DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 17 Jun 12, 5:44 pm

double barrel shotgun



AWWWWWWWWWW YEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAH 8)




* [NEW] Recombine shotgun rounds between 2 and 8 rounds
* [NEW] Recombine 45ACP rounds between M1911 and Revolver rounds



finally...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 17 Jun 12, 5:51 pm

LoneRofl wrote:
Scarecrow wrote:I hope this isn't the general attitude to new players at GON, especially from an Admin of the game in question. He didn't even ask about gameplay, and you instantly drop into snide remarks?


i'm a new player and i'm already sick of the stupid questions made by a majority of players.... ffs they can look that **** up and stop hassling people.

it does get tedious. i usually try to answer dumb questions for about the first 30 mins or so once im in-game, then my rage gets the better of me and i ignore chat.



yeah and now imagine having an open Rcon session going ,replying to those questions on 2 servers at the same time for hours on end....

and having to deal with the servers themselves that need constant restarts a few times a day, and then not only that but you cant just flick the switch, yah gota lock the server and unlock it in steps to stop the flood of 100's of ppl trying to get in.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 6:25 pm

First impressions of 1.7.1: it's ****.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 17 Jun 12, 6:35 pm

Drjft wrote:First impressions of 1.7.1: it's ****.


Righto nancy.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 6:36 pm

Gamer87 wrote:
Drjft wrote:First impressions of 1.7.1: it's ****.


Righto nancy.


Whether it's a big with the patch or not, the zeds can hear you while crouching on concrete now.

There's a bug where moving stuff out of a full pack causes it to permanently disappear, and there's literally no way to recover it (I lost an M4A1 because of it).

Compiling a bit more of a list now.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby v4moose » 17 Jun 12, 6:37 pm

to those that had a rant cause I asked a quick question all I can say is QQ more. If helping newbs like myself is so hard its much easier just to not post or reply.

Simply posted up in the existing thread while browsing the other forums cause it could have been answered in one word.

but for what its worth, thanks Ball0fire for the answer. I promise to do my research and grade my question on the noobness meter next time
Hit me up on Steam!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 7:18 pm

Critical thoughts of 1.7.1.

Rocket, you're a **** retarded **** for removing even the Makarov. Start, zombie, die, respawn, zombie, die.

What the **** am I meant to do when I pull aggro on zombies (that now seem to detect you with more ease)? I can't punch them. I can't run away from most of them (and yes, I know you can hide now, but they still run as fast as you).

Having no food is incredibly stupid. It's hard enough to find beans in stores than it is random towns etc. Really over this.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Merkin » 17 Jun 12, 7:19 pm

Drjft wrote:Rocket, you're a **** retarded **** for removing even the Makarov. Start, zombie, die, respawn, zombie, die.

What the **** am I meant to do when I pull aggro on zombies (that now seem to detect you with more ease)? I can't punch them. I can't run away from most of them (and yes, I know you can hide now, but they still run as fast as you).


Why don't you prone so they can't see you
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 17 Jun 12, 7:27 pm

LMAO @ Drift

You realise you're publicly admitting to not just being a noob, but an idiotic noob with no skill, and a cry-baby at that.

Even with no starting pistol, it's piss easy. You can run forever, and the zombies will never overtake you and attack you. Just keep sprinting.

When you enter buildings, the zombies still slow to a walking pace, and FFS you should know by now which buildings have an back exit. Just run through the buildings and thats how you lose them.

It was much harder to lose zombies before, but now you just have to get 10 metres away and out of LOS, and you're good.

As for weapons, they are EVERYWHERE now. Found 5 AK's in space of 10 minutes in Elektro. Walked out 30 minutes later, GPS, pack, 12+ magazines, everything. It's easier right now to the point of being silly.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 17 Jun 12, 7:32 pm

Scarecrow wrote:It's not that hard to say 'x' to crouch, 'shift' to walk/run.



Type it 200 times a day and see if you still feel the same way.


The stupid thing with this update is deleting the contents of vehicles with no warning.

My group had a truck a ute and a bicycle.

between us we lost a cammo SVD, Mk48 mod 0, 2 M249s [with 4000 rounds we'd been stockpiling], M4 CCO SD [with a bunch of mags], 2 DMR with ammo, 2 GPS, 2 NVG, on top of a whole bunch of easier to replace stuff.

To top that off one of our guys logs in and immediately falls through the world losing everything he had [he was even wearing a ghille suit] with a corpse we can't even get to [under the world].

