Author Topic: Day Z mod for ARMA II  (Read 160346 times)

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Offline Molly

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Re: Day Z mod for ARMA II
« Reply #1005 on: July 16, 2012, 08:49:02 pm »
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Offline bosco

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Re: Day Z mod for ARMA II
« Reply #1006 on: July 16, 2012, 09:56:09 pm »
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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:

Offline Butan

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Re: Day Z mod for ARMA II
« Reply #1007 on: July 16, 2012, 11:01:52 pm »
+1
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.

Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #1008 on: July 17, 2012, 07:36:21 am »
+1
If zombies are going to run inside buildings before their shitty pathing and teleporting is fixed it will be just stupid

Offline bosco

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Re: Day Z mod for ARMA II
« Reply #1009 on: July 17, 2012, 09:24:26 am »
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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).

Offline Niemand

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Re: Day Z mod for ARMA II
« Reply #1010 on: July 17, 2012, 01:49:52 pm »
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Yah. And I think the visuals are just a bit overdone. They will surely tune it down again. ;)
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Offline Overdriven

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Re: Day Z mod for ARMA II
« Reply #1011 on: July 17, 2012, 01:54:42 pm »
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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.

Offline Nessaj

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Re: Day Z mod for ARMA II
« Reply #1012 on: July 19, 2012, 01:26:21 pm »
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Offline Arn_Magnusson

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Offline Beauchamp

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Re: Day Z mod for ARMA II
« Reply #1015 on: July 20, 2012, 12:33:31 am »
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aye! i hope they just copy most of dayZ ideas into a different engine that actually works (unlike arma).
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Offline Phyrex

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Re: Day Z mod for ARMA II
« Reply #1016 on: July 20, 2012, 02:06:49 am »
+1
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.

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Offline Banok

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Re: Day Z mod for ARMA II
« Reply #1017 on: July 20, 2012, 04:50:13 am »
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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.

Offline SchokoSchaf

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Re: Day Z mod for ARMA II
« Reply #1018 on: July 20, 2012, 09:34:12 am »
+1
I find it most entertaining that they blatantly call it WarZ.
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Offline Christo

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Re: Day Z mod for ARMA II
« Reply #1019 on: July 20, 2012, 12:01:57 pm »
+1
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