the door behind me. Didn't know zombies could teleport through doors. Dead.

- Second spawn: In the middle of nowhere, after crawling around for 15 minutes I reached a village, only to find out that you can actually only enter around 5% of all the buildings. Was spotted through a wall by yet another hopper, ran inside a barn where I found a hatchet that I couldn't use for self defense (thought those were melee weapons?)

- Third spawn: Slightly better, managed to reach an industrial building that looked promising. Found myself.... a part of a fuel tank. Awesome. Then crawled around a village and managed to avoid detection, found a crowbar which I quickly equipped. After being spotted by a zombie, I tried to hide in a house. Guess what, can't enter that one either. Tried to hit the zombie coming up with a crowbar, but my character refused to swing at him at all. Couldn't attack at all and got my bones broken. Committed suicide afterwards.

Probably Beginner's bad luck, but for now I'm feeling like going back to modded STALKER to get my monster survival fix.
Title: Re: Day Z mod for ARMA II
Post by: Muunilinst on July 06, 2012, 07:42:35 pm
that game is bugged but its also hard for beginners. if ure experienced u know which buildings are accesable also how to use stuff and where to loot. at start it kinda suxxx   :rolleyes:
Title: Re: Day Z mod for ARMA II
Post by: Molly on July 06, 2012, 08:11:41 pm
Reloading the crowbar could have helped. Yea, I know... why didn't you think of reloading the melee weapon, right?
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 06, 2012, 10:00:26 pm
^ I actually tried to because I read that somewhere, but it still didn't work.

Since the AI kicked me off the Strat roster, I gave DayZ another shot.

Spawned on the south-western coast, checked the first village on my way north - had a zombie train follow me afterwards, including some random guy with a hatchet. Luckily, all but one of the zombies decided to chase him instead. The one that kept chasing me got lost in the forest when I hid on top of a rock.

Then I remembered what /k/ always advises to do when SHTF: Go inna woods. So I did. Worked my way up north, checked deer stands and scavenged several small villages in the process. Got me a hatchet and a shitload of random stuff including a hand grenade, but had to use my bandage after getting attacked by an angry mod in a barn. After sticking through the forests to move around and filling up my water bottle at a well, I kept checking deer stands and eventually found an AK-74 with one full magazine.

At that point, I found a cozy spot and logged off. Wonder what will happen tomorrow, I plan on north via forests.
Title: Re: Day Z mod for ARMA II
Post by: Xant on July 06, 2012, 10:33:43 pm
Right click on the hatchet, click "use in weapon slot."
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on July 07, 2012, 12:48:19 am
http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!

Trolling with sounds, ah, good old days.

Used to do it with the Kingpin soundboard :D
Title: Re: Day Z mod for ARMA II
Post by: Darkkarma on July 07, 2012, 06:10:39 am
http://www.youtube.com/watch?v=CAXoWEOczJE&feature=related (http://www.youtube.com/watch?v=CAXoWEOczJE&feature=related)

I strongly suggest for anyone who hasn't done so already to play around in the armoury.


http://www.youtube.com/watch?v=KOiuTE-x-hg (http://www.youtube.com/watch?v=KOiuTE-x-hg)

Gaffer and I riding bikes.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on July 07, 2012, 10:11:18 am
http://www.youtube.com/watch?v=KOiuTE-x-hg (http://www.youtube.com/watch?v=KOiuTE-x-hg)

Gaffer and I riding bikes.

Lol'd.
Title: Re: Day Z mod for ARMA II
Post by: Muunilinst on July 07, 2012, 12:19:24 pm
i saw herkutatti on eu 32 he got killed ;D
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 07, 2012, 01:31:20 pm
Well, I just lost my character that actually managed to survive so far due to not instantly murdering the first human player I ever came across.

Lesson learned, shoot everybody.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 07, 2012, 02:17:33 pm
i saw herkutatti on eu 32 he got killed ;D
my old friends shooting when i don't even have a gun ffs.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on July 07, 2012, 07:05:57 pm
my old friends shooting when i don't even have a gun ffs.
Did you have a hatchet?
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 07, 2012, 07:10:48 pm
Did you have a hatchet?
nothing, i was just spawned :D
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on July 07, 2012, 07:15:21 pm
nothing, i was just spawned :D
Then it was kinda douchy.
Title: Re: Day Z mod for ARMA II
Post by: Weren on July 08, 2012, 05:42:14 pm
Found my first ghillie suit. Too bad I'm down to 6000 blood, hopefully the suit will make hiding easier.  :P
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 08, 2012, 08:47:43 pm
Found my first ghillie suit. Too bad I'm down to 6000 blood, hopefully the suit will make hiding easier.  :P

In the night, even at short range if you dont move too much you're pretty much invisible.
In the day, if you are at more than 200 meters its the same.

Night vision and thermal vision kills it though.




Story of the day:


Trolled a bit on ingame voice chat with a friend that I already was on Skype with.
At intervals we just deactivated skype chat and pressed the arma 2 key voice chat to let the other one think someone was talking to him...

Nothing worth noting, until, at our 3/4rd trolling, we heard a guy falling and breaking his bone while we were at Vybor in the area of the supermarket and the high value building at the other side; we tried to first force him to uncover himself, then checked the building we were in, then checked the exterior (5 minutes passed),  then the sound of "arggg/fuck it/other inane sound" stopped (never found the place where the body landed). One thing is sure, without trying to, we pretty much scared a guy off the roof of the same building we were in. Probably just got unconscious for the 5 minutes we tried to spot him and DC'ed.

Too bad we couldnt find him, else we would have just finished the guy and loot his juicy body.


Title: Re: Day Z mod for ARMA II
Post by: Niemand on July 09, 2012, 08:14:43 am
why not simply loot him without finishing him?
would be cooler imho. :D

But yah. found a ghillie-suit. Somehow our tents are empty. guess its thanks to a bug (what moron loots civilian clothing? Oo). Next to our tent was a body of a guys named "Peach". Team has the order to kill him on sight.

Stopped playing DayZ for now, playing Arma2 instead. DayZ needs a bigger map and something to play on for... maybe the possibility to build a little base or clean a village.
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 09, 2012, 03:57:25 pm
why not simply loot him without finishing him?
would be cooler imho. :D

Didnt know you could loot an unconscious body thoroughly =)

But yah. found a ghillie-suit. Somehow our tents are empty. guess its thanks to a bug (what moron loots civilian clothing? Oo).

My epic tent was wiped out yesterday too.
Lost 8 rare primary weapons and 40 clips  :cry:
Title: Re: Day Z mod for ARMA II
Post by: Niemand on July 09, 2012, 04:44:15 pm
you can loot the backpack... even from somebody conscious. :D
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on July 09, 2012, 09:40:10 pm
Update is out!

Edit:
It broke everything as usual so no one can get on servers.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 10, 2012, 07:53:58 am
Update is out!

Edit:
It broke everything as usual so no one can get on servers.

Atleast it's moving again. We kind of had a gap there with rocket moving countries and all.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on July 10, 2012, 12:15:12 pm
Its working fine for me

Edit: was working fine, stuck at loading on 90% of the servers
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 11, 2012, 12:03:20 pm
New forums are up, much more pleasant to read on widescreens now. And it seems they are also working faster.

EDIT: as for the new patch, a lot of people are saying that zombie aggroing is based on sight now (and less by sound) and they aggro from really far away if they see you
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 11, 2012, 02:59:44 pm
EDIT: as for the new patch, a lot of people are saying that zombie aggroing is based on sight now (and less by sound) and they aggro from really far away if they see you

Must be linked to the [NEW] Exponent driven probability introduced into visibility calculation.

Cant really comprehend this yet though.
Title: Re: Day Z mod for ARMA II
Post by: karasu on July 11, 2012, 05:02:34 pm
Tips for 1.7.2.:

1 - DON'T EQUIP a guillie suit (dunno if camo suit does the same), it will make you bug for 5 secs and lose all your main gear (not the bag one) and stay with survivor skin the same.

2 - Zombie aggro on sight is now working as intended, use the Vision values to help you. Having smoke grenades with you now, will make a bigger difference.

3 - If you had an l85 (like I did), you'll find yourself without main weapon. The fun part is that Rocket already said that all the weapons not included this patch were simply a miscalculation from him, and will return. aka, *sigh*.

4 - TBA
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on July 11, 2012, 05:12:07 pm
if i could dream all my life and invent the most strange game bugs possible i wouldn't be able to top dayZ.
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on July 11, 2012, 06:10:12 pm
Are the servers working ?
Title: Re: Day Z mod for ARMA II
Post by: karasu on July 11, 2012, 07:33:10 pm
Yep.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 11, 2012, 08:02:04 pm
Butts of newbie wars again. I couldn't be arsed going stealth through cities because of the new zombie aggro range, so I just ran through Elektro looting everything I found and losing zombies along the way. I saw a guy with winchester afking, axed his ass, looted winchester, grabbed food/drinks, revolver and ammo from store and even an ALICE pack, went outside to loot another building, suddenly dropped dead from 8k to 0 blood, probably shot or zombie uberhit thru wall (if those still exist even).

Next gameplay, again no stealth, just run into the first building, loot hatchet, run into another building, find a survivor looting shit, axe his ass, loot him, go afk for 30 sec, come back and find myself dead, someone shot me with a winchester.

life hits you hard bro
Title: Re: Day Z mod for ARMA II
Post by: karasu on July 11, 2012, 08:35:33 pm
   Yeah, elektro is the best place to hunt newbies if you're too bored, or if you respawned and want some fun. Specially since everything of value is condensed into 1 big spot near a sniping hill with decent veg. cover.

   Now with the  -25% sales of the arma stuff, more noobcakes are coming. The threshold of 500'000 players have been passed. It's like the loot piñata of noob hunting.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 11, 2012, 08:36:30 pm
This new patch is crap!!11!! zombies see me like from 50m no matter if i crouch or prone.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 12, 2012, 08:17:35 am
This new patch is crap!!11!! zombies see me like from 50m no matter if i crouch or prone.

Yeah true. I just run now and try to lose their sight of me with LOS
Title: Re: Day Z mod for ARMA II
Post by: Fluffy_Muffin on July 13, 2012, 06:43:35 pm
So today i was a bit bored and while i was doing project Red Cherno sun (spamming the enitre city with flares) i noticed a crawling survivor aproaching me, he typed: HELP in chat so i gave him morphine, painkillers, gave him a blood transfusion and a soda. Then i shot him in the face. So i went about my project collecting flares in houses and lighting up cherno and shooting the enfield to get more zombies on my tail. Ran to the little military tents below the industrial chimney and got shot by a AK, fell down and unloaded a magazine from my m1911 in the guy and we both died.

I managed to survive an hour and a half before that, while: blatantly revelaing myself, throwing flares on top of the fire station, running on the square with a chemlight whilst throwing flares and radnomly shooting.

I regret nothing (except not frapsing my experience  :lol:)
Title: Re: Day Z mod for ARMA II
Post by: SchokoSchaf on July 13, 2012, 08:16:06 pm
so i gave him morphine, painkillers, gave him a blood transfusion and a soda. Then i shot him in the face.
This shows the only muffin to be trusted is blueberry.
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 13, 2012, 09:22:27 pm
I just commited my first murder. Guy had an AK with Kobra sight, Epipen, Antibiotics, all the good stuff. Felt (kind of) bad, man.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on July 13, 2012, 09:25:50 pm
I just commited my first murder. Guy had an AK with Kobra sight, Epipen, Antibiotics, all the good stuff. Felt (kind of) bad, man.

The moment you feel bad is the moment another survivor will shoot you in the face on sight.
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 13, 2012, 09:26:57 pm
Yeah, after my first real char got sniped by a ghillie wearing gear crutcher for no reason, I told myself to always pull the trigger.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on July 13, 2012, 09:39:26 pm
Yeah, after my first real char got sniped by a ghillie wearing gear crutcher for no reason, I told myself to always pull the trigger.
Would that have saved you from a sniper you never saw?
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 13, 2012, 09:41:58 pm
I saw him and hesitated for a second, hence I died.
Title: Re: Day Z mod for ARMA II
Post by: Arn_Magnusson on July 13, 2012, 09:43:06 pm
That patch sucks, I lost my beloved DMR :|
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on July 13, 2012, 10:48:52 pm
I saw him and hesitated for a second, hence I died.
Ah, I see.

Never hesitate, btw. Even if you don't want to shoot him, you should instantly start moving to cover.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 14, 2012, 12:07:54 pm
jesus
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on July 14, 2012, 05:22:33 pm
jesus
Yes?
Title: Re: Day Z mod for ARMA II
Post by: Spleen on July 14, 2012, 11:00:05 pm
I c whut u did thar
Title: Re: Day Z mod for ARMA II
Post by: Niemand on July 15, 2012, 07:27:26 am
Ju can c wid dose ice?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 16, 2012, 08:18:06 am
If someone would've said "damn I'm glad I have this Makarov" when DayZ started I would be like :?
But yesterday I went through 5+ villages with multiple barns and residental buildings and haven't found a single gun and then when I finally found an m1911 in Stary Sobor I was like this:

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Title: Re: Day Z mod for ARMA II
Post by: Molly on July 16, 2012, 08:51:03 am
In my opinion he made the wrong decisions on the mod.
Before all the patching-rage you had to sneak around Zombies but in case you screwed up, you had a pistol to try your luck with.
Now sneaking is useless and the best bet is to just run around and if seen run around the next corner or get into the next house and break line of sight. I wonder why most people think that run and hide is better than sneaking?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 16, 2012, 09:01:34 am
In my opinion he made the wrong decisions on the mod.
Before all the patching-rage you had to sneak around Zombies but in case you screwed up, you had a pistol to try your luck with.
Now sneaking is useless and the best bet is to just run around and if seen run around the next corner or get into the next house and break line of sight. I wonder why most people think that run and hide is better than sneaking?

I think it's not bad the either way. In fact the not sneaking around actually fastens up the game, atleast for me.
Title: Re: Day Z mod for ARMA II
Post by: Molly on July 16, 2012, 09:27:21 am
I think it's not bad the either way. In fact the not sneaking around actually fastens up the game, atleast for me.
If you want fast gameplay, play L4D instead.
The whole point of Arma is not to be fast-paced but to be realistic.
Basicly removing sneaking from the mod ruined it for me cuz it added a lot of atmosphere to the game. You had to get stuff in order to survive but had to manage the trade-off between need of supplies and the risk of being attacked.
Now most seem to just play the game as a FFA-Deathmatch. Is there even a point in having Zombies atm?
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 16, 2012, 09:55:14 am
What could spice up PVE are random large zombie hordes walking through the landscape - forests are way too safe at the moment.

But since it's already laggy as hell, bye bye hordes.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 16, 2012, 09:56:12 am
What could spice up PVE are random large zombie hordes walking through the landscape - forests are way too safe at the moment.

But since it's already laggy as hell, bye bye hordes.

Doubt we'll ever see such masses in Arma. Would be nice to have more but slower zombies though.
Title: Re: Day Z mod for ARMA II
Post by: Molly on July 16, 2012, 10:35:59 am
Doubt we'll ever see such masses in Arma. Would be nice to have more but slower zombies though.
Well, more Zombies would need some tempering with the amount of spawned ammunition. I am not much a friend of the melee weapons. I like to shoot Zombies. I am playing a shooter. It's okay that the melee weapons are in but too strong in my opinion. It should feel like an emergency weapon and not the weapon of choice cuz it's one-shoting everything.

I wish he would bring back the pistol on spawn, make sneaking viable again. Being seen from 100m away while prone from something undead with barely the eyeballs in their sockets is kinda stupid. Slower, strong Zombies... it could be so much fun. It was fun before. Fucked up by rage-patching bullcrap into it. So sad :(
Title: Re: Day Z mod for ARMA II
Post by: Rhygar666 on July 16, 2012, 08:16:36 pm
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Title: Re: Day Z mod for ARMA II
Post by: Molly on July 16, 2012, 08:49:02 pm
 :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 16, 2012, 09:56:09 pm
RE: sneaking

Was looting around the NW airfield with a buddy, at first we went in all sneaky, proning around the zombie sentries etc.

After my buddy got spotted through a wall by a zombie on the other side while looting, knocked down and the zombie was invincible to my shots due to lag, I raged and went full retard - took out the AK and ran down the landing strip, from North to South. Trained about 15 zombies on me while going past the control tower, but they lost the LOS as soon as I went into the next hangar. They didn't hear me shooting their 3 buddies inside either.

So, in the end, running around and pre-emptively shooting zombies seems to be the way to go these days - they are pretty deaf, but have eagle eye sight.  :twisted:
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 16, 2012, 11:01:52 pm
RE: sneaking

Was looting around the NW airfield with a buddy, at first we went in all sneaky, proning around the zombie sentries etc.

After my buddy got spotted through a wall by a zombie on the other side while looting, knocked down and the zombie was invincible to my shots due to lag, I raged and went full retard - took out the AK and ran down the landing strip, from North to South. Trained about 15 zombies on me while going past the control tower, but they lost the LOS as soon as I went into the next hangar. They didn't hear me shooting their 3 buddies inside either.