I died last night [cardinal sin of going prone near a tree instantly being killed by broken legs] and had the 2 guys on TS put my stuff in our truck for when I got back there.
I was going to just log off and grab it today but luckly I decided to spend an hour running all the way back from the beach and grab my stuff else it'd be gone today to which would add an AS50, another NVG, range-finder and GPS plus other stuff easier to get.

Its really a dick move resetting vehicles without warning IMO.
I don't mind the vehicles themselves being reset, I just wanted the stuff out of them.

Also hopefully this means the heli on ANZ 3 is gone now, because its so OP with its radar.
Last edited by TRB on 17 Jun 12, 7:44 pm, edited 1 time in total.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 17 Jun 12, 7:44 pm

The Arma community never fails to amaze me.

It's almost like it's a religion and must be defended at all costs.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 7:58 pm

Freeborne wrote:LMAO @ Drift

You realise you're publicly admitting to not just being a noob, but an idiotic noob with no skill, and a cry-baby at that.

Even with no starting pistol, it's piss easy. You can run forever, and the zombies will never overtake you and attack you. Just keep sprinting.

When you enter buildings, the zombies still slow to a walking pace, and FFS you should know by now which buildings have an back exit. Just run through the buildings and thats how you lose them.

It was much harder to lose zombies before, but now you just have to get 10 metres away and out of LOS, and you're good.

As for weapons, they are EVERYWHERE now. Found 5 AK's in space of 10 minutes in Elektro. Walked out 30 minutes later, GPS, pack, 12+ magazines, everything. It's easier right now to the point of being silly.


Yeah, you can run forever but there's no point whatsoever when you're going to log back in with no food/water.

I just found an Alice Pack, a rifle, and some food and water, come out of a room and fall through the level and die. Awesome.

I know which buildings have back exits, but if you pull aggro by a forest or some small town, you're absolutely without a doubt ****. No questions about it. They run through fences, they don't stop to find you, they just keep running.

Rocket wants to make it into a realistic apocalypse simulator, but the removal of the Makarov and food and/or water was simply a stupid design choice. Give me the Makarov and even one magazine.

All he has done now is overdo it, and I seriously hope it kills some of the new playerbase.

Edit: And in response to the public confession of being a cry-baby noob, I don't think my anger filled post alludes to that at all.

I'm tired of seeing people suck on Rocket's epeen, and no-one actually criticising the so called improvements the mod is receiving. If that makes me a "noob", so be it.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 17 Jun 12, 8:04 pm

Drjft wrote:Critical thoughts of 1.7.1.

Rocket, you're a **** retarded **** for removing even the Makarov. Start, zombie, die, respawn, zombie, die.

What the **** am I meant to do when I pull aggro on zombies (that now seem to detect you with more ease)? I can't punch them. I can't run away from most of them (and yes, I know you can hide now, but they still run as fast as you).

Having no food is incredibly stupid. It's hard enough to find beans in stores than it is random towns etc. Really over this.


haha
this guys mad...


Drjft wrote:I'm tired of seeing people suck on Rocket's epeen, and no-one actually criticising the so called improvements the mod is receiving. If that makes me a "noob", so be it.


lol yeah because thats what everyones doing... l2 change your play style scrub haha
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 9:16 pm

Gamer87 wrote:
Drjft wrote:Critical thoughts of 1.7.1.

Rocket, you're a **** retarded **** for removing even the Makarov. Start, zombie, die, respawn, zombie, die.

What the **** am I meant to do when I pull aggro on zombies (that now seem to detect you with more ease)? I can't punch them. I can't run away from most of them (and yes, I know you can hide now, but they still run as fast as you).

Having no food is incredibly stupid. It's hard enough to find beans in stores than it is random towns etc. Really over this.


haha
this guys mad...


Drjft wrote:I'm tired of seeing people suck on Rocket's epeen, and no-one actually criticising the so called improvements the mod is receiving. If that makes me a "noob", so be it.


lol yeah because thats what everyones doing... l2 change your play style scrub haha


If you're going to insult me, at least use words in proper context. Scrub has no relevance in FPS games, imbecile.

And relatively all of the DayZ community IS sucking his epeen.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 17 Jun 12, 9:26 pm

Drjft wrote:Scrub has no relevance in FPS games, imbecile.


scrub
A scrub is a now generalized term used as a synonym for a "noob" or "newb," which is someone who is bad at a video game or activity in general.
http://www.urbandictionary.com/define.php?term=scrub



How does one go about getting the latest ARMA2 beta patch?
When trying to download I get asked for a user and pass?
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