DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tas » 20 May 12, 10:40 pm

theremin wrote:
Tas wrote:n a small town thats almost impossible to pronounce...

Solnichniy

Sole - Nitch - Knee


come shoot me will ya please:) so sick of looking at nothing for last 5 hours.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 22 May 12, 1:25 am

First day was good. Me and my mates headed to Mogilevka (or whatever it is) through some towns and up to Novy Sobor where 2 of our crew departed and the other 2 and myself died.

We were venturing for a car, never really found anything that looked serviceable.

Just broke into Cherno hospital, filled up with blood bags and epi's, will continue tomorrow.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ash_Williams » 22 May 12, 9:40 am

I don't know what your all talking about this 'pitch black' at night thing.. I can see perfectly in the night without having to raise my gammarays upto 9000.

It's rather interesting to know that flares and chemlights will soon attract the zombies.. wonder if they will work to draw them to a specific spot and then sneak past a large mob?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Merkin » 22 May 12, 12:54 pm

Ash_Williams wrote:I don't know what your all talking about this 'pitch black' at night thing.. I can see perfectly in the night without having to raise my gammarays upto 9000.

It's rather interesting to know that flares and chemlights will soon attract the zombies.. wonder if they will work to draw them to a specific spot and then sneak past a large mob?


Apparently the nighttime visibilty is very dependant on your video card. I can't see ****.


http://forums.whirlpool.net.au/forum-re ... p=74#r1462

1.5.8 is out

And there was a hotfix too
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 22 May 12, 12:57 pm

Ladders..

My new arch-nemesis.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 22 May 12, 1:49 pm

BTW it used to be that if you logged out under certain dodgy circumstances, like after being shot, when you logged back in you'd be unconcious on a 5 minute timer, as a punishment. I don't know if that's still in, now that 1.5.8 forces a save whenever you leave a server, however you leave a server.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Peredahil » 22 May 12, 2:26 pm

Scott_NZ wrote:Most of the server (including bandits) will be near Elektro/Cherno, head north!



the only problem i have found in the north is the shoot first ask later responce from 100% of people

also the GoN servers are down as of 2:45pm today, im waiting for them to come back up will post here when they are.

also my steam is Danielmcdonald91 is anyone wants to group just add me. my ingame in danske2.


both online again at 3:00pm looks like they are both running 1.5.8 patch now.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 22 May 12, 3:10 pm

Peredahil wrote:
Scott_NZ wrote:Most of the server (including bandits) will be near Elektro/Cherno, head north!



the only problem i have found in the north is the shoot first ask later responce from 100% of people

also the GoN servers are down as of 2:45pm today, im waiting for them to come back up will post here when they are.

also my steam is Danielmcdonald91 is anyone wants to group just add me. my ingame in danske2.


both online again at 3:00pm looks like they are both running 1.5.8 patch now.


Chuck the bandits on your list to hunt down later.

It's like an interactive treasure hunt. Great fun with a group of friends too :P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Peredahil » 22 May 12, 3:57 pm

Matty wrote:
Chuck the bandits on your list to hunt down later.

It's like an interactive treasure hunt. Great fun with a group of friends too :P



haha i remember playing one time when i got to stary sobor raided the military base there on the north or town and 2 people came charging through town and just shot me on sight, respawned and went back up that way and just happened to come accross the same bandits which one had my alice pack and ak that i had, was the most fun stalking them two with my cz550 haha

i took out one that was trailing and he hit the deck right away the next one i kneecapped and watched him crawl then i finished him after i posted in chat who i was and why i was doing it haha it was funny to hear the guy pissed at being killed since he was a bandit
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby theremin » 22 May 12, 6:39 pm

Ash_Williams wrote:
It's rather interesting to know that flares and chemlights will soon attract the zombies.. wonder if they will work to draw them to a specific spot and then sneak past a large mob?

You can do that already with whiskey bottles (or even better, smoke grenades).
ALL GUTS. NO GLORY.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 23 May 12, 2:27 am

Really productive day for my team. Cleaned out Elektro, got a ton of med + normal supplies, made our way to Rog, one of our members got killed but we got the offender and got our member his gear back, made our way to Staroye, saw a heli in the air, on our way to Novy Sobor now, still looking for a repairable vehicle.

So yeah.

I picked up a remington with a flashlight, but no ammo was present for it, anyone seen the ammo for this baby?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 23 May 12, 2:47 am

I got murdered today, and I murdered also. It's ok though, they deserved it. They were going to let me bleed to death.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tas » 23 May 12, 8:51 am

I've been playing on my own 99% of time, to hard to find a perma group to go with.Most will leave you the second you get hurt so I dont bother.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 23 May 12, 9:29 am

So, a friend and I after days of trying to find each other randomly stumbled into each other scavenging a building. All we had was my lee enfield and his CZ. we were shaking from the cold and sick which made our weapons near useless. As it stops raining and we decide to leave CHerno and try to head up north to find some matches to warm up. We get to this village and decide to scavenge. Halfway through looting the town we accidentally alert a zombie which starts chasing my friend, in a sort of panic I shoot the zombie alerting the whole village of about 10 to us. We ran, stopping every so often to turn around and kill the ones chasing us, unsuccessfully (due to our coldness). Both of us out of ammo we just ran. We literally ran for about 15 mins knowing that if we stop we are dead. We eventually found safety by stumbling across a rock dam, getting on top and watching the AI hang around the bottom.

What started out as a movie-esque wasteland scenario quickly turned into a zombie benny hill :P

Now we are stranded in a forest, no weapons, cold and wondering how to survive now.

Edit: lol, Seems I'm not the only one having Benny Hill zombie chases.
http://www.dayzmod.com/forum/showthread.php?tid=2648
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 23 May 12, 2:14 pm

Matty wrote:What started out as a movie-esque wasteland scenario quickly turned into a zombie benny hill :P


Haha, that's a fantastic visual!

For a lot people, when they get to the point where you are and are actually worse off than a fresh spawn, they'll try to get themselves killed. Personally I prefer to play it through, it's a lot more fun that way.
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