DayZ. Zombie survival mod for Arma2: CO

Braaaaaiiiinnnnnssssss

Moderator: ArmA Admins

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 19 Jun 12, 10:33 am

H4?

H4 isn't any place in DayZ I know of.
TRB

Story Teller
 
Offline
Posts: 1518
Joined: 13 Apr 04, 6:29 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 19 Jun 12, 11:08 am

Map reference?
Gamer87

User avatar
Padawan
 
Offline
Posts: 339
Joined: 7 Oct 11, 11:52 am

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Sky Monster » 19 Jun 12, 11:51 am

um

more players = good ?

Not when they run around in warfare server crashing helicopters into their own factories and teamkilling all the time. Then they start spouting memes and cookie cutter retorts at you when you call them out on their bullsh*t.

DayZ has attracted a higher % of idiots than smart people, though smart/friendly guys DO exist out there, and I'm thankful of that at least...
8-)

Freeborne wrote:Well said. I agree with Baskerville!


Image
Sky Monster

Padawan
 
Offline
Posts: 388
Joined: 27 Mar 11, 8:43 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 19 Jun 12, 12:18 pm



HAHAHA HOLY ****


Jnr wrote:[ http://i.imgur.com/KYbwQ.jpg ]

sup guys


I'm jealous. I had a motorbike. It ran out of fuel which I decided was a good thing because I was just over the hill from Novy.


Sky Monster wrote:um

more players = good ?

Not when they run around in warfare server crashing helicopters into their own factories and teamkilling all the time. Then they start spouting memes and cookie cutter retorts at you when you call them out on their bullsh*t.

DayZ has attracted a higher % of idiots than smart people, though smart/friendly guys DO exist out there, and I'm thankful of that at least...


Having played BF1942 right up until 2010 when we couldn't get regular numbers on the 3FL server, I assure you that more people = good. If you have 64 on a server, there are going to be enough people playing properly and others being attracted by a full server that all will be well. It's not fun playing with 12/64 on a dying game.
Scarecrow

Padawan
 
Offline
Posts: 243
Joined: 21 May 12, 1:46 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 19 Jun 12, 12:26 pm

Honestly I enjoy having new players around because it makes it easier for me to kill them.
Image
SkenZ

User avatar
Game Admin
 
Offline
Posts: 849
Joined: 5 Oct 04, 10:49 am
Location: Over 9000..

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby LoneRofl » 19 Jun 12, 12:44 pm

Skenz last night i saw you in the supermarket at pustoschka and then from there followed you up the hill to that deer stand. was sooo tempted to shoot. didnt because i thought you were on doing server testing or summat.

i usually dont pk (3 murders - one was return fire), but once you get established in this game it becomes the only fun thing to do....

After i saw you, went to nw airfield got nailed by a sniper and died. Respawned near cherno - gotta say this respawn with no gun/food/water is fun. Found a double-barreled shotgun, made my way to mogilevka to find food/water, heard gunshots from in the cowshed, went over to take a look, two guys sitting around a campfire cooking meat (inside the shed)..... emptied both barrels into the cook, then gave his partner the same treatment. The second guy had one of the big backpacks,5 bloodbags,all the nav,hunting gear. i was a happy survivor and on my way back to the nw airfield to get sniped again.
LoneRofl

Player
 
Offline
Posts: 16
Joined: 2 Jun 12, 11:57 pm
Location: Melbourne

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 19 Jun 12, 1:11 pm

1.7.1.2 is busted, too.

Rocket added melee to the game (which we all know has a history of not working properly) and now people are finding hatchets everywhere.

Hatchets will now appear as shotgun shell icons and they're bugged. People are also reporting that upon logging in they lose all their gear. -_-
Image
Xbox LIVE: Drjft - Steam: drjftgaming - XFire: Coming Soon
CPU: AMD Phenom II 955 Black Edition 3.8Ghz | MoBo: ASUS M4A89 GTD PRO | RAM: 8GB G-Skill RipJaws X 1600Mhz DDR3 | GPU: NVIDIA GTX 580 | PSU: ThermalTake EVO Blue Gaming 650W |
Drjft

User avatar
Padawan
 
Offline
Posts: 335
Joined: 20 Jun 10, 8:05 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 19 Jun 12, 1:49 pm

Yo Ball,

Can you claim ANZ7 and ANZ8 so they start tracking stats?

