Author Topic: Day Z mod for ARMA II  (Read 160339 times)

0 Members and 3 Guests are viewing this topic.

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 #1125 on: August 10, 2012, 08:55:20 pm »
0
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.

Offline Stabby_Dave

  • Count
  • *****
  • Renown: 197
  • Infamy: 34
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Stabby_Dave, Squelch, Dave_The_Longbowman, Faggy_Dave
  • IRC nick: Stabby
Re: Day Z mod for ARMA II
« Reply #1126 on: August 10, 2012, 10:10:41 pm »
+1
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...

Offline Tor!

  • He's Tor!
  • Marshall
  • ********
  • Renown: 739
  • Infamy: 62
  • cRPG Player
    • View Profile
  • Faction: Vanguard
  • Game nicks: Vanguard_Tor
Re: Day Z mod for ARMA II
« Reply #1127 on: August 10, 2012, 10:29:45 pm »
+1
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:
[00:53] <xant> i used to play on eu_1
[00:53] <xant> then i took an arrow to the knee

Offline JackieChan

  • Marshall
  • ********
  • Renown: 851
  • Infamy: 118
  • cRPG Player A Gentleman and a Scholar
  • Crève salope / Master of left spam
    • View Profile
    • CRPG PATCH!
  • Game nicks: Byzantium_BD_JackieChan
  • IRC nick: JackieChan
Re: Day Z mod for ARMA II
« Reply #1128 on: August 11, 2012, 01:58:04 am »
0
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 :(
« Last Edit: August 11, 2012, 02:01:41 am by JackieChan »
visitors can't see pics , please register or login
 Wهاهاهاهاهاهاهاهاهاه

Offline bukva2

  • Peasant
  • *
  • Renown: 7
  • Infamy: 1
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1129 on: August 11, 2012, 09:46:30 am »
0
DayZ aside, what about ARMA2? Are there plenty of servers? How much players cca? Hax? What kind of mods/game types are of interest? :)

Offline Stabby_Dave

  • Count
  • *****
  • Renown: 197
  • Infamy: 34
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Stabby_Dave, Squelch, Dave_The_Longbowman, Faggy_Dave
  • IRC nick: Stabby
Re: Day Z mod for ARMA II
« Reply #1130 on: August 11, 2012, 12:46:01 pm »
0
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.

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 #1131 on: August 11, 2012, 02:15:13 pm »
0
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.

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 #1132 on: August 11, 2012, 02:30:02 pm »
0
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
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 Tor!

  • He's Tor!
  • Marshall
  • ********
  • Renown: 739
  • Infamy: 62
  • cRPG Player
    • View Profile
  • Faction: Vanguard
  • Game nicks: Vanguard_Tor
Re: Day Z mod for ARMA II
« Reply #1133 on: August 11, 2012, 08:02:45 pm »
+1
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:
[00:53] <xant> i used to play on eu_1
[00:53] <xant> then i took an arrow to the knee

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 #1134 on: August 11, 2012, 08:48:11 pm »
0
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

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 #1135 on: August 11, 2012, 10:14:10 pm »
0
Where you gettin' these dates from

+1


Coz if its really that soon, I'm going to wait.

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 #1136 on: August 11, 2012, 10:23:44 pm »
0

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 #1137 on: August 12, 2012, 12:41:57 am »
0
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. ;)
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 Stabby_Dave

  • Count
  • *****
  • Renown: 197
  • Infamy: 34
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Stabby_Dave, Squelch, Dave_The_Longbowman, Faggy_Dave
  • IRC nick: Stabby
Re: Day Z mod for ARMA II
« Reply #1138 on: August 12, 2012, 12:42:25 am »
0
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.

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 #1139 on: August 12, 2012, 01:19:07 am »
0
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
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.