So, in the end, running around and pre-emptively shooting zombies seems to be the way to go these days - they are pretty deaf, but have eagle eye sight.  :twisted:



The "gun & run & gun inside buildings" is indeed really powerful for PvE (and they arent deaf, depending on the sound range of your gun, they will come investigate the zone), but will get you in a situation where PvPing is impossible without dying/DC'ing; not to add that even ifnobody shots you in the head while you are running with a horde at your tail, it will most certainly happens just after you dispatched them.

Rocket planned to add slower zombies, lots of them, when the game can support it. He even planned wild animals in the forests to make them dangerous. Even zombies running inside buildings should be done soon.

We just have to adapt to the patches and never think that what we know today will still be a good idea in the dayz to come.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 17, 2012, 07:36:21 am
If zombies are going to run inside buildings before their shitty pathing and teleporting is fixed it will be just stupid
Title: Re: Day Z mod for ARMA II
Post by: bosco on July 17, 2012, 09:24:26 am


The "gun & run & gun inside buildings" is indeed really powerful for PvE (and they arent deaf, depending on the sound range of your gun, they will come investigate the zone), but will get you in a situation where PvPing is impossible without dying/DC'ing; not to add that even ifnobody shots you in the head while you are running with a horde at your tail, it will most certainly happens just after you dispatched them.

Rocket planned to add slower zombies, lots of them, when the game can support it. He even planned wild animals in the forests to make them dangerous. Even zombies running inside buildings should be done soon.

We just have to adapt to the patches and never think that what we know today will still be a good idea in the dayz to come.

Sounds good.

And I guess the zombie sound detection is bugged at times, two days ago I was able to shoot my AK without zombies literally 10m away from me hearing it (even in an open field).
Title: Re: Day Z mod for ARMA II
Post by: Niemand on July 17, 2012, 01:49:52 pm
Yah. And I think the visuals are just a bit overdone. They will surely tune it down again. ;)
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on July 17, 2012, 01:54:42 pm
Sounds good.

And I guess the zombie sound detection is bugged at times, two days ago I was able to shoot my AK without zombies literally 10m away from me hearing it (even in an open field).

I've had occasions where I've shot a close zombie, killed it and another close zombie hasn't heard it, yet a zombie 50m away will come charging at me. The sounds detection can be very odd.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on July 19, 2012, 01:26:21 pm
http://arstechnica.com/gaming/2012/07/the-healing-touch-dr-wasteland-brings-hope-to-day-zs-grim-world/ (http://arstechnica.com/gaming/2012/07/the-healing-touch-dr-wasteland-brings-hope-to-day-zs-grim-world/)

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 19, 2012, 10:07:12 pm
It has begun

http://www.ign.com/articles/2012/07/19/the-war-z-a-new-zombie-survival-experience?utm_campaign=ign+main+twitter&utm_source=twitter&utm_medium=social&page=1
Title: Re: Day Z mod for ARMA II
Post by: Arn_Magnusson on July 19, 2012, 11:48:09 pm
It has begun

http://www.ign.com/articles/2012/07/19/the-war-z-a-new-zombie-survival-experience?utm_campaign=ign+main+twitter&utm_source=twitter&utm_medium=social&page=1

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Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on July 20, 2012, 12:33:31 am
aye! i hope they just copy most of dayZ ideas into a different engine that actually works (unlike arma).
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on July 20, 2012, 02:06:49 am
Yeah, and right now, in a dark, dank office complex, a fat greedy business man is studying this really close. With the success of Minecraft fresh in his mind and seeing a mod lift the actual game to the top, ideas/demands will be lifted up on the agenda for the next meeting.

Hopefully we'll see more Persistent World type of games soon, perhaps even some with proper budgets from the larger publishers.

Hah! I was right!
Title: Re: Day Z mod for ARMA II
Post by: Banok on July 20, 2012, 04:50:13 am
we knew it would happen but I can't believe how fucking fast.

if they aren't completely bullshitting us they started before day z ;/ but some of those features are blatently a complete rip from day z, so im guessing they aren't actually coded yet. anyway the chances of it being as good as day z are so slim, the arma engine while it limits progress, the realism is really what makes the mod so dam good.
Title: Re: Day Z mod for ARMA II
Post by: SchokoSchaf on July 20, 2012, 09:34:12 am
I find it most entertaining that they blatantly call it WarZ.
Title: Re: Day Z mod for ARMA II
Post by: Christo on July 20, 2012, 12:01:57 pm
It has begun

http://www.ign.com/articles/2012/07/19/the-war-z-a-new-zombie-survival-experience?utm_campaign=ign+main+twitter&utm_source=twitter&utm_medium=social&page=1

Pathetic.

Reminds me of Final Combat, that god awful Chinese TF2/BFH/Etc. clone.

http://www.youtube.com/watch?v=nXX38RwBgfw (http://www.youtube.com/watch?v=nXX38RwBgfw)

It's up there, in terms of "borrowing" ideas.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on July 20, 2012, 12:12:04 pm
Well considering its release date in fall with a beta in a couple months latest, they must of been working on it for some time. My bet is they were working on a similarish project, saw the success for DayZ and switched aims and borrowed ideas.

I have no qualms, and even Rocket is supporting the competition.
Title: Re: Day Z mod for ARMA II
Post by: Christo on July 20, 2012, 12:17:35 pm
I have no qualms, and even Rocket is supporting the competition.

Really? That's interesting.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on July 20, 2012, 12:23:37 pm
Really? That's interesting.

Yup he seems alright about it:

Quote
Competition will NEVER be bad for gamers.

I think they have a tough battle, whatever they do will be compared to DayZ.

If their list of features is a list of promises, then they are screwed. But if their list of features is in, tested, and working... then great!

What I would rather see, rather than a list of features, is more discussion about intention. Because if you take any part of DayZ out of context it is terrible. As a list of features, it is not a good experience. It is the sum of the whole, it is the approach, that makes it what it is.

So, I think, just wait and see 

Quote
Look how much was achieved with virtually no funding and started off largely with me and a few guys helping with admin.

Success isn't measured or assured, or even driven, by money. Social media has delivered DayZ, it powers it. It is the approach that has been successful, not a series of features. If you describe the DayZ features they are not compelling of themselves, it is the mix that is good.

I don't evny their position. They will face constant comparisons. I would hate to go through every interview and constantly be asked questions that are in relation to someone elses game. That's got to be very soul destroying.

Quote
My opinion, on copyright (you don't need to register a copyright to hold it, you just need to create something and use it... for all the forum lawyers out there)...

Anyone who relies on the law to protect their idea will always be at a disadvantage.

The best protection you can have is by being the very best at what you do. That's what I hope to be. If I'm wrong, someone else will do it better. The end result of that battle is a good game, that we all love. In that situation, I should consider myself damn lucky to have gotten the chance to compete at all and have my work reviewed on the world stage. So that's the worst case scenario, the best case, is that I make a great game.  The end result: you guys win either way.
Title: Re: Day Z mod for ARMA II
Post by: Elmokki on July 20, 2012, 12:42:41 pm
UAZ is hillarious (and two of our three man team have driven one in real life!).

Three of us were driving around the map - it's really fast to traverse it with a car - when we saw someone crawling near the power plant in Electro near a fence. What did our driver do? He drove right next to the guy, slowed down to a crawl and drove over him while pressing the horn repeatedly.

Awesome shit.

We also did some totally overkill ganks. Like we see two pistol armed guys running around in some smaller town - I kinda lost my track with that fast travel. What we did is drive in front of them, have both passengers step out from the car and open fire with assault rifles (AK74 Kobra and M4A1 CCO SD)

I mean, the game is total deathmatch - or not even death match, battle royale - and I kinda wish it was more of a survival game where you don't necessarily want to shoot everyone you don't know at sight, but it definitely is really hillariously awesome even at this state (and has been since like May when I first tried it)


Also regarding War Z. It seems it had been in development for long, but that they changed so many things once they saw DayZ getting quite popular. It could be good, but even the ability to have softcore servers is a bit unsettling. The charm in DayZ is that it's a really harsh game (or seems so, it really isn't since gear is fairly easy to come by and killing people/zombies is more skill dependant than gear dependant) and any game that allows softcore makes me afraid they listen too much to the people who play on softcore servers.

Part of the charm is also that ARMA2 engine is relatively realistic. I probably don't want a zombie game where I'm an action hero. I want a game where I can die if I am not careful enough and careful enough is something most people never bother to do. Like a few days ago I was running to meet my friends, and like under 100m from my friends someone shoots me. I fall to ground with under 2000 blood and shoot back through the grass blind. When I go up to bandage (it was death or that anyway) he shoots me. It was night and I would've been hard pressed to see him. But the charm works other way around too. I told my friends where I died and they saw the guy go loot my body and shot him from cover.

Result: NVG for me and M107 stashed to our tent (we have a fair pile of sniper stuff stashed, but two of our three man team prefer assault rifles over sniping and we have only a couple of spares for those :D)

I'm still looking forward to trying War Z of course!

EDIT: Also, zombie sight during daytime is a threat, but if you aren't running in the middle of a city you can EASILY avoid them since they don't have a 360 degree sight anymore. Just stay away from where their eyes point. Or crawl. That still has a very short sight distance compared to anything else. I personally tend to sneak as much as I can but not be afraid of running like hell (or shooting if need be)
Title: Re: Day Z mod for ARMA II
Post by: Casimir on July 20, 2012, 02:28:02 pm
Considering the effect of DayZ on ArmA 2 sales in recent months i imagine bohemia interactive will either make it a separate retail game based on ArmA 3 engine or make it a DLC.   Day Z is always set to become a retail product, its just who gets to it first.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 20, 2012, 02:39:26 pm
Considering the effect of DayZ on ArmA 2 sales in recent months i imagine bohemia interactive will either make it a separate retail game based on ArmA 3 engine or make it a DLC.   Day Z is always set to become a retail product, its just who gets to it first.

This is almost certain if you take a look at what Rocket and BIS have been saying so far.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on July 23, 2012, 10:03:30 pm
Killed a Torben in the northern firetower in Elektro just now  8-)
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 24, 2012, 09:39:54 pm
Today, I was at north-end of the map looking for tents and helicopter crashes, suddenly I got teleported to Elektros church with about 15 other players including 3 of my "group" members, it was a fucking hacker teleporting people to there. I got shot 2-4 times, I lost 9k blood and my leg got broken. I left the server as fast as possible and joined other server. I went to hospital and found a nice pal. I told him not to shoot  and give me a blood bag, When he had given the blood bag, I said thanks for being helpful an friendly to me and then shot him in the face. He had GPS and other awesome stuff. now I am safely  sniping bastards at Stary sobor, thanks the guy who helped me. what a nice guy.
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on July 24, 2012, 10:04:15 pm
Today, I was at north-end of the map looking for tents and helicopter crashes, suddenly I got teleported to Elektros church with about 15 other players including 3 of my "group" members, it was a fucking hacker teleporting people to there. I got shot 2-4 times, I lost 9k blood and my leg got broken. I left the server as fast as possible and joined other server. I went to hospital and found a nice pal. I told him not to shoot  and give me a blood bag, When he had given the blood bag, I said thanks for being helpful an friendly to me and then shot him in the face. He had GPS and other awesome stuff. now I am safely  sniping bastards at Stary sobor, thanks the guy who helped me. what a nice guy.

game mechanics of this mod are fucked up, good to know its still a DM so i don't have to play it
Title: Re: Day Z mod for ARMA II
Post by: Torben on July 25, 2012, 03:20:34 pm
Killed a Torben in the northern firetower in Elektro just now  8-)

too bad,  I aint playing :'/
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 25, 2012, 03:23:11 pm
DayZ will always be a "DM" as you call it, almost every permadeath game with open PvP like this is. I don't honestly see a problem with it.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on July 25, 2012, 04:56:44 pm
shoosh vibe,
go to the beach
Title: Re: Day Z mod for ARMA II
Post by: Turkhammer on July 25, 2012, 07:37:34 pm
Today, I was at north-end of the map looking for tents and helicopter crashes, suddenly I got teleported to Elektros church with about 15 other players including 3 of my "group" members, it was a fucking hacker teleporting people to there. I got shot 2-4 times, I lost 9k blood and my leg got broken. I left the server as fast as possible and joined other server. I went to hospital and found a nice pal. I told him not to shoot  and give me a blood bag, When he had given the blood bag, I said thanks for being helpful an friendly to me and then shot him in the face. He had GPS and other awesome stuff. now I am safely  sniping bastards at Stary sobor, thanks the guy who helped me. what a nice guy.

Die slowly in a ditch Morso.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on July 25, 2012, 07:49:43 pm
QQ my old friends it's a DM not a Co-op against zombies. kill or get killed thats how it goes.
Title: Re: Day Z mod for ARMA II
Post by: Butan on July 25, 2012, 09:45:10 pm
QQ my old friends it's a DM not a Co-op against zombies. kill or get killed thats how it goes.


Its nor a DM nor a coop against zombies, its whatever you want it to be and people interacting between themselves will create a world based on each and everyone's actions.

A kind of "real" world  :wink:
Title: Re: Day Z mod for ARMA II
Post by: Weren on July 26, 2012, 01:48:12 am
Found an SVD camo with ghillie suit and 8 magazines from someone's tent.  :shock:
Title: Re: Day Z mod for ARMA II
Post by: Spleen on July 26, 2012, 05:56:43 pm
hax!
Title: Re: Day Z mod for ARMA II
Post by: Niemand on July 26, 2012, 11:28:27 pm
reported. ban incoming by rocketexpress!
Title: Re: Day Z mod for ARMA II
Post by: Oberyn on July 28, 2012, 06:51:12 pm
QQ my old friends it's a DM not a Co-op against zombies. kill or get killed thats how it goes.

Says the guy who got saved by a random stranger. The reason this game is fun is precisely because it isn't full on deathmatch, except for some mentally disturbed individuals. I guess not having any friends to play with because you're a sociopath might present problems.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on July 28, 2012, 08:11:41 pm
Found an M4A3 CCO last night at the airfield...traded in my AK-74 Kobra for it. Though I do like the Kobra I must say but thought I'd give the M4 a go.

I'd love to find an M4A1 HWS M203 for the grenade launcher. According to the wiki that's not actually as rare as my current one but I've never seen it.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on July 30, 2012, 05:27:13 pm
Says the guy who got saved by a random stranger. The reason this game is fun is precisely because it isn't full on deathmatch, except for some mentally disturbed individuals. I guess not having any friends to play with because you're a sociopath might present problems.

Title: Re: Day Z mod for ARMA II
Post by: SquishMitten on July 30, 2012, 05:40:27 pm
i can haz helicopter?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on July 31, 2012, 08:36:25 am
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on July 31, 2012, 02:50:17 pm

Skip to 4.20 to see a CRPG player getting pwned.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on July 31, 2012, 04:06:45 pm
It pains me to see such a bunch of retarded noobs run around in better stuff than I mostly have and getting an assload of lucky kills.

Not much of an epic battle though compared to when I was at Stary Sobor last. We were with 6 guys. Me, Plavor, Jackie, Hanzo and 2 friends of Hanzo. Hanzo and friends had found a chopper crash before, and they had an AS-50, m249 and an m4 silenced. We found a chopper crash just before we met up. We had 2 M14's and an FN Fal. We went to Stary Sobor.

After scouting out the location and looting the tents we prepared to leave again, but then we heard a vehicle. Some guy drove a bus straight into Stary Sobor. He got out of the bus for some reason, and Hanzo shot him with the AS-50. With 6 players and a shitload of gear, getting a free bus is pretty nice.

We where looting the guy when we heard a chopper, a chopper flew straight over Stary Sobor. We opened fire on it with all that we got. It turned around and started shooting at our hillside with its machineguns. It took a few AS-50 shots, about a 1000 m249 rounds and a few hundred more bullets before it went down. It fell down right next to our bus, blowing up the bus in the process, but killing the three guys inside.

We could only find one though, he had an SVD Camo with clips and a Coyote backpack. That was the most epic firefight I've ever had. I can imagine anyone close to that must've thought a full scale war had broken out. Sadly when we were looting a sniper opened fire on us. Not sure how it all ended, cause I had to leave for half an hour already, but one does not leave when a chopper flies over.

If I could only run Fraps while I play.
Title: Re: Day Z mod for ARMA II
Post by: Wojtek_the_Kurwa_Great on July 31, 2012, 07:14:55 pm
It pains me to see such a bunch of retarded noobs run around in better stuff than I mostly have and getting an assload of lucky kills.

Not much of an epic battle though compared to when I was at Stary Sobor last. We were with 6 guys. Me, Plavor, Jackie, Hanzo and 2 friends of Hanzo. Hanzo and friends had found a chopper crash before, and they had an AS-50, m249 and an m4 silenced. We found a chopper crash just before we met up. We had 2 M14's and an FN Fal. We went to Stary Sobor.

