Author Topic: Day Z mod for ARMA II  (Read 159705 times)

0 Members and 1 Guest are viewing this topic.

Offline Spleen

  • Earl
  • ******
  • Renown: 310
  • Infamy: 79
  • cRPG Player A Gentleman and a Scholar
  • But I am already in my pyjamas...
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Spleen
  • IRC nick: Spleeno
Re: Day Z mod for ARMA II
« Reply #1290 on: March 16, 2013, 04:18:22 pm »
+1
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
visitors can't see pics , please register or login

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 #1291 on: March 16, 2013, 05:06:53 pm »
+1
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.

Offline Spleen

  • Earl
  • ******
  • Renown: 310
  • Infamy: 79
  • cRPG Player A Gentleman and a Scholar
  • But I am already in my pyjamas...
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Spleen
  • IRC nick: Spleeno
Re: Day Z mod for ARMA II
« Reply #1292 on: March 16, 2013, 05:26:23 pm »
0
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
visitors can't see pics , please register or login

Offline Adrian

  • Knight
  • ***
  • Renown: 56
  • Infamy: 99
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1293 on: March 16, 2013, 08:22:14 pm »
+2
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.

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 #1294 on: March 18, 2013, 07:49:28 am »
0
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.

Offline Nessaj

  • King
  • **********
  • Renown: 1399
  • Infamy: 176
  • cRPG Player Madam Black Queen A Gentleman and a Scholar
  • ▃ ▅ ▅ ▅ ▄ ▅ ▇ ▅ ▄ ▅ ▇
    • View Profile
    • Vanguard
  • Faction: Vanguard
  • Game nicks: Vanguard_Cooties
  • IRC nick: Nessaj
Re: Day Z mod for ARMA II
« Reply #1295 on: March 18, 2013, 01:47:42 pm »
+1
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.
Things don't exist simply because you believe in them, thus sayeth the almighty creature in the sky!

Offline Spleen

  • Earl
  • ******
  • Renown: 310
  • Infamy: 79
  • cRPG Player A Gentleman and a Scholar
  • But I am already in my pyjamas...
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Spleen
  • IRC nick: Spleeno
Re: Day Z mod for ARMA II
« Reply #1296 on: March 24, 2013, 10:44:11 pm »
+1
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
« Last Edit: March 24, 2013, 10:55:29 pm by Spleen »
visitors can't see pics , please register or login

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 #1297 on: March 25, 2013, 08:53:22 pm »
+1
Free speech is about to become terrorism.

Offline Tibe

  • King
  • **********
  • Renown: 1335
  • Infamy: 287
  • cRPG Player Sir Black Bishop
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1298 on: March 26, 2013, 06:07:06 am »
0
Cant decide if I should buy ARMA3 or wait for dayZ. God nows I cant have both when DayZ comes out soon.

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 #1299 on: March 26, 2013, 08:21:39 am »
0
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.

Offline Tibe

  • King
  • **********
  • Renown: 1335
  • Infamy: 287
  • cRPG Player Sir Black Bishop
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1300 on: March 28, 2013, 07:57:23 am »
+3

Offline Spleen

  • Earl
  • ******
  • Renown: 310
  • Infamy: 79
  • cRPG Player A Gentleman and a Scholar
  • But I am already in my pyjamas...
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Spleen
  • IRC nick: Spleeno
Re: Day Z mod for ARMA II
« Reply #1301 on: March 28, 2013, 01:01:50 pm »
0
Thats EXACTLY what ArmaIII is all about...
...getting nuked by vibe pressing g when trying to see the inventory.
I dont even count anymore!
visitors can't see pics , please register or login

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 #1302 on: March 28, 2013, 07:46:50 pm »
0