Author Topic: Day Z mod for ARMA II  (Read 158758 times)

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Offline Xant

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Re: Day Z mod for ARMA II
« Reply #375 on: May 25, 2012, 10:57:44 am »
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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!
« Last Edit: May 25, 2012, 10:59:54 am by Xant »
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Offline Molly

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Re: Day Z mod for ARMA II
« Reply #376 on: May 25, 2012, 10:58:14 am »
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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.
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Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #377 on: May 25, 2012, 11:00:43 am »
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Phyrex go to the middle of Cherno in the night, no goggles and fire that sniper  8-)

Offline Xant

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Re: Day Z mod for ARMA II
« Reply #378 on: May 25, 2012, 11:02:37 am »
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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.
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Offline Phyrex

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Re: Day Z mod for ARMA II
« Reply #379 on: May 25, 2012, 11:22:34 am »
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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
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Offline Teeth

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Re: Day Z mod for ARMA II
« Reply #380 on: May 25, 2012, 11:24:10 am »
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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.

Offline Logen

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Re: Day Z mod for ARMA II
« Reply #381 on: May 25, 2012, 11:59:10 am »
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It does lack end-game content though
Thats the biggest problem of any sandbox game.

Also DMR sucks, no range calibration wtf?
« Last Edit: May 25, 2012, 12:00:30 pm by Logen »

Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #382 on: May 25, 2012, 12:01:58 pm »
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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).

Offline B3RS3RK

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Re: Day Z mod for ARMA II
« Reply #383 on: May 25, 2012, 12:26:12 pm »
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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.
Maybe it woud be better for me to find out where you life and kill you when you are satch a Soziopath. You have enough now.
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Offline ulya

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Re: Day Z mod for ARMA II
« Reply #384 on: May 25, 2012, 12:43:52 pm »
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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.

Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #385 on: May 25, 2012, 12:44:59 pm »
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Servers with more players would be more interesting for that (or even for DayZ now). I'd say about 100-200 players per server.

Offline Overdriven

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Re: Day Z mod for ARMA II
« Reply #386 on: May 25, 2012, 12:48:27 pm »
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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.

Offline Kafein

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Re: Day Z mod for ARMA II
« Reply #387 on: May 25, 2012, 12:49:37 pm »
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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.

Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #388 on: May 25, 2012, 12:50:50 pm »
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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.

Offline Overdriven

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Re: Day Z mod for ARMA II
« Reply #389 on: May 25, 2012, 12:57:36 pm »
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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.