After scouting out the location and looting the tents we prepared to leave again, but then we heard a vehicle. Some guy drove a bus straight into Stary Sobor. He got out of the bus for some reason, and Hanzo shot him with the AS-50. With 6 players and a shitload of gear, getting a free bus is pretty nice.

We where looting the guy when we heard a chopper, a chopper flew straight over Stary Sobor. We opened fire on it with all that we got. It turned around and started shooting at our hillside with its machineguns. It took a few AS-50 shots, about a 1000 m249 rounds and a few hundred more bullets before it went down. It fell down right next to our bus, blowing up the bus in the process, but killing the three guys inside.

We could only find one though, he had an SVD Camo with clips and a Coyote backpack. That was the most epic firefight I've ever had. I can imagine anyone close to that must've thought a full scale war had broken out. Sadly when we were looting a sniper opened fire on us. Not sure how it all ended, cause I had to leave for half an hour already, but one does not leave when a chopper flies over.

If I could only run Fraps while I play.

fkn play for those moments.

I had a coyote pack with an m4a1 CCO SD and aorund 8 mags with everything except NV –
Walking towards the radio tower north of cherno with my awesome noob friend, (he had an xbow, booya), I heard a .50 cal sniper shot go off, killing a zombie not too far from us.  I drop to the ground and start going towards the shot, to find 4 dudes geared the fuck out in the tree line (100-120 meteres out), evenly spaced.  They don’t see me.  What happens?  My buddy aggros a zombie due to lack of proneing.  I wasn't sure if they saw it or not so we pulled back and away down a hill, putting a bolt into the zombie quietly.   

I waited in cover scanning the hill crest to see if they would react. 

I find the leader pop up over the center of the crest moving slowly forward, then another to his left 10 m staggered, and another 10m staggered to his right.    If I started just running they'd see me and open fire on me, so I decided to pick the furthest one to the right to avoid being flanked.  I open on my 2 and drop him, but can’t get the kill off, fuck it - swing back over to the leader on my 12 and pop a few off in his direction.  Turning around we fall back down the hill to reset our position.

Time passes.  I assume they were helping their wounded friend, and with Cherno at our back and the tree line close, we had no space left so we decided go east, through a small field into more tree cover.   They spot us crossing and decide to follow.  I’m crouched behind a small rock watching these fuckheads walk into an open field.   I open up on the closest one on my right flank, this time he drops dead.  Other one goes prone in the meantime and I get a few shots into him, wounded he opens with his mg spraying wildly to suppress me.  My buds on the left flank trying to defend it with an xbow, while the other two are now spraying into my general area.  I get hit from the Ieft side, swing around and shoot from the hip back, finding his head on the 3rd shot.  I hear an xbow shot go off and I get up back to my knees to continue trying to hold them in the open field.  I get picked close range as I was flanked, not sure from which direction.  My friend gets downed shortly after.  GG.

Pains to me lose all my shit, but can’t complain about going out in a blaze of glory.

Title: Re: Day Z mod for ARMA II
Post by: rufio on August 01, 2012, 04:40:19 am
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 01, 2012, 06:20:01 am
Welcome to america. Too stupid to react properly. (Strangely none of those Zombieguys got shot...). The first thing I do when I see something that looks like a Zed is getting a weapon and bringing it down.

Even if it IS makeup and stuff the Law can't harm me for that.
Title: Re: Day Z mod for ARMA II
Post by: Weren on August 01, 2012, 10:37:30 am
Well aren't you clever.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 01, 2012, 10:39:29 am
Welcome to america. Too stupid to react properly. (Strangely none of those Zombieguys got shot...). The first thing I do when I see something that looks like a Zed is getting a weapon and bringing it down.

Even if it IS makeup and stuff the Law can't harm me for that.

So you'll tell the judge you thought it was a real zombie? :lol:

Zombies don't exist FYI
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 01, 2012, 11:45:35 am
You are not sure if they dont exist FYI. You just say so to feel saver.

But who knows?
There are enough countries that are trying to develop the supersoldier. enough scientists researching immortality. No one knows if magic exists. Why not some artefacts with power that bring out Zeds. Why not dark magic? Why not the apocalypse that the bible is talking about? why not a combat-virus some sick terrorists spread?

dude. If you look at it rationally - Zeds COULD be real. I dont say they already exist. But they could. Dunno what it is called in english but somebody also released "Milzbrand" Anthrax/splenic fever. With aids and ebola and shit like that around... who knows what the humans are capable of? Dude... somebody invented the nuke! so why shouldnt they be moronic enough to develop a Zombie-Virus?

To answer your question: Yes, I will tell that judge I thought it was a real Zed. Why? Because Zeds COULD be existing. Same as Aliens or God/Jah/Allah or Vampires/Werewolfs. Or the Grim or ghosts or whatever mystic existence you wanna name. I will not close my mind for such things, like atheistic shitheads do.
I dont like that "They dont exist, I dont have to think about it!"-behaviour. What if they exist? Starting to think when the proof for their existence is given may be too late. Sure, laugh about it, I dont care. ;)


Also. If you think about it, the moment that zombie-actor sees me with a weapon (it will not be a gun, there are not that many in frankonia/germany/middle-europe, so I would have to use something else like a pipe...) coming to him he will shit his pants. He will stop the acting and try to talk to me. Since I am not a moron I would hear him out and think twice about fucking him up after that. :D
Title: Re: Day Z mod for ARMA II
Post by: Christo on August 01, 2012, 11:56:08 am
To answer your question: Yes, I will tell that judge I thought it was a real Zed..

Fastest way to end up in the closest mental institution near you..   :lol:


Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 01, 2012, 12:30:05 pm
Would be nice. They would maybe cure my psychosis and my Computer-addiction.
But wouldnt change my open-mindedness. They would have to set me free soon after. On the other hand I could play a little crazy in there... Would have three free meals every day, a nice bed and would not have to work at all. And there is no buttsexsurprise like in jail. :D
Title: Re: Day Z mod for ARMA II
Post by: [ptx] on August 01, 2012, 12:38:15 pm
On the other hand I could play a little crazy in there... Would have three free meals every day, a nice bed and would not have to work at all. And there is no buttsexsurprise like in jail. :D
Great idea, get to it!
Title: Re: Day Z mod for ARMA II
Post by: Teeth on August 01, 2012, 01:13:22 pm
I was just strolling around minding my own business, then I went prone, and I couldn't move. When I went third person this is what I saw.

(click to show/hide)

This game is full of surprises.
Title: Re: Day Z mod for ARMA II
Post by: Christo on August 01, 2012, 01:15:42 pm
lol.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 01, 2012, 01:16:16 pm
lol the bandit chasing dogs  :lol:
Title: Re: Day Z mod for ARMA II
Post by: F i n on August 01, 2012, 01:35:27 pm
Hate it. I opened a door and broke my leg :O

Then i went for the hospital to get some morphine.

But obviously i forgot, that you dont find morphine in hospitals - just remington shotguns and grenades :O


Day Z is a weirdo.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 01, 2012, 01:43:10 pm
you find morphine in hospitals. on the roof in the boxes. but you gotta collect all the shit (edit: the shit could be morphine) around them first.
Title: Re: Day Z mod for ARMA II
Post by: Weren on August 01, 2012, 02:43:41 pm
you find morphine in hospitals. on the roof in the boxes. but you gotta collect all the shit (edit: the shit could be morphine) around them first.
Oh there is definitely morphine on the ground level as well, you were just unlucky. 
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on August 01, 2012, 07:12:46 pm
[Rage!]Hackers are seriously ruining this mod.

Me and a party of 6 guys from the 22nd just got killed by a god-mode hacker, we emptied 2+ mags on him each, still survives and kills all of us.

Lost my day 43 character which I've been playing with for months, had everything, like; NV, Silenced M4 and M9, DMR sniper rifle, blah, blah, blah. Not gonna play this shit until they fix it and even if they do, The WarZ will probably be out. Fuck it![/Rage!]
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 01, 2012, 07:42:57 pm
Phyrex: CotgS had such problem too with the same groupsize... i didnt let it get to me that much. I played again a while. Got a Ghillie and a M16 now but didnt login for a while due to ghillie-bugs. And I miss having a real goal. Once you have a real goal in this game people will stop playerkilling. cuz playerkilling is the only funny thing thats there after you get some average equipment, it seems.
Title: Re: Day Z mod for ARMA II
Post by: Corwin on August 01, 2012, 07:43:13 pm
Does that mean you will play crpg again? C'mon, we need someone to counter-balance Chase.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on August 01, 2012, 09:44:43 pm
Does that mean you will play crpg again? C'mon, we need someone to counter-balance Chase.
  we have archers
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on August 01, 2012, 10:14:58 pm
Just chilling with our bus, UAZ, pickup and motorbike  :) 4 vehicles for 3 of us lol.

Unfortunately our tents went mental and made all our gear disappear. So we lost quite a few weapons and ammo but no matter.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on August 01, 2012, 10:18:26 pm
Found 5 tents in forest near each others, so i decided to loot them and then destroy the rest of the loot with 5 grenades, epic shit, almost killed my self cause the grenade bounced off the tent  :D
ps, also saw Helicopter shooting a bus.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 02, 2012, 07:28:19 am
Its too hard to aim in choppers. so if one circles around you, shooting at your car: step out, walk a few meter away from the car: shoot the chopper. :D
Title: Re: Day Z mod for ARMA II
Post by: Corwin on August 02, 2012, 12:56:01 pm
  we have archers

cool story bro
Title: Re: Day Z mod for ARMA II
Post by: Muunilinst on August 03, 2012, 02:31:11 am
Its too hard to aim in choppers. so if one circles around you, shooting at your car: step out, walk a few meter away from the car: shoot the chopper. :D

do that when im the gunner or another guy who played arma a long time and u get shot before u leave the car   :twisted:
Title: Re: Day Z mod for ARMA II
Post by: Xant on August 03, 2012, 05:22:54 pm

Skip to 4.20 to see a CRPG player getting pwned.

I love how epicly bad people are in DayZ, haha. There's a sniper in the woods watching these guys for 5 minutes and he doesn't shoot them?! And all that panic and they just stand in the same spot etc.

And Phyrex, I wouldn't count on WarZ being any better than DayZ. Chances are it'll be a lot worse, since 1) MMORPG 2) Commercial game, probably won't be nearly as hardcore, i.e removing the whole point
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 03, 2012, 11:06:30 pm
Spawned freshly, a dead body with alice pack (20 slots) and a makarov just before me, I loot him and a pretty geared guy waltzes in, I kill him and his body disappears instantly.

Did the fucker disconnect on me? Thought that was made impossible by a patch.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on August 03, 2012, 11:53:12 pm
Spawned freshly, a dead body with alice pack (20 slots) and a makarov just before me, I loot him and a pretty geared guy waltzes in, I kill him and his body disappears instantly.

Did the fucker disconnect on me? Thought that was made impossible by a patch.
probably alt+F4 since you can't abort while being unconcious .
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 04, 2012, 08:32:39 am
Check. Happens all the time. you kill them but the instant they die they make an emergency-logout and their body vanishes.
goddamnit I hate it. if you arent able to stay alive stay away from other players that you dont know IRL...


btw yesterday one of my RL buddies bought the game too. He started, I sat next to him, gave him a few tips and hints... he came through the village, found a revolver and two axes (one for the belt and one for the hand). i let him kill a few Zeds, to get a little experience. he was on his way out of the village when a moron ran next to him with a zed on him. he cried for help and since its been only one zed i said: "yah help him". the guy got no weapon at all... but i didnt see the other zeds behind him so in the end my Buddy fought around 5 Zeds and was down to 3k blood. goddamnit... blurry vision.
then he walked around in the woods, found a deerstand and an AK+3 mags. with that he did go through a village and I checked the map on my pc... and found out he was right next to me. So i logged in, gave him a blood transfusion and some food and we logged out for the day.
-Happy Ending ftw-
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 04, 2012, 11:45:09 am
Last night I had one of the most awesomely lucky and amazing yet epicly frustrating lives of DayZ ever. Warning: Lots of text.

I spawned just outside Elektro and made my into town. Literally the first building I check yields and Alice Pack and upon checking the fire station I hit the jackpot and find a DMR and M9 SD with 2 mags each. This was the first time Id ever found a sniper rifle that wasnt the CZ so I was pretty excited.

Upon surveying the area from the top of the the fire station I notice 3 guys with pretty good gear chilling on top of the building opposite the school. At least 2 of them have sniper rifles, one of which is an M107 so I decide this is the perfect chance to test out my new toy. I wasnt really too sure if there would be any bullet drop from the distance I was at so I just aimed my first shot for the head of the guy with the M107. The shot dropped him instantly and he died moments later. My second shot just wounded the second guy while the 3rd guy hit the deck. Luckily, they werent completely concealed and I managed to pick of the 3rd guy with a few shots as he tried to crawl to cover and killed the 2nd guy as he foolishly tried to bandage himself.

At this point I was pretty fucking happy with myself, 3 kills with less than 1 magazine and 2 of the kills registered as bandit kills so I felt like I was doing a public service. Just as I was wallowing in my awesomeness, I got hit by automatic fire and had to sprint downstairs, taking out a few zombies who had come to investigate my gunshots. Id only lost around 3k health, but not knowing where the shots really came from I couldnt really retaliate so I snuck out the back door and sprinted off into town.

The guy took a few more shots at me but none really came close so I just  high-tailed it to loot the 3 guys I had just killed. Upon getting to the roof I took a quick look at the bodies and jizzed from seeing all the gear they had: M107 with 3 mags, grenades, matches, rangefinder, NVGs, shit tonnes of medical supplies and just about every useful bit of loot there is. Just as I started to loot I noticed a guy with an AK (who I assume was the guy shooting at me before) climbing up the ladders to the school roof and lieing down. I was laid down at this point too. He took a few shots at me but neither of use actually had a shot on the other. We sort of stared each other out for 30 secs or so until I remembered one of the dead guys had nades on him. I chucked one pretty accurately as it exploded about 5 feet above his head and he proceeds to shit himself and tries to stand up to get to cover but I managed to put a few shots in his back for the kill.

Again, adrenaline levels through the roof, Im feeling pretty damn happy with myself and begin looting the dead bodies. I consider logging out and going to a less full server to escape the city but instead decide to do it like a man and stay in the server. MISSTAAAAAAKE! Upon finishing looting the last body I turn toward the ladder and see a guy with a DMR just  reach the top of the ladder and aim his DMR at me, about 5 feet away. Cue much LMB spam and both of us dying simultaneously leaving some lucky fucker with an absolute treasure chest of loot.

I respawned at Cap Golova so decide to sprint back to Elektro to see if I can salvage my gear. While on the way, some guy in a UAZ drives past me (first time id seen a car) and picks someone up and drive off into the town, attracting a hoard of zombies who then decide to chase me instead. I manage to lose most in the side streets and make my way back up to the roof only to find all of the bodies gone and a single guy in a ghillie suit and what I assume to be my M107 lying up there waiting. Im unarmed so in full rage mode I just decide to troll him by running around him in circles. He wastes 5 shots before switching to what I also assume is my M9 SD and taking me down to half health with one mag. Just as I am about to give up and let him kill me, another guy climbs the ladder armed with a revolver and shoots the ghillie suit guy in the back and then finishes me off.


At the time I was pretty angry losing all the cool shit I earned but looking back it was truly one of the best game experiences Ive had for a long while. If only I had a friend to watch the ladder while I was looting it all :(
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on August 04, 2012, 11:47:40 am
Nice firefight with 3-4 guys last night. We were about to enter Cherno, saw some guy sprinting out of the apartments with 4-5 zombies on his arse. Naturally decided to gun him down, I opened fire with my SAW. He hit the dirt and Lorenzo took him out with a M14 AIM. He then typed a friendly message  in chat of 'Forgot to check for my allies ;) ' upon which Lorenzo was killed by a guy with a sniper somewhere up the hill. I don't think they saw me and I pegged it back 25m or so to a tree line and hit the dirt in some pine trees. Our other mate did the same thing but further down and when he got up to come find me he was shot pretty much instantly. I could then see 3 of them standing over Lorenzo's body and as they moved up one of them got separated, I emptied my SAW at him and killed him and then moved up the hill. By this point Lorenzo had gotten back and was just going to check the guys body whilst I was covering when the other two had looped round to out flank us and shot Lorenzo. Once again they hadn't seen me and I sprinted up the hill and ran head first into one of them who I gunned down. I then pegged it out of there to watch the guys body. Eventually the last one came up but I couldn't get a clear shot and by the time I could he'd also seen me and unfortunately had a much faster trigger finger than me and insta-killed me with the M4AIM.

All in all a pretty intense fight and didn't even get into Cherno  :lol: Sad I lost my SAW though. Loved that gun.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on August 04, 2012, 12:55:42 pm
About 6 Byzantines drove a truck, a bus and a pimpin white car through Elektro. The driver of the white car got sniped at the northern firetower, which started the most crazy shit I've seen so far. I call it Battlefield: Chernarus. About an hour later there were 20-30 bodies in the area around the firetower.

