DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 7 Jun 12, 6:28 pm

Brunius wrote:My last excursion to cherno ended up with me leaving with 5 blood bags, 3 painkillers, two tents, two sets of camo clothing (in addition to the set I was wearing), an M4A1 CCO (and one mag)...and 2000 blood. Would have been flawless, if it weren't for that meddling sniper!


I shot the bandits who came for me and ran off with 12,000 blood ;) oh, and my friend and I both got Alice packs filled with loot.

Cherno is my favourite place.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 7 Jun 12, 6:35 pm

Scarecrow wrote:
Brunius wrote:My last excursion to cherno ended up with me leaving with 5 blood bags, 3 painkillers, two tents, two sets of camo clothing (in addition to the set I was wearing), an M4A1 CCO (and one mag)...and 2000 blood. Would have been flawless, if it weren't for that meddling sniper!


I shot the bandits who came for me and ran off with 12,000 blood ;) oh, and my friend and I both got Alice packs filled with loot.

Cherno is my favourite place.


I dunno, it's good, but there are better ways to get the same stuff. I only hit it when I'm a fresh respawn with nothing to lose and everything to gain.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 7 Jun 12, 9:36 pm

Cherno is my favourite too, PVP > PVE
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 8 Jun 12, 12:31 am

So, a fun story.

Last night I was playing on an Orcon server and my buddy spawned up in Elektro. I hike from Mutnaya Bay all the way up there and he dies, and then spawns down in Balota.

I then hike down there, only for him to die and spawn in Elektro again. So this time I run up there, and completely miss him, ending up on the border of map by the Guba inlet thing.

I disconnect, thinking I'm tired and **** things up (which I was) and log on tonight. Right away I find a Zodiak (or UZB, whatever they're called) in the inlet. I hike a bit to the airfield and find a shotgun, a bicycle, and a tent.

Another guy meets up with me and we find another tent in the woods. I raid that and find some beans and bandages - pretty average. I ride the bicycle back to the inlet, then take the Zodiak down to the island by Balota, thinking I'll set my tent up there (which didn't work...).

Anyway, I'm about 40% fuel by the time I leave the Guba inlet, around 20% by the time I get to the island, then 10% by the time I realise I'm **** and the island is a no-go.

I drive the Zodiak up the coast a little to the gas station just outside of Kamyshovo (I think). I see a guy in the bushes so I jump out and smash him with my shotgun. I see in the distance that a van is drawing the aggro of the zombies and loot the guys body.

He's carrying a GPS, map, compass, Alice Pack, M4 CCO and two mags, bandages, food, blood bags, the whole works... plus, he has a jerry can. I grab all of his **** and leg it back to my boat, at the same time killing 10 zombies that chased after me.

I head to the gas station up the shore, dispatch another four or five of the **** and try filling the jerry can, which also didn't work (how do you do that?). I end up ditching the boat and heading inland, and tomorrow I'll be trying to find water and food or I am ****. :)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby flex77 » 8 Jun 12, 10:16 am

Drjft wrote:I head to the gas station up the shore, dispatch another four or five of the **** and try filling the jerry can, which also didn't work (how do you do that?). I end up ditching the boat and heading inland, and tomorrow I'll be trying to find water and food or I am ****. :)



at petrol stations there will be two long white tanks with red stripes , run up to those until you see fill jerry can action come up. then ... well fill up your cans :P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tas » 8 Jun 12, 10:20 am

I haven't played much lately being that I have everything I could want,(apart from an ATV) if I can ever find them again. Thinking tonight I am gonna go full bandit an just dont give a **** if I die or not.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 8 Jun 12, 11:42 am

Even though everybody has a big winge about it, being a bandit is a heap of fun.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 8 Jun 12, 12:03 pm

I wouldn't call myself a bandit... more of a person that goes around looking to survive, and knowing that anyone at anytime could kill me, so i must kill them first. I don't always loot people either :P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby flex77 » 8 Jun 12, 12:26 pm

kinda funny last night . we had recovered a camo uaz from the international hotel in cherno . Heading north to a fuel station we spot someone running down the road . We beeped the horn prematurely and he jumped out the way , only to have all 4 of us bail out and scratch one bandit :)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 8 Jun 12, 2:53 pm

Gamer87 wrote:I wouldn't call myself a bandit... more of a person that goes around looking to survive, and knowing that anyone at anytime could kill me, so i must kill them first. I don't always loot people either :P


Yeah, this.

Killing someone for personal gain i.e., food doesn't make you a bandit.

You're not killing people for PvP, you're doing it to achieve the games objective of survival.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby DarkMellie » 8 Jun 12, 5:04 pm

It's the prisoner's dilemma alright.

I'm still determined to only shoot if shot at first, if that means I die, well I'm okay with that.

I'd be fodder in an irl post-apocalyptic environment.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 8 Jun 12, 5:14 pm

DarkMellie wrote:It's the prisoner's dilemma alright.

I'm still determined to only shoot if shot at first, if that means I die, well I'm okay with that.

I'd be fodder in an irl post-apocalyptic environment.


I'd never shoot you, beautiful.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 8 Jun 12, 5:59 pm

I think that killing to survive makes you a bandit.

That is by definition murder.

If you weren't a bandit, you'd survive by avoiding other players and finding the essentials yourself.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby snex » 9 Jun 12, 1:58 am

There needs to be a greater incentive to work with strangers. Zombies aren't a big enough threat, so you can just go solo and kill any survivors you come across for their delicious beans.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby BuZeR » 9 Jun 12, 12:20 pm

In a 'social experiment' interpretation I think it has been very interesting. I wouldn have thought that in a Zombie survival game the main causes of death and danger would have been Zombies, not other players. Would love to see the stats on this game, how many deaths are causes by what etc.
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