Author Topic: Day Z mod for ARMA II  (Read 160724 times)

0 Members and 6 Guests are viewing this topic.

Offline Muunilinst

  • Count
  • *****
  • Renown: 261
  • Infamy: 120
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Krems
  • Game nicks: Renovatio
Re: Day Z mod for ARMA II
« Reply #960 on: July 07, 2012, 12:19:24 pm »
0
i saw herkutatti on eu 32 he got killed ;D

Offline bosco

  • Count
  • *****
  • Renown: 258
  • Infamy: 25
  • cRPG Player
  • Steady...
    • View Profile
Re: Day Z mod for ARMA II
« Reply #961 on: July 07, 2012, 01:31:20 pm »
+2
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.

Offline Herkkutatti666

  • Duke
  • *******
  • Renown: 585
  • Infamy: 285
  • cRPG Player
  • Rips pärs
    • View Profile
Re: Day Z mod for ARMA II
« Reply #962 on: July 07, 2012, 02:17:33 pm »
+2
i saw herkutatti on eu 32 he got killed ;D
my old friends shooting when i don't even have a gun ffs.
visitors can't see pics , please register or login

Offline Jarlek

  • King
  • **********
  • Renown: 1173
  • Infamy: 307
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • The walking wiki
    • View Profile
  • Game nicks: Jarlek_The_Blue, Jarla, Jarlen, Jarler, Jarlec, Jarled OH GOD ALL THESE ALTS
  • IRC nick: Jarlek
Re: Day Z mod for ARMA II
« Reply #963 on: July 07, 2012, 07:05:57 pm »
0
my old friends shooting when i don't even have a gun ffs.
Did you have a hatchet?
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
In memory of Jarlek_zeh_Blue, ruler of Ilvia

Offline Herkkutatti666

  • Duke
  • *******
  • Renown: 585
  • Infamy: 285
  • cRPG Player
  • Rips pärs
    • View Profile
Re: Day Z mod for ARMA II
« Reply #964 on: July 07, 2012, 07:10:48 pm »
0
Did you have a hatchet?
nothing, i was just spawned :D
visitors can't see pics , please register or login

Offline Jarlek

  • King
  • **********
  • Renown: 1173
  • Infamy: 307
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • The walking wiki
    • View Profile
  • Game nicks: Jarlek_The_Blue, Jarla, Jarlen, Jarler, Jarlec, Jarled OH GOD ALL THESE ALTS
  • IRC nick: Jarlek
Re: Day Z mod for ARMA II
« Reply #965 on: July 07, 2012, 07:15:21 pm »
0
nothing, i was just spawned :D
Then it was kinda douchy.
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
In memory of Jarlek_zeh_Blue, ruler of Ilvia

Offline Weren

  • Duke
  • *******
  • Renown: 588
  • Infamy: 18
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Nordmen
  • Game nicks: irc://Weren
Re: Day Z mod for ARMA II
« Reply #966 on: July 08, 2012, 05:42:14 pm »
0
Found my first ghillie suit. Too bad I'm down to 6000 blood, hopefully the suit will make hiding easier.  :P
Free speech is about to become terrorism.

Offline Butan

  • King
  • **********
  • Renown: 1713
  • Infamy: 214
  • cRPG Player A Gentleman and a Scholar
  • Best tincan EU
    • View Profile
Re: Day Z mod for ARMA II
« Reply #967 on: July 08, 2012, 08:47:43 pm »
0
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.



Offline Niemand

  • Count
  • *****
  • Renown: 210
  • Infamy: 368
  • cRPG Player
  • When have I ever given a fuck?
    • View Profile
    • echstreme.designs
  • Faction: Strat: NPC
  • Game nicks: GSU_GlaucomysDragon
Re: Day Z mod for ARMA II
« Reply #968 on: July 09, 2012, 08:14:43 am »
0
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.
Strategus-Faction: NPC. (More informations via Mail. Include your Username or mail-adress for response.)
Phase/Stage #1: Max-amount of Goods: 50. | Max-Troops: 200.

Offline Butan

  • King
  • **********
  • Renown: 1713
  • Infamy: 214
  • cRPG Player A Gentleman and a Scholar
  • Best tincan EU
    • View Profile
Re: Day Z mod for ARMA II
« Reply #969 on: July 09, 2012, 03:57:25 pm »
0
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:

Offline Niemand

  • Count
  • *****
  • Renown: 210
  • Infamy: 368
  • cRPG Player
  • When have I ever given a fuck?
    • View Profile
    • echstreme.designs
  • Faction: Strat: NPC
  • Game nicks: GSU_GlaucomysDragon
Re: Day Z mod for ARMA II
« Reply #970 on: July 09, 2012, 04:44:15 pm »
0
you can loot the backpack... even from somebody conscious. :D
Strategus-Faction: NPC. (More informations via Mail. Include your Username or mail-adress for response.)
Phase/Stage #1: Max-amount of Goods: 50. | Max-Troops: 200.

Offline Overdriven

  • Marshall
  • ********
  • Renown: 828
  • Infamy: 223
  • cRPG Player Sir Black Pawn
    • View Profile
  • Faction: Great Khans
  • Game nicks: GK_Overdriven
Re: Day Z mod for ARMA II
« Reply #971 on: July 09, 2012, 09:40:10 pm »
0
Update is out!

Edit:
It broke everything as usual so no one can get on servers.
« Last Edit: July 09, 2012, 09:59:18 pm by Overdriven »

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #972 on: July 10, 2012, 07:53:58 am »
0
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.

Offline Fluffy_Muffin

  • Permanently Banned
  • **
  • Renown: 429
  • Infamy: 122
  • cRPG Player
    • View Profile
  • Faction: Tribunal
  • Game nicks: Vivec_the_Poet
  • IRC nick: Umbra
Re: Day Z mod for ARMA II
« Reply #973 on: July 10, 2012, 12:15:12 pm »
0
Its working fine for me

Edit: was working fine, stuck at loading on 90% of the servers
« Last Edit: July 10, 2012, 12:43:03 pm by Fluffy_Muffin »
Defy me, and you will know what it is to stand against a god.

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #974 on: July 11, 2012, 12:03:20 pm »
0
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
« Last Edit: July 11, 2012, 12:50:39 pm by Vibe »