We had some pretty sick loot and basically got ambushed and we wanted to get it back. So we kept respawning and there was a bunch of randoms who had also seen the loot that was lying around all over the place who were continually respawning. We were up against 3 guys in ghillie suits, we later found one. The guy had an M4 Holo SD, silencer, grenade launcher and holographic sight. That gun is not even in the game. He also had a rangefinder, NV and an AS-50 casually put in his Coyote Backpack. Sadly I didn't make it outta there with that loot.

But yeah, hacked equipment for sure. Very mean, but we had a few good laughs.
Title: Re: Day Z mod for ARMA II
Post by: Butan on August 04, 2012, 02:27:10 pm
Hacked equipment are the cheat: looted one G36 SD on a corpse and had a Makarov SD (silenced, with makarov mags!) spawn inside my backpack once.

Those items are subject to sudden disappearance or switch to normal weapons, and can cause some suspicion too!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 06, 2012, 12:23:18 am
Third geared guy (this one I believe had a scoped m16) that I owned with a simple makarov in last 2 hours of gameplay that again alt+f4ed on me. I'm just so disappointed in DayZ players right now, it seems that you can't get a cheater/exploiter-free game these days.

DayZ is on hold for me until they fix this alt+f4 disappearing body shit.
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 07, 2012, 02:10:42 am
Just spawned literally a few hundred metres from a chopper wreck, I figured everything would have been taken already with it being right on the coast, right by Balota but imagine my surprise when I saunter on down to find AS50 with 5 mags, all med supplies, nvgs, rangefinder, gps, M1911 with 5 mags and every single other tool you need.

I sprant like fuck to the nearest forest but I now have a dilemma: I have all the best shit in the game, now wtf do I do? (Aside from kill people obviously). No point in a car when I play solo hmmm.

Edit: Shit just realised I somehow got an infection... It looks like my new mission is to find antibiotics even though ive never seen any in game before :/
Title: Re: Day Z mod for ARMA II
Post by: Formless on August 07, 2012, 06:23:38 am
So how can I join other CRPG players in Day Z.  Is there a CRPG Day Z clan? 
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 07, 2012, 07:19:43 am
Just spawned literally a few hundred metres from a chopper wreck, I figured everything would have been taken already with it being right on the coast, right by Balota but imagine my surprise when I saunter on down to find AS50 with 5 mags, all med supplies, nvgs, rangefinder, gps, M1911 with 5 mags and every single other tool you need.

I sprant like fuck to the nearest forest but I now have a dilemma: I have all the best shit in the game, now wtf do I do? (Aside from kill people obviously). No point in a car when I play solo hmmm.

Edit: Shit just realised I somehow got an infection... It looks like my new mission is to find antibiotics even though ive never seen any in game before :/

Yeah you'll need to hit the hospital to find antibiotics


So how can I join other CRPG players in Day Z.  Is there a CRPG Day Z clan?

Not really. Most of us play with clannies from cRPG (and/or other friends)
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on August 07, 2012, 04:10:08 pm
http://dayzdev.tumblr.com/ - I guess it was inevitable.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on August 07, 2012, 04:31:13 pm
The concept deserves a fully dedicated game, instead of making ends meet with the limited tools provided by a rather different game. Seeing how this mod provided one of the most unique and enjoyable experiences immediately after release, I can't wait to see how it will turn out after a year of developing.

Especially looking forward to no hacking and bug abusing after another nasty encounter yesterday. Killed a guy, turns out he was lying next to an ammo box with everything one can ever need, hundreds of STANAG clips, lol. Also an M4 with grenade launcher which isn't usually in the game. Within 3 minutes he was back, I shot him, he shot me. I could've sworn he was wearing a helmet. My buddy checked his body out and he had a G36 SD Camo. I went back for my body and then a helicopter arrived, got killed while looting my own body by the same guy again.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 07, 2012, 05:01:48 pm
The concept deserves a fully dedicated game, instead of making ends meet with the limited tools provided by a rather different game. Seeing how this mod provided one of the most unique and enjoyable experiences immediately after release, I can't wait to see how it will turn out after a year of developing.

Especially looking forward to no hacking and bug abusing after another nasty encounter yesterday. Killed a guy, turns out he was lying next to an ammo box with everything one can ever need, hundreds of STANAG clips, lol. Also an M4 with grenade launcher which isn't usually in the game. Within 3 minutes he was back, I shot him, he shot me. I could've sworn he was wearing a helmet. My buddy checked his body out and he had a G36 SD Camo. I went back for my body and then a helicopter arrived, got killed while looting my own body by the same guy again.

Smells like he was spawning stuff for himself, I don't think G36 SD Camo can even be looted.

As for DayZ being a standalone game, rocket has mentioned that it will be standalone countless times, I guess this is a more official showing. I wonder if it's actually going to use a different/modified engine from Arma2/3, because it is still being developed under Bohemia Interactive..
Title: Re: Day Z mod for ARMA II
Post by: Spleen on August 07, 2012, 07:41:36 pm
might be a "fresh" start on the arma3 engine? I think those are exciting news tbh :D
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 07, 2012, 08:20:58 pm
M4 with M204-Launcher is available ingame.

G36 isnt. No version of it. They would rather use a G3, it would fit better in the scenery.
Title: Re: Day Z mod for ARMA II
Post by: Phyrex on August 07, 2012, 08:22:44 pm
Yeah, I love these PW-type games!

We got 3 FPPWZSG(First Person Persistent World Zombie Survival Game - yes I made that up) this fall!

www.thedeadlinger.com
www.dayzgame.com
www.thewarz.com

Something is telling me that we'll be shooting a lot of zombies this year. :D
Title: Re: Day Z mod for ARMA II
Post by: Tor! on August 07, 2012, 09:30:50 pm
Yeah, I love these PW-type games!

We got 3 FPPWZSG(First Person Persistent World Zombie Survival Game - yes I made that up) this fall!

www.thedeadlinger.com
www.dayzgame.com
www.thewarz.com

Something is telling me that we'll be shooting a lot of zombies this year. :D

Each game will keep us going until the next one is released  8-)
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 08, 2012, 07:56:49 am
DayZ Facts:

    The game will be released still in alpha. This means it will still be under development.
    Rocket is project lead for DayZ at Bohemia Interactive.
    DayZ will be using the same engine as Arma 3.
    DayZ is set to follow the Minecraft pricing and development model.
    There will be continued support for DayZMOD alongside DayZ game.

Release date: Unknown
Price: Unknown
Minimum Requirements: Unknown


Source: http://dayzmod.com/forum/index.php?/topic/64335-dayz-standalone-confirmed/
Title: Re: Day Z mod for ARMA II
Post by: Spleen on August 08, 2012, 10:29:23 am
Sounds fine to me
also means its highly unlikely it'll get released via steam, just like minecraft
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 08, 2012, 11:41:38 am
Depends on the agreements they make mit steam. But! No steam = lower price!
(For example: CoD MW3 costs 60 EUR in steam but only 30 in amazon http://www.amazon.de/Call-Duty-Modern-Warfare-3/dp/B0050MKWFG/ref=sr_1_2?ie=UTF8&qid=1344418786&sr=8-2 )

Its sad already that they releas Project Zomboid on steam. :(
Will raise the Price from 6 Euroes to around 10, I guess.
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 08, 2012, 02:59:35 pm
Since im about to buy CO, im wondering are the DayZ players shooting everyone like they used to when the mod got popular almost overnight? Im hoping its no longer a CoD with zombles.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on August 08, 2012, 03:02:04 pm
It only got worse, now everyone has the bestest of weapons or is a hacker with better than the bestest weapons that they hacked in there. Still worth playing though.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 08, 2012, 03:05:59 pm
Its never been a CoD with Zeds. There are no vehicles in CoD. Its a BF with Zeds.

And yeah, they still shoot everyone like morons. I personally draw back if I see somebody running around. I dont like to destroy their days and dont want mine to get destroyed. My Char is alive since 36 days and I got 0 Murders and 0 Bandit-Kills. But to be honest I took a break between... so I only played like 16 days with that char. still more then the most of you, I guess... and longer then my guys. (those die every few days - some even every few hours - because they are not really careful.)

But! You can always play ArmA2. Especially the Warfare-Servers are great.


It only got worse, now everyone has the bestest of weapons or is a hacker with better than the bestest weapons that they hacked in there. Still worth playing though.
they updated BattlEye tonight... maybe hackerkids get less.
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 08, 2012, 03:28:34 pm
How steep is the learning curve in Arma2?
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on August 08, 2012, 04:00:35 pm
How steep is the learning curve in Arma2?
Steep, but if you've played military simulations before it's not that bad.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 08, 2012, 09:11:48 pm
wtf is a "learning curve" supposed to be? Oo

Sounds like something used in MMOs (with levels and stuff).
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on August 08, 2012, 09:35:06 pm
You not come across that term before Niemand? It's like getting used to the controls and mechanics and how long that takes to become decent at it.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 09, 2012, 03:01:07 am
nah. never did. and if i did it reconned it to be some kind of exp-level-skillgain-stuff.

but nyah. flying choppers is kinda like in Battlefield (little harder but not much). Everything else is not comparable for me. I like the driving-system with the mouse btw. :D
For me its not been that difficult. I just had to put Crouch on C and LieDown on Left-Strg... double-C and double-Strg for standing up.
Whats annoying is the 2xW for sprint. happens to me all the time, couldnt eat as much as I want to puke... -.-

All in all: Just do the tutorial-missions a few times and you will be alright. ;)
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on August 09, 2012, 03:39:49 am
nah. never did. and if i did it reconned it to be some kind of exp-level-skillgain-stuff.

but nyah. flying choppers is kinda like in Battlefield (little harder but not much). Everything else is not comparable for me. I like the driving-system with the mouse btw. :D
For me its not been that difficult. I just had to put Crouch on C and LieDown on Left-Strg... double-C and double-Strg for standing up.
Whats annoying is the 2xW for sprint. happens to me all the time, couldnt eat as much as I want to puke... -.-

All in all: Just do the tutorial-missions a few times and you will be alright. ;)
There's more to a learning curves than getting used to the controls :P
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 09, 2012, 02:03:09 pm
I played with a group last night for the first time. 5 of us raided NW airfield. Without them I would have starved to death. Working together makes this game 10x easier and more fun.

There's more to a learning curves than getting used to the controls :P

Yep, its also about just learning game mechanics, how weapons work and feel, etc.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 09, 2012, 02:05:22 pm
Rhygar handed me L85A2 AWS (with thermal & night vision).

/cheatmode on
Title: Re: Day Z mod for ARMA II
Post by: Plavor on August 09, 2012, 02:41:06 pm
I have 2  zombiekills and 3 headshots

/cheatmode on
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on August 09, 2012, 03:19:03 pm
I have 2  zombiekills and 3 headshots

/cheatmode on
:shock:
Title: Re: Day Z mod for ARMA II
Post by: SquishMitten on August 09, 2012, 03:46:20 pm
Rhygar handed me L85A2 AWS (with thermal & night vision).

/cheatmode on

AS 50 with thermal

/cheatmode on

(warning, you may need to kill a hacker to acquire this gun)
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 09, 2012, 04:53:04 pm
you will get banned for using weapons that are not available without cheating in the game - even if you didnt cheat yourself. Just having/using that shit is bannable.
Title: Re: Day Z mod for ARMA II
Post by: Molly on August 09, 2012, 04:59:31 pm
you will get banned for using weapons that are not available without cheating in the game - even if you didnt cheat yourself. Just having/using that shit is bannable.
Which is completely retarded. Am I supposed to check the website for allowed equipment every time I pick something off a dead body?

DayZ is completely fucked up atm and not worth playing with all this kind of shit going on...
Title: Re: Day Z mod for ARMA II
Post by: Spleen on August 09, 2012, 05:06:07 pm
well lets hope the arma 3 engine is more suited for...idk...punkbuster?
Title: Re: Day Z mod for ARMA II
Post by: Life on August 09, 2012, 09:01:44 pm
http://dayzgame.com/
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 10, 2012, 08:10:54 am

lol epic
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 10, 2012, 10:47:18 am
(click to show/hide)

If this is legit, I love DayZ even more.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 10, 2012, 10:49:36 am
If this is legit, I love DayZ even more.

Nah, it's a hacker, but atleast he's being funny at it :lol:
Title: Re: Day Z mod for ARMA II
Post by: Jacko on August 10, 2012, 11:42:23 am
That's pretty awsome.
Title: Re: Day Z mod for ARMA II
Post by: Plavor on August 10, 2012, 12:49:27 pm
you will get banned for using weapons that are not available without cheating in the game - even if you didnt cheat yourself. Just having/using that shit is bannable.

It's not.  Try it :)
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 10, 2012, 12:55:21 pm
Nah, it's a hacker, but atleast he's being funny at it :lol:

I  just meant I hope the video isnt edited after the fact. Still, this is a pretty fucking cool hacker.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 10, 2012, 01:03:53 pm
Nope not edited, real footage :)
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 10, 2012, 02:22:26 pm
Im not even playing yet and im liking the mod less end less by posts about hackers. I guess it was inevitable. Are they really a big nuisance? o.o
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 10, 2012, 02:26:00 pm
Im not even playing yet and im liking the mod less end less by posts about hackers. I guess it was inevitable. Are they really a big nuisance? o.o

Quite. But it's kind of hard to find a hacker-free game nowadays, seems that hacking is becoming an acceptable part of the internet gaming.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on August 10, 2012, 03:29:54 pm
(click to show/hide)

lol epic
This guy is good, it's pretty hard to actually do these things in the view of the other, with them looking around. The truck was awesome. Seeing this video while being that hacker must be the most rewarding thing ever.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on August 10, 2012, 04:20:03 pm
Nah, it's a hacker, but atleast he's being funny at it :lol:
If you gonna hack a game like dayz, at least do it in this way. This actually adds to the game experience :D
Title: Re: Day Z mod for ARMA II
Post by: Spleen on August 10, 2012, 04:38:35 pm
All I saw in this vid was some guy that really shouldnt be doing livesteams ffs...
Title: Re: Day Z mod for ARMA II
Post by: JackieChan on August 10, 2012, 06:33:03 pm
http://www.youtube.com/watch?feature=player_embedded&v=oQQ4N1kMv9o
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 10, 2012, 07:01:53 pm
lol at that gladiator line in the arena, that was fucking epic (also makes me think it's scripted, but still)
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 10, 2012, 07:18:50 pm
Im not even playing yet and im liking the mod less end less by posts about hackers. I guess it was inevitable. Are they really a big nuisance? o.o

Ive probably played 20-30 hours and Ive not once seen a hacker... sooo theyre not THAT much of a nuisance but maybe ive just been unlucky.
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 10, 2012, 08:47:22 pm
Heh, the more i read and watch videos about DayZ, the more i see people mentioning lots of hackers around and how they are making their gameplay crap. So...why exactly are you playing this? :D
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on August 10, 2012, 08:55:20 pm
I've only ever run into one hacker and that was during the major hacking event. Apart from that it has not happened. Guess it's the servers people play on.
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 10, 2012, 10:10:41 pm
Enough of this hacker talk.

Ive been playing with a few guys on UK135 for the past few days. Id managed to get the most kitted out id ever been and had an AS50 and M4A3 CCO both with 4 mags. I get in a car as passenger with a reaosnably new guy who assures me he knows what he's doing.

Cut to 5 minutes later, my corspe by the side of the road next to a wrecked car in the middle of fucking nowhere...
Title: Re: Day Z mod for ARMA II
Post by: Tor! on August 10, 2012, 10:29:45 pm
There's no point playing DayZ at this stage, tbh. Was better in the early days when it was not so immensily popular. Better wait for the standalone games to pop up  :wink:
Title: Re: Day Z mod for ARMA II
Post by: JackieChan on August 11, 2012, 01:58:04 am
There's no point playing DayZ at this stage, tbh. Was better in the early days when it was not so immensily popular. Better wait for the standalone games to pop up  :wink:
Its like playing Crpg december 2010  version hehe, its fun despite all the hardship (bugs, OP classes, ect.), you can follow the mod (game) developpement and be part of the adventure!



I want to play DayZ but nobody is online playing it atm :(
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 11, 2012, 09:46:30 am
DayZ aside, what about ARMA2? Are there plenty of servers? How much players cca? Hax? What kind of mods/game types are of interest? :)
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 11, 2012, 12:46:01 pm
There's no point playing DayZ at this stage, tbh. Was better in the early days when it was not so immensily popular. Better wait for the standalone games to pop up  :wink:

Why is there no point? I dont get everyone complaining about hackers, theyre not as prolific as people say and Im running on a pretty shitty low end system and I get no issues with bugs or graphical glitches at all aside from the occasional crash.

The only change id like to see is the reintroduction of global chat, which I think would promote teamwork between randoms more and decrease the shoot on sight mentality.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on August 11, 2012, 02:15:13 pm
New patch screwed things up again.  A lot of people can't even get in the servers and those that do are reporting that the massive artifacts are still there.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 11, 2012, 02:30:02 pm
Enough of this hacker talk.