I looked at ANZ1, and it's had about 7000 players connect in the past 6 weeks with 800 players staying on for over an hour. Imagine just 200 players in Warfare :2gunsfiring_v1:
Image
Freeborne

Jedi Upstart
 
Offline
Posts: 926
Joined: 29 Mar 10, 2:01 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 19 Jun 12, 2:17 pm

Drjft wrote:1.7.1.2 is busted, too.

Rocket added melee to the game (which we all know has a history of not working properly) and now people are finding hatchets everywhere.

Hatchets will now appear as shotgun shell icons and they're bugged. People are also reporting that upon logging in they lose all their gear. -_-


the sad bit is that I was perfectly OK for 3 weeks in 1.6.

Sure Heli wrecks didn't spawn loot, but that was nothing compared to 1.7's list of bugs.

Scared to log in now because I need food or else I die and lose my MP5SD.
Scarecrow

Padawan
 
Offline
Posts: 243
Joined: 21 May 12, 1:46 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby FryzieDelta » 19 Jun 12, 3:10 pm

Sky Monster wrote:um

more players = good ?

Not when they run around in warfare server crashing helicopters into their own factories and teamkilling all the time. Then they start spouting memes and cookie cutter retorts at you when you call them out on their bullsh*t.


I don't disagree with you, but isn't that normal procedure in Warfare?

Was what drove me from ArmA II in the first place, why I only jump back on every few weeks and why Freeborne thinks I'm a noob. ArmA MP was much better IMHO.
FryzieDelta

1337 p0st3r
 
Offline
Posts: 1287
Joined: 4 Nov 07, 3:34 pm
Location: The Edge

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 19 Jun 12, 3:28 pm

Gamer87 wrote:Map reference?



No.

Map co-ords are 6 digit numbers.

eg: 081-115
TRB

Story Teller
 
Offline
Posts: 1518
Joined: 13 Apr 04, 6:29 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 19 Jun 12, 3:47 pm

Drjft wrote:1.7.1.2 is busted, too.

Rocket added melee to the game (which we all know has a history of not working properly) and now people are finding hatchets everywhere.

Hatchets will now appear as shotgun shell icons and they're bugged. People are also reporting that upon logging in they lose all their gear. -_-


Whelp... looks like i'm not logging in this week :hahaha:.
Nekosan

User avatar
Offline? What's 'offline'?
 
Offline
Posts: 3391
Joined: 3 Jan 06, 6:23 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Furbz » 19 Jun 12, 4:06 pm

Node should totally update their servers k go
Furbz

n00bie
 
Offline
Posts: 5
Joined: 16 Nov 11, 5:58 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 19 Jun 12, 4:35 pm

So does anyone know how Cars actually work? We found a place to hide it, we log in, it's not there. Granted one of our members who regularly saved it didn't log in, do server restarts wipe cars on the map or will it only appear for the person who saved it?
Jnr

User avatar
1337 p0st3r
 
Offline
Posts: 1085
Joined: 7 Jan 06, 2:03 am
Location: Perth

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 19 Jun 12, 5:53 pm

Jnr wrote:So does anyone know how Cars actually work? We found a place to hide it, we log in, it's not there. Granted one of our members who regularly saved it didn't log in, do server restarts wipe cars on the map or will it only appear for the person who saved it?


The 1.7.1 patch wiped every server's vehicle data (hence people being annoyed about losing gear in trucks etc).
Image
Xbox LIVE: Drjft - Steam: drjftgaming - XFire: Coming Soon
CPU: AMD Phenom II 955 Black Edition 3.8Ghz | MoBo: ASUS M4A89 GTD PRO | RAM: 8GB G-Skill RipJaws X 1600Mhz DDR3 | GPU: NVIDIA GTX 580 | PSU: ThermalTake EVO Blue Gaming 650W |
Drjft

User avatar
Padawan
 
Offline
Posts: 335
Joined: 20 Jun 10, 8:05 pm

PreviousNext

Return to DayZ

Who is online

Users browsing this forum: No registered users and 1 guest

x

#{title}

#{text}