Ive been playing with a few guys on UK135 for the past few days. Id managed to get the most kitted out id ever been and had an AS50 and M4A3 CCO both with 4 mags. I get in a car as passenger with a reaosnably new guy who assures me he knows what he's doing.

Cut to 5 minutes later, my corspe by the side of the road next to a wrecked car in the middle of fucking nowhere...
lol. noobs everywhere. only thing i cant yet is landing a plane. Doing Loopings with C130s is pretty awefun. :D
Title: Re: Day Z mod for ARMA II
Post by: Tor! on August 11, 2012, 08:02:45 pm
Why is there no point? I dont get everyone complaining about hackers, theyre not as prolific as people say and Im running on a pretty shitty low end system and I get no issues with bugs or graphical glitches at all aside from the occasional crash.

The only change id like to see is the reintroduction of global chat, which I think would promote teamwork between randoms more and decrease the shoot on sight mentality.

When you overcome the inital awesomeness, then you realise that struggling with an engine not made for this, the bugs, the hackers, and all the problems are not worth it. Why not just wait until october for DayZ standalone, or september for WarZ? It's only month and half  :wink:
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 11, 2012, 08:48:11 pm
Why not just wait until october for DayZ standalone, or september for WarZ? It's only month and half  :wink:

Where you gettin' these dates from
Title: Re: Day Z mod for ARMA II
Post by: Butan on August 11, 2012, 10:14:10 pm
Where you gettin' these dates from

+1


Coz if its really that soon, I'm going to wait.
Title: Re: Day Z mod for ARMA II
Post by: Overdriven on August 11, 2012, 10:23:44 pm
Well the beta for WarZ is apparently beginning 'later this summer'.

http://www.pcgamer.com/2012/07/19/the-war-z-announced-zombie-survival-shooter-mmo-with-strong-parallels-to-day-z/
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 12, 2012, 12:41:57 am
They wont get it out until next year. At least I hope so. You guys know that games that are pushed out will become buggy and bad as shit.

So just dont rush it. Chill down and give them time to bring out something great. ;)
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on August 12, 2012, 12:42:25 am
When you overcome the inital awesomeness, then you realise that struggling with an engine not made for this, the bugs, the hackers, and all the problems are not worth it. Why not just wait until october for DayZ standalone, or september for WarZ? It's only month and half  :wink:

Well my philosophy is that if I enjoy playing a game, I will continue to play it. DayZ is still enjoyable for me at the minute where as most games arent, CRPG included.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 12, 2012, 01:19:07 am
The great thing is: If you get tired of getting pked in a zombie-apocalypse you can always switch to arma2co and go on a server and play there. If you got people playing with you its even more fun... :D
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 15, 2012, 10:49:02 pm
So i got myself this game but im a bit sad. My microphone doesnt seem to work in Arma2/OA/DayZ.
Im using a crappy table mic. It works just fine in windows recording, steam, skype, ts and all the other voice com software. But Arma just doesnt want to work with it. Any tips what to do? I checked a few forums and tried their solutions but none of those helped.

My crappy mic
visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 15, 2012, 11:42:33 pm
go and buy a creative fatal1ty. costs around 30 euroes in middle-europe. works like a charm.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on August 16, 2012, 01:37:42 am
go and buy a creative fatal1ty. costs around 30 euroes in middle-europe. works like a charm.
After 8 months my mic of my fatal1ty stopped working for no apparent reason, still within warranty though.
Title: Re: Day Z mod for ARMA II
Post by: Tomas_of_Miles on August 16, 2012, 02:27:01 am
Most ÂŁ1 shops around where I live sell cheap headsets.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 16, 2012, 03:12:47 am
After 8 months my mic of my fatal1ty stopped working for no apparent reason, still within warranty though.
Mine works since around 4 or 5 years. it even survived a few crashes. Okay the cord is broken on one spot - but thats okay after 4 years. ;)

and its a 5.1 headset... with great sound. wouldnt trade it for a logicrap.


Edit:
There is only one big flaw...
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 16, 2012, 11:37:57 am
They have a detatchable mic? I hope that wont cause much trouble.
Also, how well does it supress the backround noise?
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 16, 2012, 12:38:19 pm
pretty well so far. if you got music running a bit louder... its hearable. if you got a fan blowing in your face... its hearable. but I got no complaints so far.
Btw I use push to talk (cuz I dont want everybody to hear every of my coughs/munches).

And if youre wearing glasses: I do and got no problems. If it gets hot in summer it could get warm below that Earthingies... but I guess thats the same with every bigger Headset.

Why dont you just buy it and check it out. If its really nothing for you you can still send it back within one week or so (check out the shop-AGB before. ;) ). If they need a reason (they shouldnt), just tell them you got incompatibility problems with the headset and your mainboard.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on August 16, 2012, 08:35:14 pm
Or just use a monoheadset (http://en-de.sennheiser.com/pc-121) with a normal 2.1/5.1/7.1 setup
Helps you to understand ppl on ts without destroying the soundscape imho
Title: Re: Day Z mod for ARMA II
Post by: bukva2 on August 16, 2012, 09:14:54 pm
Got myself the fatality. The sound is amazing. Tho the microphone got me worried for a while. I didnt notice it at first but they made a grove for the hole where the jack goes. When i put it in i didnt got it right so there was no contact between the headphones and mic, i spent like two hours figuring out what could cause the mic not to work...But its fine now :)

thanks for the tip on these headphones

Edit: Loading screens, those damn loading screens. I only found a handfull of servers that are fast when it comes to the loading but sometimes even they get odd. Like i connected to a UK server, i was in game within seconds, i had to go away for a few minutes so i logged out, then i tried the same serrver and got stuck in the loading for like 10 minutes.
Does the loading actually crash/freeze or should i just wait it out until i grow a beard?
Title: Re: Day Z mod for ARMA II
Post by: Niemand on August 16, 2012, 11:22:33 pm
damn, sorry, i forgot to tell you about the grove. that thing did bring some troubles for me, too. :D

yeah. at the moment some servers are bugged (since the new patch). If you play on european ping you could try DE 1170. It seems to work quite well. But dont stash stuff inside cars or tents, they are bugged as hell, removing items or themselves. Even if saved.
Title: Re: Day Z mod for ARMA II
Post by: Tuonela on August 18, 2012, 06:29:09 pm
Since the latest ARMA 2 beta patch server-side logging/blocking of scripts has been implemented, (http://forums.bistudio.com/showthread.php?138736-Introducing-Server-side-Event-Logging-Blocking) from which the most important part is the final line "As a final note, these features cannot be circumvented with a client-side hack". Some people in the DayZ community has also started a global ban list (https://code.google.com/p/dayz-community-banlist/source/browse/bans/bans.txt) against those who use scripts, which includes the most commonly used cheats such godmode, teleportation and weapon spawning. So maybe there will be hack-free servers someday.
Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on August 21, 2012, 07:01:07 am
Title: Re: Day Z mod for ARMA II
Post by: Jacko on August 23, 2012, 08:41:37 am
http://kotaku.com/5937172/these-guys-went-to-the-real-dayz-island-dressed-up-and-took-pictures
Title: Re: Day Z mod for ARMA II
Post by: Vibe on August 23, 2012, 09:05:55 am
http://kotaku.com/5937172/these-guys-went-to-the-real-dayz-island-dressed-up-and-took-pictures

Lol at buildings looking practically the same :D

Awesome pics.
Title: Re: Day Z mod for ARMA II
Post by: Tomas_of_Miles on September 07, 2012, 11:01:35 pm
Wow. That's dedicated representation.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 08, 2012, 08:37:53 am
yah. And Chernarus is a DayZ-Map, not an ArmA2-Map... stupid hype-morons...
Title: Re: Day Z mod for ARMA II
Post by: Tears of Destiny on September 09, 2012, 07:57:49 am
http://kotaku.com/5937172/these-guys-went-to-the-real-dayz-island-dressed-up-and-took-pictures

This is just really cool.
Title: Re: Day Z mod for ARMA II
Post by: Skurcey on September 09, 2012, 09:31:56 am
yah. And Chernarus is a DayZ-Map, not an ArmA2-Map... stupid hype-morons...
Wow, ignorance at its finest
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 09, 2012, 12:48:56 pm
seems like youre not around for(since) very long.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on September 09, 2012, 02:23:58 pm
yah. And Chernarus is a DayZ-Map, not an ArmA2-Map... stupid hype-morons...
wat

ARMA 2's single-player campaign takes place in the then-future of fall 2009, in the northeastern region of the fictional post-Soviet state of Chernarus, particularly the province of South Zagoria, and the remote Chernarussian island of Ăštes.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 10, 2012, 12:12:36 am
http://kotaku.com/5937172/these-guys-went-to-the-real-dayz-island-dressed-up-and-took-pictures
yah. And Chernarus is a DayZ-Map, not an ArmA2-Map... stupid hype-morons...

Since I guess you didnt understand what I said (once again...), I will explain it for you:

The link says "these guys went to the real dayz island..."
and I say: Fuck off you stupid hype-morons. its not Daisy-Island, its an ArmA2-Map. The DayZ-Guys just took it, because they had nothing else. So the link should say: "Morons dressed up and did go to the area that was an ispiration for the ArmA2-Map where DayZ is played on."

Understood me now? Or shall I draw you a picture? Maybe in fingerpaint so you recognize the paint and it does not scare you too much?
Title: Re: Day Z mod for ARMA II
Post by: Tears of Destiny on September 10, 2012, 07:41:39 am
If Ford makes an SUV, and then the police purchase it, even though it is a Ford it is also a Police vehicle now...

Same thing with DayZ using an ArmA2 map.

Who the hell is not going to say "The Real DayZ Island" and instead say "The Real ArmA2 Island that DayZ uses?" A mouthful that serves little purpose when the abbreviated form communicates the idea just as fine.

...
.....
.......

Oh crap, I accidently in an internetz argument...
/me backs away slowly, then runs.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 10, 2012, 02:12:40 pm
Since I guess you didnt understand what I said (once again...), I will explain it for you:

The link says "these guys went to the real dayz island..."
and I say: Fuck off you stupid hype-morons. its not Daisy-Island, its an ArmA2-Map. The DayZ-Guys just took it, because they had nothing else. So the link should say: "Morons dressed up and did go to the area that was an ispiration for the ArmA2-Map where DayZ is played on."

Understood me now? Or shall I draw you a picture? Maybe in fingerpaint so you recognize the paint and it does not scare you too much?

This is clear, unlike your previous message, which pretty much said the opposite of what you meant, without being satyrical either.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 10, 2012, 02:58:37 pm
You just dont understand me! *runs away, crying and doorbashing*
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 10, 2012, 03:21:47 pm
This is clear, unlike your previous message, which pretty much said the opposite of what you meant, without being satyrical either.
I see how he wasn't satyrical, but how many are like this anyway?
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Teeth on September 10, 2012, 05:01:11 pm
Since I guess you didnt understand what I said (once again...), I will explain it for you:

The link says "these guys went to the real dayz island..."
and I say: Fuck off you stupid hype-morons. its not Daisy-Island, its an ArmA2-Map. The DayZ-Guys just took it, because they had nothing else. So the link should say: "Morons dressed up and did go to the area that was an ispiration for the ArmA2-Map where DayZ is played on."

Understood me now? Or shall I draw you a picture? Maybe in fingerpaint so you recognize the paint and it does not scare you too much?

yah. And Chernarus is a DayZ-Map, not an ArmA2-Map... stupid hype-morons...
I'm sorry for reading what is there. Next time I'll be sure to interpret the exact opposite of what you wrote.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 10, 2012, 06:24:02 pm
Everyone, come to lobatino's big red rusty building! lets group up and do something.(i got tents near that place so noobs can get ebin gear)

Could guy like this lie to you?

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 10, 2012, 06:53:56 pm
I'm sorry for reading what is there. Next time I'll be sure to interpret the exact opposite of what you wrote.
Its called irony... ever heard of it? gosh that obviously was obvious! :O
(edit3:) But i guess you didnt hear of it. one needs social interaction to gain knowledge about that skill...

edit: yes. irony is the opposite of ebony. right.

edit2: nice one Zapper. i really liked it. :D
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 10, 2012, 08:15:13 pm
Its called irony... ever heard of it? gosh that obviously was obvious! :O
(edit3:) But i guess you didnt hear of it. one needs social interaction to gain knowledge about that skill...

edit: yes. irony is the opposite of ebony. right.

edit2: nice one Zapper. i really liked it. :D
Thanks.

The problem here is that irony/sarcasm isn't easy to show through written words alone. You failed* at showing the irony, so you sounded really stupid instead. This is one of the main reasons that smileys were made, so that you can easily show whether something is meant to be funny, sarcastic, embarrassing, etc. If you'd added a  ":rolleyes:" after your post, it would have clearly shown that it was meant sarcastically and wasn't your actual opinion. Too many people don't use smileys where they should :(


*failed as in "didn't succeed", not failed as in "lol, uz arez failz!".
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 10, 2012, 11:02:28 pm
I see how he wasn't satyrical, but how many are like this anyway?
(click to show/hide)

English is etymologically wrong. The word satirical comes from satyres. It's not my fault french is better and I got confused.


Should have said sarcastic (and not ironic like dem americans)
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 10, 2012, 11:29:34 pm
Too many people don't use smileys where they shouldn't :(
Fixed.

Kafein... did you just call me an american? You're not making friends here, french fry! :O
:P (<= that smiley good there? yes? does it show how i am joking?)

btw: I use smileys for sarcasm too.

Like in "Hey how are you?" - "Ah. you know... my life just sucks, I guess I am gonna kill myself. :D" <= the sarcasm here would usually be the smiley at the end. At least it was. I am quite happy with my life these days, even if theres nothing special happening. Maybe I am just getting more insane... whatever, as long as I have fun with it. ^^
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 11, 2012, 01:41:37 pm
Fixed.

Kafein... did you just call me an american? You're not making friends here, french fry! :O
:P (<= that smiley good there? yes? does it show how i am joking?)

btw: I use smileys for sarcasm too.

Like in "Hey how are you?" - "Ah. you know... my life just sucks, I guess I am gonna kill myself. :D" <= the sarcasm here would usually be the smiley at the end. At least it was. I am quite happy with my life these days, even if theres nothing special happening. Maybe I am just getting more insane... whatever, as long as I have fun with it. ^^

btw : I'm not french, and I didn't call anyone an american. That wouldn't be offensive anyway.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 11, 2012, 02:16:03 pm
It would be for me! :O
Title: Re: Day Z mod for ARMA II
Post by: Ganner on September 12, 2012, 10:30:27 pm
After coming back from a few month break from dayz i gotta say, the game is much more polished than when i left it (just before they took away the starting weapons and added zed LOS)

It is also a million times more fun now that you can lose zeds just by running away without risking shooting your weapon and drawing a million more zeds and bandits to you.

Edit: also with the abundance of servers now, i can join a low/no pop server and loot the airfield to my hearts content!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 13, 2012, 07:49:24 am
There's supposed to be a new map for DayZ out called Lingor Island (unofficial), with a lot more enterable buildings.



Also saw this on the forum, reply is by a forum mod:

"True, but it wouldn't be so boring if that Chernarus-sized map had fully enterable buildings or near fully enterable buildings IMO.  I've seen a couple on Armaholic.com that I think could play out very well for DayZ, but again that's just me. "

"You mean like "Chernarus Plus" that's being developed as we speak?"

Not entirely sure if it's meant for the mod or standalone only though.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 13, 2012, 08:44:37 am
yäy. more enterable houses! more lags! less fps!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 13, 2012, 08:48:51 am
yäy. more enterable houses! more lags! less fps!

So you would have less enterable houses because your PC can't handle it? That's cool
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 13, 2012, 08:55:17 am
nope, you fool.

I got around 45 FPS average on takistan. didnt check it on lingor yet.
But on Chernarus my FPS go down to 9 after playing a while (~2hours). Thats not a "my pc cant handle this"-problem. Since its not only me having those lags/FPS-drops then, its a map-problem.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 13, 2012, 09:27:22 am
nope, you fool.

I got around 45 FPS average on takistan. didnt check it on lingor yet.
But on Chernarus my FPS go down to 9 after playing a while (~2hours). Thats not a "my pc cant handle this"-problem. Since its not only me having those lags/FPS-drops then, its a map-problem.

If it was a an exclusively map problem then I would have bad FPS after 2 hours as well and I don't.
Title: Re: Day Z mod for ARMA II
Post by: Darkoveride on September 13, 2012, 02:33:38 pm
FPS drop is usually a combination of no of players on server and poor server optimization. Also i think script kiddies spawning shit doesn't help either.

Its nice to be able to head up north again without graphics issues, shame script kiddies come and ruin our fun little adventures.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 13, 2012, 04:24:55 pm
If it was a an exclusively map problem then I would have bad FPS after 2 hours as well and I don't.

This.

I got a ~ one year old just-enough-to-run-everything rig and DayZ works flawlessly at max even 6 hours straight. I only experience lag when it's a server-side problem (sometimes you hop in a server and even the short animated text that comes up when you connect is lagging, that's what I'm talking about).

I can understand why lingor could create lag problems though. There are a lot more object spawn points, and that's a lot of shit to track for the server.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on September 13, 2012, 05:12:09 pm
after a while the game gets a bit choppy for me but not unplayable and thats only if ive covered a long distance in the world (such as ran from the beach to the NW corner of the map or so)

anyway... while looting the NW airfield, someone left a FAL AN in a tent :D.  Yes thats the one with the NVG built in.  while not as good as NVG by itself i'll take it.  Unfortunately there was only one clip though :/

All i really need is a ghillie (already found the camo suit) and a NVG to be truely kitted out.  Need to find a better spot for my base camp though, i was stupid when i set it up :/
Title: Re: Day Z mod for ARMA II
Post by: Darkoveride on September 13, 2012, 05:44:16 pm
FAL sounds awesome now too. good change to its sound file.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 13, 2012, 05:49:59 pm
http://www.escapistmagazine.com/videos/view/zero-punctuation/6276-DayZ
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 13, 2012, 07:08:59 pm
http://www.escapistmagazine.com/videos/view/zero-punctuation/6276-DayZ
Me love me some ZP :D

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Ganner on September 13, 2012, 09:22:53 pm
woooo ghillie!

I cant help but think someones server hopping clear looting the barracks and putting the loot in tents next to them, cause no one in their right mind would leave a ghillie in a tent RIGHT NEXT TO THE BARRACKS.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 14, 2012, 07:52:18 am
Played Lingor Island yesterday, awesome map. Pretty much every building enterable, which also means faster gameplay.
Title: Re: Day Z mod for ARMA II
Post by: CaveSquirrel on September 14, 2012, 08:04:56 am
Played Lingor Island yesterday, awesome map. Pretty much every building enterable, which also means faster gameplay.

Also not as frustating as Chernarus when you die, (or get killed by a hacker...) because you can find everything much faster.

We just got killed by a hacker 3 days ago there. Didn't know they can kill a whole group by not even shooting or whatever.. we just died.
Title: Re: Day Z mod for ARMA II
Post by: GreasySausageSandwhich on September 14, 2012, 01:11:27 pm
They used to be able to just spawn grenades under everyone's feet on the server.  I haven't played in a while, so I don't know if that is still possible.
Title: Re: Day Z mod for ARMA II
Post by: In Cauda Venenum on September 16, 2012, 11:02:42 am
They used to be able to just spawn grenades under everyone's feet on the server.  I haven't played in a while, so I don't know if that is still possible.
All Lingor servers are on a private hive. That being said, that means that usually the anti-cheat is buffed up, which means no scripts of any description are allowed to be run or else you're usually banned/put in some perma-death state for good.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on September 16, 2012, 06:44:41 pm
Arg, stupid sixlauncher.

Whenever i try to launch my internet connection shits out... havent been able to play for Dayz.
Title: Re: Day Z mod for ARMA II
Post by: CaveSquirrel on September 16, 2012, 06:52:13 pm
Get the http://www.dayzcommander.com/ (http://www.dayzcommander.com/), much better.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 16, 2012, 07:55:06 pm
Get the http://www.dayzcommander.com/ (http://www.dayzcommander.com/), much much much much much better.

can't stress this enough, commander is amazing
Title: Re: Day Z mod for ARMA II
Post by: Teeth on September 16, 2012, 09:04:45 pm
can't stress this enough, commander is amazing
How so? Thought the updating of the mod and beta patch was really weird most of the time and it required me trying it multiple times for that to work.

Six Launcher got revamped and is now called 'Play with Six´and works like a charm. Also works for other mods, installing Lingor Island takes just two clicks.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 16, 2012, 09:24:21 pm
How so? Thought the updating of the mod and beta patch was really weird most of the time and it required me trying it multiple times for that to work.

Six Launcher got revamped and is now called 'Play with Six´and works like a charm. Also works for other mods, installing Lingor Island takes just two clicks.

Commander has favourites, recently joined server, friend tracking, ... I don't know how you had problems updating anything there, never had one. Everything was fast and easy and Lingor Island is included there too, except it takes just one click to install.
Title: Re: Day Z mod for ARMA II
Post by: GreasySausageSandwhich on September 17, 2012, 03:58:55 am
except it takes just one click to install.

Ooo.  Cold hard fact burn.  I LOVE IT.

All Lingor servers are on a private hive. That being said, that means that usually the anti-cheat is buffed up, which means no scripts of any description are allowed to be run or else you're usually banned/put in some perma-death state for good.

As for YOU.  Get YOUR facts outta here ass.
Title: Re: Day Z mod for ARMA II
Post by: In Cauda Venenum on September 17, 2012, 08:56:27 am
As for YOU.  Get YOUR facts outta here ass.
(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Teeth on September 18, 2012, 12:56:13 am
Is using hacked weapons a bannable offense? Kinda want to give that AS50 TWS I just looted a go.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 18, 2012, 03:37:38 am
Yes it is. Sorry. :(

Maybe play Warfare (not CoD, the ArmA2-Mod) a bit. You can check out the TWS-weapons there. :D
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 18, 2012, 09:58:48 am
 using hacked weapons isn't bannable, only if you make them. i have used as50 TWS and g36c m203 holo sd and some weird grenades for 3 months. never got banned or anything.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 18, 2012, 11:23:57 am
Just because one moron does not get banned does not mean its not bannable. Go to the dayz-forums, read there. people got banned for it.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 18, 2012, 02:55:56 pm
FAK U chocolate chip cookie
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 18, 2012, 03:06:22 pm
FOK its FOk ffs
That's what Asians say.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 18, 2012, 03:47:37 pm
FAK U chocolate chip cookie
Wok yourself, Commy! :O
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 19, 2012, 09:52:14 pm
Woop, megalucky. Found an ATV with massive loot :D

(click to show/hide)
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 19, 2012, 10:23:37 pm
Woop, megalucky. Found an ATV with massive loot :D

(click to show/hide)

Lol, that kind of thing happened to me and my friend a good dozen of times. We found like 12 NVG total, 1 of which was genuinely found by us in a crash site, all others were stolen in badly hidden camps and vehicules. Also, an even greater number of AS50, FN FAL, M249, GPS, M4A1 CCO SD (best weapon evah) etc. Only the rangefinder remains relatively rare for us.

Really, if you want high tier loot, just go for a walk in the far eastern and far northern forests, many people think they don't need to hide their camps when they are so far away, and besides you can't really hide anything with so few bushes and spruce. So you see them kilometers away.
Title: Re: Day Z mod for ARMA II
Post by: Teeth on September 20, 2012, 02:48:52 am
Who cares about hiding camps when the stuff respawns in it after every server restart. We found some crazy camps once and then made our own on the same spot on a different server. Get a bus, ferry ten people up there and all have ghillie suits, NVG's, GPS's, rangefinders and whatever guns you want. Just hope that everyone that finds them just takes the stuff and does not overwrite the good save.

Though that was a while ago, does the stuff still respawn?
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 20, 2012, 04:18:26 am
Yeah you can find EVERYTHING in Lingor. Except two things. When I played on Chernarus its been hard to find matches. No problem with that on Lingor now. But I cant find a fuckin map. or a compass. makes me rage everytime some asshole kills me.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 20, 2012, 09:44:38 am
Who cares about hiding camps when the stuff respawns in it after every server restart. We found some crazy camps once and then made our own on the same spot on a different server. Get a bus, ferry ten people up there and all have ghillie suits, NVG's, GPS's, rangefinders and whatever guns you want. Just hope that everyone that finds them just takes the stuff and does not overwrite the good save.

Though that was a while ago, does the stuff still respawn?

Yep, tent and vehicule saves are still fucked up.

This is more about vehicules. We are evil people so when we find too many, we destroy everything we can't take with us.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 24, 2012, 01:04:41 pm
New Fallujah map (http://dayzmod.com/forum/index.php?/topic/93863-new-dayz-fallujah-map-released/), supposedly a city map more or less, might be fun since it's probably extremely hostile. Anyone tried it yet?

visitors can't see pics , please register or login



https://www.youtube.com/watch?v=KvJHUTI1n6I

The city is... @_@
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 24, 2012, 01:37:38 pm
We played Fallujah before. Its a great map. Surviving inside the city could be a bit hard. in the east is plain land... but, afair, no hills or stuff.

Same with the city. the whole map is just flat. there are no hills... snipers paradise.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 24, 2012, 01:45:09 pm
From the comments and the video I noticed there's a LOT of unenterable buildings, not sure if I like that.
Title: Re: Day Z mod for ARMA II
Post by: Butan on September 24, 2012, 02:25:25 pm
We played Fallujah before. Its a great map. Surviving inside the city could be a bit hard. in the east is plain land... but, afair, no hills or stuff.

Same with the city. the whole map is just flat. there are no hills... snipers paradise.


No hills is sniper nightmare you mean :twisted:

No vantage point and lots and lots of building for cover, it should be a good map for CQC and assault squad with lots of rush from position A to B; will definitely try it to see how it works out!
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 24, 2012, 02:31:07 pm
no. you can lie down outside of town... and wait. as soon as you see a player, you shoot. and you can see the WHOLE side of the town. including everything around you.

But its a great map for warfare. :D
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 24, 2012, 03:17:26 pm
That map looks really interesting!

Fuck you Trondheim for having such shitty connection to everything! Anyone know if any servers are near/in Trondheim?

no. you can lie down outside of town... and wait. as soon as you see a player, you shoot. and you can see the WHOLE side of the town. including everything around you.

But its a great map for warfare. :D
Yeah, that seems like a bummer. Maybe if they made the city on a "hill" or something, so it's completely flat until you reach the end of the city where it's then a small hill down. The streets etc will still be flat, but you can't lie outside and see the whole city.
Title: Re: Day Z mod for ARMA II
Post by: Butan on September 24, 2012, 04:09:30 pm
So the outskirt of the town will be a tad dangerous, but as soon as you are a bit deep inside, you should be protected from long distance fire; snipers will still have some place to use their skill but not too much, sounds good  :D
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 25, 2012, 07:49:33 pm
Spawn points on fallujah are horrible.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 25, 2012, 08:14:22 pm
Spawn points on fallujah are horrible.
Plese don't tell me they are in the middle of the city xD
Title: Re: Day Z mod for ARMA II
Post by: Keslord on September 25, 2012, 09:45:32 pm
MB has a Vilayer server.

It's mostly Takistan, but sometimes i switch it to Lingor and Fallujah.

The IP is 69.162.77.170:2352.


Feel free to pop in.
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 26, 2012, 03:29:05 am
When you switch maps, all gear is gone.
Title: Re: Day Z mod for ARMA II
Post by: Butan on September 26, 2012, 01:59:11 pm
I tried fallujah on 2/3 servers and all had very few zombies spawn points (some district are stuffed but not much, and some whole section of the city are just dead empty), very few enterable buildings, and those few, few of them had any loots whatsoever.

Only + I can give is lots of vehicles around.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 26, 2012, 07:14:49 pm
Plese don't tell me they are in the middle of the city xD

I spawned 3 times out of 4 in the middle of the flat wilderness and there was nothing. Not even a single building in the distance.
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 26, 2012, 08:24:09 pm
I spawned 3 times out of 4 in the middle of the flat wilderness and there was nothing. Not even a single building in the distance.
That's..... actually worse. D:
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 27, 2012, 03:21:38 am
Also, the only interesting spot is the airfield, but the amount of loot there is insane. 20 barracks or so, lots of vehicule spawns (including HUMVEE with a .50 on top, trololo)

So everybody just rushes over there.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 27, 2012, 09:12:54 am
Also, the only interesting spot is the airfield, but the amount of loot there is insane. 20 barracks or so, lots of vehicule spawns (including HUMVEE with a .50 on top, trololo)

So everybody just rushes over there.

This is why I love Lingor. Loot is quite good, it's a much faster paced DayZ and there's multiple spots with military loot, so you don't have to run for 3 hours to one spot with military loot and then get gangbanged by 5 snipers waiting there for hours.

http://dayzdb.com/map/lingor
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 28, 2012, 03:06:54 am
visitors can't see pics , please register or login
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 28, 2012, 07:32:38 am
So, yesterday I looted the entire north west of Lingor which is filled with military buildings. Somehow managed to not meet anyone so I had no trouble surviving. At the end I had a M4A3CCO with about 20-30 mags (lol) and a G17 with about 10 mags, so I was just spraying zombies because I had so much ammo.

I was so lucky that at the last camp I was going to check I found a semi broken pickup truck, the Engine marker was red but I could still drive it. So I get in, start driving to a town that has a lot of industrial loot. When I get close I decided I'll hide the truck in some bushes, so I drive off the road and start proceeding to some trees where I could hide it.

On my way there I suddenly hit a small plant with the speed of about 5 km/h. Wheel comes off and suddenly I appear out of the car and drop uncounscious, all bones broken, bleeding, 50 blood left and in a few seconds I die ;_;

Was it the car crash that killed me, a bug or a hacker? :/
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 28, 2012, 09:42:09 am
The car crash.

Had my ATV next to a tree. I wanted to drive it somewhere else, got on, started the engine, drove 1meter really slow, hit the tree. drove back, hit a plant. Okay, bugdriving (forward, backward, forward, backward) slowly to not break the ATV... BOOOOOOM! dead. :(
Five minutes later: Server-Restart. ATV back, Body gone.

Thats how I lost my mountain-dew. :(
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on September 28, 2012, 12:30:18 pm
The first thing I did when I got in a tank in Arma 2, was to drive over EVERY SINGLE FUCKING BUSH I could find, because it had fucked my HMMWV up so many times. FUCK YOU BUSHES!
Title: Re: Day Z mod for ARMA II
Post by: Beauchamp on September 28, 2012, 12:48:34 pm
seems like the game haven't changed a single bit :D
i wonder if arma 3 will be any better.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on September 28, 2012, 01:11:09 pm
seems like the game haven't changed a single bit :D
i wonder if arma 3 will be any better.

Yeah, you still die to stupidass bugs and hackers. Playing Lingor almost exclusively though, so dying isn't as painful as in Chernarus. You get good gear really fast, I'm always military geared within two hours.
Title: Re: Day Z mod for ARMA II
Post by: Kafein on September 28, 2012, 02:30:10 pm
Yeah, you still die to stupidass bugs and hackers. Playing Lingor almost exclusively though, so dying isn't as painful as in Chernarus. You get good gear really fast, I'm always military geared within two hours.

Same in chernarus, but it's a little bit trickier  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 28, 2012, 02:41:12 pm
Yeah, you still die to stupidass bugs and hackers.
Dying by jumping in to cars motor  is best death so far :D
PS. if anyone has SVD CAMO sniper in.game PM ME!  8-)
Title: Re: Day Z mod for ARMA II
Post by: Niemand on September 28, 2012, 04:21:36 pm
You get good gear really fast
excluding maps and compasses... -.-
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on September 30, 2012, 10:04:10 pm
So sad after dying to bug after 27 days survived + epic gear. Spawned 10 meters mid-air at the same spot I left, on empty server, so it couldn't be hacker teleporting people.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on October 01, 2012, 08:30:26 am
So yesterday I was looting buildings in this rather big city in Lingor as I heard a car sound. I kept hidden in this house but looking at the street. The car sound is getting louder and soon I see this car driving past me. I quickly react, run out and start aiming and shooting at the driver as he is driving away from me. After I stopped shooting the car kept going on and down the hill on road, so I decided to run after it and see where it was going. When I get closer I see the car stopped and the driver is out of the car bleeding from his neck ^^ must've gotten a lucky neckshot even though he was driving away and was actually already far away from me when I started shooting at him. :mrgreen:
Title: Re: Day Z mod for ARMA II
Post by: Teeth on October 01, 2012, 03:05:39 pm
Dying by jumping in to cars motor  is best death so far :D
PS. if anyone has SVD CAMO sniper in.game PM ME!  8-)
I do, 100k crpg gold.
Title: Re: Day Z mod for ARMA II
Post by: Herkkutatti666 on October 01, 2012, 03:38:45 pm
I found camp with 4 SVDs in tents so, I don't need it anymore ;P
Title: Re: Day Z mod for ARMA II
Post by: Keslord on October 07, 2012, 09:41:44 pm
MB - Murder Boner (NA) steal a helicopter

http://youtu.be/WIvD12v4pgQ
Title: Re: Day Z mod for ARMA II
Post by: Teeth on October 09, 2012, 08:52:28 pm
Nice Warband sounds you got there in the background.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on October 16, 2012, 08:05:28 am
Some new interior pics for DayZ standalone

http://massively.joystiq.com/2012/10/15/dayz-development-screenshots-released/
Title: Re: Day Z mod for ARMA II
Post by: CaveSquirrel on October 16, 2012, 08:17:49 am
Well, nearly look as boring as the ones before.

Hopefully they change from time to time, not the same ones again and again.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on October 16, 2012, 08:51:21 am
Well, nearly look as boring as the ones before.

Hopefully they change time to time, not the same ones again and again.

At least they're making them enterable. Chernarus right now is seriously inferior to Lingor island due to amount of enterable buildings.

PS anyone tried Panthera island yet?

http://www.mmogames.com/gamereviews/dayz-panthera-unofficial-map-review/
https://www.youtube.com/watch?v=XzQrd8qFdcw

Supposedly inspired by Slovenia's (my lil country lol) Gorenjska region.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on October 29, 2012, 01:55:59 pm
Quote
This update is the product of a huge community + DayZ Devteam effort, spearheaded by R4Z0R49

Affected Addons:

    dayz
    dayz_code
    dayz_server (server)

Target date:

    Monday 29 October 2012  (today)

Confirmed Changelog (WIP):

Clients

* [NEW]  Tents can no longer be placed on concrete.
* [FIXED]  Building checks for tent placement (No longer place tents in buildings).
* [FIXED]  Tents now are one click place.
* [FIXED]  Fixed function for checking if in buildings.
* [UPDATED]  Vehicle repair menus now all replaced.
* [NEW]  Vehicle menus now list all damaged parts no matter if you have the item or not.
* [NEW]  Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts.
* [FIXED]  Vehicle Damage is now fully working.
* [FIXED]  Vehicle Killed is now in effect fully destroyed vehicles will now set correct in db.
* [FIXED]  Tents Now add and remove from db.
* [FIXED]  Food can no longer be consumed if the player does not have in inventory.
* [FIXED]  water can no longer be consumed if the player does not have in inventory.
* [UPDATED] Updated UI control.
* [NEW]  Toolbox is now needed for all repairs.
* [NEW]  New Combat System If you fire a weapon, someone fires a weapon near you, or a bullet/object impacts near you, then you go into combat.  During combat, "ABORT" is disabled.  If you ALT-F4/close anyway, your character is considered "combat logged" and instantly killed and leaves a body.
* [NEW]  Alt-f4 is now locked and will only open your status menu.
* [Fixed]  No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item.
* [FIXED]  No longer possible to create axes out of thin air if you already have one
* [FIXED]  Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo
* [FIXED]  Duping no longer possible through zombie corpses/backpacks/etc
* [FIXED]  Tents Now add and remove from db.
* [FIXED]  It should now be impossible for a new spawn to spawn unconscious.
* [FIXED]  You can no longer cook infinite free meat from camp fires
* [FIXED]  Survivors should no longer pickup a single item at the same time and both receive it.
* [FIXED]  You can no longer generate multiple tents while packing up a deployed tent.
* [FIXED]  You can no longer change clothes/eat/drink/etc. while in a vehicle
* [NEW]  combat 30 sec timer.
* [FIXED]  Zombie death animation is delayed (now it plays instantly)

Servers

* [FIXED]  Object Gear syncs happen based on radius not just on menu.
* [FIXED]  Vehicle Position is now updated with client position.
* [FIXED]  Vehicles save fuel properly

http://dayzmod.com/forum/index.php?/topic/103211-pending-update-build-173-community-edition/

no more alt+f4 quitters <3
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on October 29, 2012, 02:30:31 pm
Damn, that looks really nice. Might go play it now.
Title: Re: Day Z mod for ARMA II
Post by: Weren on October 29, 2012, 03:39:38 pm
No more alt-f4 or zombie death delayes? This is basically all I ever wanted.  :P
Title: Re: Day Z mod for ARMA II
Post by: Niemand on December 17, 2012, 03:53:54 pm
Phnglui mglw nafh Cthulhu Rlyeh wgahnagl fhtagn!
Title: Re: Day Z mod for ARMA II
Post by: xDynamitharry on December 17, 2012, 04:01:35 pm

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
Title: Re: Day Z mod for ARMA II
Post by: Carthan on December 30, 2012, 09:19:00 pm
Going to have to start playing this again, going to have to realize that the permadeath is just a part of the game and should be enjoyed!

Shortly after

*Crunch*
What was that!? *Alt+F4*
Title: Re: Day Z mod for ARMA II
Post by: Vibe on January 08, 2013, 07:35:59 am
http://dayzdev.tumblr.com/post/39933141266/where-is-the-standalone-release-i-suppose-i
Title: Re: Day Z mod for ARMA II
Post by: CaveSquirrel on January 08, 2013, 08:27:48 am
Can the own Char wear different clothes which you can find in the world or why are they naked/ got no shoes?
Title: Re: Day Z mod for ARMA II
Post by: Vibe on January 08, 2013, 08:43:21 am
Can the own Char wear different clothes which you can find in the world or why are they naked/ got no shoes?

I'm assuming they will be able to, yes
Title: Re: Day Z mod for ARMA II
Post by: Stabby_Dave on January 08, 2013, 04:46:29 pm
Started playing this again yesterday. Was in Elektro in the school which had turned into warzone with bodies everywhere. Id killed about 5 people and was camping in a house to wait for everything to calm down a bit.

I was in cherno for about 15 minutes total but the whole time I had a quiet voice talking to me on direct chat that seemed to follow me everywhere I went. After killing someone whilst camping in the house the voice started getting aggressive and swearing at me and random bodies started spawning around me. I soon realised a hacker was fucking with me and I suspected he was invisible somewhere in the room with me, so I sprayed with my AK but didnt hit anything. I then died from a single silenced shot.... fun fun fun!
Title: Re: Day Z mod for ARMA II
Post by: Dezilagel on January 13, 2013, 12:16:36 pm
Started playing this a few days ago and got my first kill creeping up on a bandit sniper overlooking a heli crash site.

Then his corpse disappeared as soon as I started looting (he had EPIC gear), and immediately my character got teleported to the beach with no gear...

The DayZ welcome experience!
Title: Re: Day Z mod for ARMA II
Post by: Niemand on January 13, 2013, 12:34:10 pm
THAT is why you play on a whitelist-server. Most of the people there are friendly and not playerkilling shitards. Also the chance to find a hacker is lower then "usual".
Sadly those hackers are switching over to ArmA2, too... what brings me to rages. Ballless Kids should learn for school and not cheat on online-games for adults.

As soon as we have our own server I will ban every motherfucker that even slightly smells like hax onsight. -.-

Started playing this again yesterday. Was in Elektro in the school which had turned into warzone with bodies everywhere. Id killed about 5 people and was camping in a house to wait for everything to calm down a bit.

I was in cherno for about 15 minutes total but the whole time I had a quiet voice talking to me on direct chat that seemed to follow me everywhere I went. After killing someone whilst camping in the house the voice started getting aggressive and swearing at me and random bodies started spawning around me. I soon realised a hacker was fucking with me and I suspected he was invisible somewhere in the room with me, so I sprayed with my AK but didnt hit anything. I then died from a single silenced shot.... fun fun fun!
you'd have to hit his had. IF he is cheating and invisible he bettably is in godmode, too. Means: You can only kill him with a headshot. Would have laughed if you'd been able to do that by randomly spraying the room. ;)
Title: Re: Day Z mod for ARMA II
Post by: Kafein on January 13, 2013, 08:20:10 pm
Started playing this a few days ago and got my first kill creeping up on a bandit sniper overlooking a heli crash site.

Then his corpse disappeared as soon as I started looting (he had EPIC gear), and immediately my character got teleported to the beach with no gear...

The DayZ welcome experience!

Nothing new here :lol:

I can't count the number of times we randomly lost shit/died to bugs. It's to the point I have become proficient at rushing to the north with a fresh new guy (when killed) or a teleported gearless old char (when horrible bug) from kamenka in a few minutes.

Try to find someone to play Dayz with. I had the greatest moments in reasonably small groups. With only 2 to 4 people you can't quite feel completely safe from other players.
Title: Re: Day Z mod for ARMA II
Post by: Dezilagel on January 13, 2013, 08:56:55 pm
Nothing new here :lol:

I can't count the number of times we randomly lost shit/died to bugs. It's to the point I have become proficient at rushing to the north with a fresh new guy (when killed) or a teleported gearless old char (when horrible bug) from kamenka in a few minutes.

Try to find someone to play Dayz with. I had the greatest moments in reasonably small groups. With only 2 to 4 people you can't quite feel completely safe from other players.

Yeah I now play with a mate.

He guarded a car I was supposed to repair. When I finally came back a hacker tp'd and shot him. I got away, but then the repairs bugged out and didn't work.

Fun, fun, fun! :lol:
Title: Re: Day Z mod for ARMA II
Post by: LordBerenger on January 15, 2013, 03:43:12 pm
Yeah I now play with a mate.

He guarded a car I was supposed to repair. When I finally came back a hacker tp'd and shot him. I got away, but then the repairs bugged out and didn't work.

Fun, fun, fun! :lol:

Stay out of Russian servers!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on January 15, 2013, 03:48:42 pm
by that logic every dayz server is russian
Title: Re: Day Z mod for ARMA II
Post by: LordBerenger on January 15, 2013, 06:13:32 pm
by that logic every dayz server is russian

Some Day Z servers gets invaded by Russians or 12 year old Merican kids who found hax in internetz or used moms credit card to buy cheats online and then they get hax and mom gets her bank account wiped.
Title: Re: Day Z mod for ARMA II
Post by: Tagora on January 15, 2013, 10:42:53 pm
Some Day Z servers gets invaded by Russians or 12 year old Merican kids who found hax in internetz or used moms credit card to buy cheats online and then they get hax and mom gets her bank account wiped.

countberenger is jus mad cus his mom won't let him use her credit card over the internet.
Title: Re: Day Z mod for ARMA II
Post by: LordBerenger on January 15, 2013, 10:57:00 pm
countberenger is jus mad cus his mom won't let him use her credit card over the internet.

tagora iz just mad cuz i -1'd his favuuurit song in song above thread.
Title: Re: Day Z mod for ARMA II
Post by: Tagora on January 15, 2013, 11:12:45 pm
tagora iz just mad cuz i -1'd his favuuurit song in song above thread.

at least my mom lets me buy hacks.

your's doesn't so you just hang around here all day.
Title: Re: Day Z mod for ARMA II
Post by: LordBerenger on January 15, 2013, 11:40:03 pm
at least my mom lets me buy hacks.

your's doesn't so you just hang around here all day.

mad bad
Title: Re: Day Z mod for ARMA II
Post by: Vibe on January 18, 2013, 09:16:14 am
Rocket AMA

Don't have time to format and bold shit, so read the formatted version / source here:
http://www.reddit.com/r/dayz/comments/16p21g/overview_of_rockets_ama_from_today/

Quote
Do you think SA will come before April?

Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good.

.

Any possible date or time frame for the closed test? Last week you said it would start imminently, so I was wondering how soon that was.

We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus.

.

Rocket, when ArmA 3 comes out, are you going to mod DayZ into it or let the community do it?

My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community.

.

I was wondering if you plan to implement a sewer system via instancing in the major cities of Chernarus+?

I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly).

.

Will the ragdoll system be initially available in the SA or you'll implement it later? I have fears about this because of the complexity of the RV engine. Keep up the good work, Rock on!

No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay.

.

Is the idea of making security systems for underground structures still in? I remember you mentioned that if you ever get objects as their own entities going that you might be able to "program" them. .. i.e. grenade attached to a door etc

I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first.

.

Has a chainsaw been added yet?

Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible.

.

Do you have anything in the works for more obtainable skins like the hero and bandit skins?

You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet.

.

can we expect some unannounced surprises in the standalone release?

Absolutely. For the next 12 months at least, probably beyond that.

.

From my point of view, one big issue of Arma/the mod is that a camo-player being 20 meters away is way harder to see, then the same player being 400 meters away. Same goes for loot on current crash-sites etc. Mainly because of the rendering distance of vegetation. Are you aware, and do you agree that this is quite important? Any plans on how to address it?

It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes.

.

I've been quite impressed by seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ?

It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans :)

.

Are we going to be able to hide from zombies in trees and bushes? Swarm of zombies, I'll just sit in this bush until they give up.

Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensu

.

Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it?

Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design.

.

How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc, whats your method of keeping things together?

Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game. I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off.

.

With implementation of clothing slots, what type of range of clothing has the team discussed and what kind factors have gone in on the decision process? (ex camouflage, body & head armor, degrading rates,)

All of the above!

.

How do you intend to build upon the vehicle system and how you repair vehicles. Will it be a standard hunt for parts or will you be able to remove a few working parts from other damaged vehicles to rebuild your own?

Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build.

.

Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)?

I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world.

.

Are you still considering underground bases? It was mentioned early on but not so much since.

Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas.

.

The end game. While 'surviving' is a big part of the game, there is a point where you have little more to do apart from hunting down other people or continuing to hoard things. Is there something in the works for people to aspire to? Something like 'If you want to go to this island, you have to survive x days' or another survival based benefit? (even small achievements) I'm looking it from the perspective of longevity rather than having the game degrade into a FPS with cities, zombies and flares. tl;dr - I'm geared up rocket, Do I go out shooting people dfens style endlessly or live in the forest like a hermit? Is there something more to aspire to?

Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc... Then towards the end of the year, probably, looking at base construction as an entirely new game mode.

.

Can we expect any new guns/gear upon foundation release?

yes lots

.

Will each gun have their own unique sound in SA? I ask because it can be frustrating not knowing if I'm being shot at by an M24 or a DMR. Knowing the difference would help me know if I should make a break for it or not.

Ermm... sound isn't something we've played with alot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes.

.

You compare the SA to Minecraft a lot in terms of the foundation release and then content updates thereafter, alpha pricing, etc. Are there any plans in the forseeable future for a one-time or yearly Minecon-style DayZ event?

Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future.

.

How long is the invite only SA test going to last before it opens up to the rest of us?

As long as it takes to smooth out the architectural issues.

.

the price

Cheap for a start, rising in price during development.

.

How often will updates come out ?

Daily/weekly. Pushed through steam as delta updates (<3 you steam!)

.

Will there be some kind of report system in case of hackers ?

TBC, likely something we will have to work on improving for the entire life of the product.

.

To what extent will customization go, e.g clothing, character

clothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack.

Will there be other animals in the woods such as wolfs,bears, a horde of zombies? Will there be caves, etc?

One of the artists is working on a deer, and I believe a rat has been done. The main issue is animations, they have to be generated (often by hand, although once a horse was mocap'd here in the studio for another game!).

.

that is the problem of chernarus, there is so much space but so few points of interest that the map feels empty(running through the woods for days and you wont see a person) and crowded(airfield) at the same time, hope he will balance that out a bit.

We agree on something! This has been a key focus for redevelopment of Chernarus.

.

What do you think the ideal server population? Obviously it depends on the map, but there seems to be an upper limit right now with very few servers able to support more than 60 players. To me 60 seems low for a map the size of Chernarus.

I think about 150 is a good number, from our testing in terms of design.

.

Will the standalone bring a huge difference FPS wise ?

Yes, but I follow the usual pessimistic thought that whatever FPS increases we see will likely be taken up with new things added to DayZ. A staggering amount of code that was unused by DayZ has been removed, and is ongoing. This includes UI code and object related code, everything. This provides some benefits. There has been a huge amount of art asset optimization, again helping. Overall, I would say DayZ standalone will offer a smoother experience but not necessarily an FPS increase. I.e if you run it on High now, you won't be running it on Very High but you should get a much smoother experience.

.

IMO lonewolf is extremely boring. I believe one of the corner stones of the game is just the human interaction with other players.

I really want to increase the amount of activity in the game, such as hunting and just general surviving/traveling. I hope this makes the lone-wolf play more interesting, which in turn will add more value to any human interaction.

.

Will the mechanics of inventory management be changed to something like ARMA 3's, where you have tabs for your person/backpack as well as drag+drop capability?

Drag and drop... confirmed. Like ArmA3's... no. The aim's a different. DayZ needs a viseral feedback of what you have. Your inventory is everything in DayZ. I see it as the mechanics that DayZ needs. Hell, you can take away the zombies and still have a game if the inventory is decent. So when you open your inventory screen, you will get instant feedback on everything, using 3d models and some good drag and drop functions. Let me put it this way, if you liked the original XCOM system, you'll like this one.

.

Are players going to have to re-learn how to play DayZ with SA? Meaning, has the core gameplay architecture changed so much that things we have learned (repairing vehicles, filling a jerry can, giving a blood transfusion) will have to be re-learned?

Yes

.

Are you surprised at the top 20 results in the ideas poll?

I was more surprised how many of them were on our list too.

.

Don't you think a number that high (150 players) will kind of ruin/water out the whole "zombie apocalypse feel" of the game? What sort of testing did you guys do to find an appropriate max-limit? Personally, I like the feeling of actually being in a zombie apocalypse. I want to feel lost and abandoned, so when I see another player, I want it to be something special and exciting. In my head, on a server with 100-150 players, you would stumble across players all the time, which would kind of ruin the "zombie apocalypse" feel, and other players would just become tiresome. I even find servers with 60 players to be a bit too much every now and then. I have obviously not played DayZ myself with 100-150 players yet, so I have no idea how it actually will play out. This is all just speculation from the top of my head.

In our testing during DayZ mod, its clear that the vast majority of people stick to the urban centers, and the carnage ensues. So I think, that with more people, it will make the cities both more lucrative (dead people loot), more scary (more crazy "nononononononono' people), and more risky (more bandits). I think this merges in quite well. At the end of the day, it will be the community that decides what the optimum number will be, because they set the terms of how the servers are. Popular servers will see more similar configurations, less popular ones will not be populated. Darwin would be proud!


Title: Re: Day Z mod for ARMA II
Post by: Malaclypse on January 18, 2013, 09:47:07 am
Been falling in love with Dayz all over again, and some of the new private hive maps are refreshing changes. Flying and landing a C-130 on Fallujah and crashing horribly while trying to land on Taviana, new fond memories from my ARMA-2 experience.
Title: Re: Day Z mod for ARMA II
Post by: Ganner on January 20, 2013, 08:25:22 am
Been falling in love with Dayz all over again, and some of the new private hive maps are refreshing changes. Flying and landing a C-130 on Fallujah and crashing horribly while trying to land on Taviana, new fond memories from my ARMA-2 experience.

While i haven't played any of the other maps yet, I'm falling back in love with dayZ again too just on chernarus... though i kind of miss the days of full servers.  The Fuck it dudes and a few of us chaos puuties have been playing on an empty server, and we already located 3 cars, 2 bikes and a 2 choppers (we fixed up one, and left the other one alone but its almost repaired as well).  Almost makes it too easy when you can just drive circles around the NW airfield looting.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on January 29, 2013, 01:19:06 am
Title: Re: Day Z mod for ARMA II
Post by: Vibe on February 07, 2013, 07:41:40 pm
Title: Re: Day Z mod for ARMA II
Post by: Tor! on February 08, 2013, 07:58:55 am

This gave me a good laugh   :D
Title: Re: Day Z mod for ARMA II
Post by: Weren on February 10, 2013, 03:36:58 am
Aye, 'tis a proper masterpiece.  :P
Title: Re: Day Z mod for ARMA II
Post by: JasonPastman on February 13, 2013, 04:53:46 pm
filter laughingman
Title: Re: Day Z mod for ARMA II
Post by: Vibe on February 26, 2013, 01:54:15 pm
http://dayzmod.com/forum/index.php?/topic/125577-dayz-mod-176-update

Huge patch for DayZ Mod and looks like it has a lot of neat changes like:

- zeds attack less through objects
- zeds zigzag less
- zed run speed reduced
- changes to zed detection (chance based systems removed)
- changes to crossbow bolts
- new item: hatchet
- new foods
- new "hunting" loot table for deer stands
+ a bunch of fixes and more
Title: Re: Day Z mod for ARMA II
Post by: Butan on February 26, 2013, 05:18:06 pm
http://dayzmod.com/forum/index.php?/topic/125577-dayz-mod-176-update

Huge patch for DayZ Mod and looks like it has a lot of neat changes like:

- zeds attack less through objects
- zeds zigzag less
- zed run speed reduced
- changes to zed detection (chance based systems removed)
- changes to crossbow bolts
- new item: hatchet
- new foods
- new "hunting" loot table for deer stands
+ a bunch of fixes and more


And that is an understatement !

Go look at the entire patchlog :shock:

Community patching is the shit

I'm going to play that again, Zeds sight/hearing/attacks/speed completely reworked + no more exploits (ammo in particular) + more Z' max = everything that I awaited for so long...


There is much more good things like new models for everything, crossbow bolts now working per stack of 6 (gogo crossbowmen!) and other things... lets do it!
Title: Re: Day Z mod for ARMA II
Post by: Weren on February 26, 2013, 11:45:45 pm
Anyone tried DayZ: invasion 1944 yet? 'Tis pretty great.  :P
Title: Re: Day Z mod for ARMA II
Post by: Vibe on February 27, 2013, 08:02:08 am
Eh, zeds still zig zag quite a lot, which is my #1 problem with the game
Title: Re: Day Z mod for ARMA II
Post by: Jarlek on February 27, 2013, 01:43:04 pm
Anyone tried DayZ: invasion 1944 yet? 'Tis pretty great.  :P
Sounds interesting. What do I need to download in addition to basic DayZ?
Title: Re: Day Z mod for ARMA II
Post by: Butan on February 27, 2013, 04:40:43 pm
Eh, zeds still zig zag quite a lot, which is my #1 problem with the game

Yeah ive been over enthusiast, Z' still go through objects and hit through stuff and all the bullshit; maybe less than before but still enough to make me a bit sad :P patchlog was over-hyped me thinks

Also you can craft a quiver to hold 6 bolts/arrows but you still cant salvage the ammo from the dead Z'  :lol:
Title: Re: Day Z mod for ARMA II
Post by: Weren on February 27, 2013, 06:13:40 pm
Sounds interesting. What do I need to download in addition to basic DayZ?
Apparently DayZ: I44 is Sixlauncher and DayZ Commander exclusive. So get either one of those and just download the mod from the launcher.
Also remember to move/delete @CBA_CO folder after the installation in your main Operation Arrowhead folder, otherwise you'll get bad performance and few other problems.
Title: Re: Day Z mod for ARMA II
Post by: serr on February 27, 2013, 07:35:49 pm
Tried to play today - after 20 minutes cheater came and killed everyone on server. Nothing changed.
Anyone know good private server?
Title: Re: Day Z mod for ARMA II
Post by: peter_afca7 on March 02, 2013, 02:08:50 pm
Tried to play today - after 20 minutes cheater came and killed everyone on server. Nothing changed.
Anyone know good private server?
http://balotabuddies.net/
Title: Re: Day Z mod for ARMA II
Post by: Weren on March 09, 2013, 12:49:20 am
New devlog: http://www.youtube.com/watch?v=W8xcv51C2ug (http://www.youtube.com/watch?v=W8xcv51C2ug)
Title: Re: Day Z mod for ARMA II
Post by: Dach on March 09, 2013, 08:22:38 am
Like the improvement, this game is going to be great!  :D
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 09, 2013, 03:21:36 pm
Lookin good
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on March 09, 2013, 11:45:53 pm
The movements and animations still seem a bit clunky though, too much like ArmA 2 and in general it looks much more like a slightly polished ArmA 2, which is a shame because ArmA 3 is great, BIS really fixed all the issues ArmA 2 had with its clunky movements and weapons handling, everything is much more fluent now, plus it looks fantastic. If DayZ Standalone doesn't have those core fixes that ArmA 3 has I personally doubt that I would bother to play it because ArmA 3 and its mods are just as fun at the moment. Wasteland mod is quite fun in ArmA 3, 1000x more than in ArmA 2. I can never go back to the ArmA 2 engine now, already uninstalled it :P
Title: Re: Day Z mod for ARMA II
Post by: Casimir on March 10, 2013, 12:43:40 am
I don't see why he would still be using the ArmA II engine. Considering ArmA III was in development before he announced the stand alone DayZ I simply assumed he would be building in in the ArmA III engine.  could of course be wrong but only seems logical.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 10, 2013, 11:46:20 am
I don't see why he would still be using the ArmA II engine. Considering ArmA III was in development before he announced the stand alone DayZ I simply assumed he would be building in in the ArmA III engine.  could of course be wrong but only seems logical.

Well they keep saying they're building their own engine, but it's core is still ArmA II. Kind of a bad decision there, if you ask me. Would be much better off with ArmA III, like Nessaj said.

Btw they already ported Wasteland mod to ArmA III? :0 Damn you Nessaj, now I've gone and bought ArmA III because of you. (well, other "reviews" helped as well)
Title: Re: Day Z mod for ARMA II
Post by: Zaalback on March 15, 2013, 05:44:56 pm
With Day-Z standalone on Arma III engine who would actually be buying Arma III separately?

Day-Z 2 will probably use Arma III updated engine at the time of BI's next gen title development(Arma IV??).

I think and i'm almost sure that for DayZ stand-alone , they are using a heavily modified version , of "Take on Helicopters"'s engine (RV3.5) , with also code from arma III. I think it won't be better than arma III but, slightly better and smoother  than arma II OA which uses RV3 engine .
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on March 16, 2013, 11:20:18 am
And I never claimed anything other than that.

Think of it this way:

1. "Bohemia Interactive" (BI) is a company with a lot of side projects ("VBS", "Take on Helicopters", etc.)
2. "Day-Z standalone game" is a side project as well / they support it
3. "Day-Z mod" *probably* sold more copies of "Arma II game" than "Arma II game" alone did, which is something that CAN'T be ignored by BI
4. To have "Day-Z standalone game" ship on "Arma III engine" would be like shooting yourself in the foot because a big chunk of Arma community, Day-Z  players, would *probably* not purchase "Arma III game"
5. This is a perfect solution IMO - "Day-Z standalone game" gets released on an upgraded engine and "Arma III game" remains a profitable project and an improved modding platorm

Completely disagree.
The best solution would have been to funnel all those buyers into ArmA 3, sell off DayZ as a DLC for the engine. Keep everything together in one strong community.
Not only would it then also benefit all the other modders but it would also [further] boost the ArmA 3 sales.

There's no chance the modded ArmA 2 engine will be remotely anywhere near the excellence of ArmA 3, and so far the preliminary leaks from those who play DayZ Alpha aren't good.

ArmA 3 is a supreme product, far beyond the dated, bloated, and faulty ArmA 2 engine. There's already a handful of promising mods and more coming, even dynamic zombie sandboxes, which in their very buggy pre-alpha stages are already just as fun as DayZ due to ArmA 3's enhancements, from everything to movements, bullet registration, weapons, items, vehicles, sounds, the settings (Stratis island or the big forest/hill map), even the zombie sounds in these new mods are better than DayZ ever had. Who here isn't also extremely tired of Chernarus as well?

No doubt the DayZ Standalone will sell, and ArmA 3 surely will too, but overall the decision to not use ArmA 3 as a whole is wrong, a fact easily proven by all the great early mods available at the moment.

I for one, and likewise for everyone I personally know who pre-ordered ArmA 3, won't buy the DayZ standalone unless the beta test proves extremely entertaining, free of all ArmA 2 issues and full of ArmA 3 enhancements, anything else would feel hugely inadequate because ArmA 3 already provides plenty of entertaining in the same genre, and if the early mod versions are any indication of the future then I'd personally much rather play ArmA 3 mods than anything ever related to the ArmA 2 engine again, ever, no matter how much duck-tape they plaster on it.

Think of it this way:
Why would you even consider buying the game built on the old patched engine, instead of the new game which offers a much better experience plus the same type of entertainment via mods.

There's an extremely high chance of ArmA 3 competing against DayZ Standalone, essentially costing BI money due to lost sales.

Patience is a virtue.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 16, 2013, 12:15:45 pm
^ Basically this.

First off, I didn't buy Arma III because of DayZ mod, I bought it because Arma III. I love what they've done to it, how much it improved over Arma II. I love this type of shooters. On top of that, it is a huge, moddable sandbox. I love that Arma III is a real PC game. There is no console porting bullshit here, it has full mod support right from the start (alpha), which is incredible. Not to mention I see BIS devs posting on the forum every day.

All very well explained here:

And here: http://forums.bistudio.com/showthread.php?148232-ArmA-3-is-a-Beacon-of-Light

And again, just like Nessaj said, I'm afraid DayZ SA just won't match the quality of Arma III. There is little chance they make the game play as good as Arma III.
Will it have more features with zombies and loot and survival than Arma III? Yes, probably. But will it play and look better? No chance.

Not to mention modders will go wild with modding in Arma III now after DayZ mod's success. They all know now that a well made mod with a unique idea has a great chance of attracting many people, just like with DayZ mod. I bet we'll see some incredible mods soon - on top of the awesome ones already imported from Arma II.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on March 16, 2013, 04:18:22 pm
Yeah, getting DayZ as a ArmAIII mod would have been the best idea imho.
Maybe if the DayZ SA would be released already it would be different, but now that the ArmAIII alpha is already here, its just bad timing for the SA team really
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 16, 2013, 05:06:53 pm
Also, I really doubt that an Arma III mod will rent a motion capture studio and do a professional zombie movement animations, for example. Day-Z standalone will have this. Who's gonna be first to say: "But Arma III has ragdoll!" or "Arma III has more detailed vehicle interiors". Technical aspects do matter, but only up to a point.

I think core gameplay comes first. And this is where Arma II engine is severly lacking compared to Arma III. If it's still going to be the same sluggish, silly character control and bad shooter gameplay, most of them won't enjoy professional zombie animations and secondary stuff like that.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on March 16, 2013, 05:26:23 pm
As long as the non-mocaped zombies dont run zigzag, I dont give a fuck.
Because I've been doing fine with the amateur-lvl zombie animations, it was just the freaking way they moved that was annoying
And tbh, from what I've seen in the dev blogs up about the standalone until now, looks like the same gently swaying animation that we have in the dayz mod
Title: Re: Day Z mod for ARMA II
Post by: Adrian on March 16, 2013, 08:22:14 pm
Yeah all these issues that you're complaining about are already addressed or being addressed prior to the standalone ever even being released.

DayZ SA has already corrected the path finding for the zombies, customized zombie animations, added an entirely new inventory/item system into the game and even changed around the way your character will interact with objects/other people within the environment to make the gameplay that much smoother and less clunky.

Honestly, if the DayZ Dev team were to release an alpha version of the SA tomorrow I myself and thousands of others would definitely purchase it just with the basic foundation of the game they have currently have completed. I have no doubts that the DayZ SA sales would be right there on par with the Arma III alpha sales.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 18, 2013, 07:49:28 am
You two are talking as if we're implying DayZ SA won't sell. I'm pretty sure it will be a grand success, due to the large fanbase/popularity and the previous success of DayZ mod and of course other reasons. I wish both Arma III and DayZ SA success, hell why not, they're basically the same guys anyway.

What I was saying is that it might be hard for people used to Arma III to go back to the supposed sluggish gameplay of DayZ SA. If that's improved enough and is close to Arma III, I'll have no problem spending money on DayZ SA as well.
Title: Re: Day Z mod for ARMA II
Post by: Nessaj on March 18, 2013, 01:47:42 pm
which will probably have core engine inferior to Taleworld's M&B2


Where did you get that impression? If anything the engine will be much better than Taleworlds. Don't forget that without cmp's goodies MNB1 would be a much more horrible game, in every aspect. Clearly the talent is on this end not the other way around.

which they will most likely buy as well.

I won't buy Mount & Blade 2 at release. I don't see a reason why I should. Perhaps the Single Player mode would be worth buying it for but nothing I personally am concerned about. If there's a steam sale at some point then sure though, just to see the difference.

So how come you say that Day-Z on older engine will matter that much?

As explained already countless times with great examples.

Here's another:

ArmA 3 = Mount and Blade 2
DayZ SA = Mount and Blade Warband + WSE1/2

For this example to work obviously we have to PRETEND we had tried the engine for MNB2, and that it would be an amazing engine, which fixed and enhanced every aspect about MNB1, took it worlds further.

Now with that in mind, why would I play a lesser game when there's equally good games available in the new engine which have the exact same gameplay (Dynamic Zombie Sandbox mod).
Don't forget that the modded versions of DayZ, at the private hives, are miles ahead normal DayZ as well.

It isn't like I won't be buying DayZ SA though, everyone who played the mod should, a small sum for the many hours of fun already had.



Either way no point in discussing it for too long :P we'll see how it works out when DayZ enters open beta.
Title: Re: Day Z mod for ARMA II
Post by: Spleen on March 24, 2013, 10:44:11 pm
first look at the inventory system of the standalone afaik (starts at around 2:40)
also a bit about the stances/arma3 movements
http://www.youtube.com/watch?v=OYyNaDLOWfM&feature=player_embedded
Title: Re: Day Z mod for ARMA II
Post by: Weren on March 25, 2013, 08:53:22 pm
A bit more from Ripper X: http://www.youtube.com/watch?v=B6qjcHNjaRQ (http://www.youtube.com/watch?v=B6qjcHNjaRQ)
Title: Re: Day Z mod for ARMA II
Post by: Tibe on March 26, 2013, 06:07:06 am
Cant decide if I should buy ARMA3 or wait for dayZ. God nows I cant have both when DayZ comes out soon.
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 26, 2013, 08:21:39 am
Cant decide if I should buy ARMA3 or wait for dayZ. God nows I cant have both when DayZ comes out soon.

Why not, I'll probably have both.

The movement in DayZ from those videos does look better than DayZ mod, that's for sure. I hope they take as much as they can from Arma 3.
Title: Re: Day Z mod for ARMA II
Post by: Tibe on March 28, 2013, 07:57:23 am
Title: Re: Day Z mod for ARMA II
Post by: Spleen on March 28, 2013, 01:01:50 pm
Thats EXACTLY what ArmaIII is all about...
...getting nuked by vibe pressing g when trying to see the inventory.
I dont even count anymore!
Title: Re: Day Z mod for ARMA II
Post by: Vibe on March 28, 2013, 07:46:50 pm

i laffed