DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 19 Jun 12, 6:41 pm

I remember that! God it was scary haha LoneRofl
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby theremin » 19 Jun 12, 7:09 pm

A couple of days ago I encountered this 'No-no-no-no' man on a US server:


[Note the players in this clip are very annoying, but the 'No-no-no-no' man is weird and creepy - also contains swears, so not safe for work, women, children or servants].
ALL GUTS. NO GLORY.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 19 Jun 12, 7:30 pm

Drjft wrote:
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).


This was post 1.7.1.1, it happened overnight during the 1.7.1.2 patch
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 19 Jun 12, 9:12 pm

1.7.1.2 is still broken.

Use 1.7.1.1 in the interim.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 19 Jun 12, 10:06 pm

Drjft wrote:1.7.1.2 is still broken.

Use 1.7.1.1 in the interim.


I'd argue that 1.7.1.1 is more broken. It doesn't spawn food or drinks, so after a few hours you start to bleed out and can't do anything about it.

On 1.7.1.2 I was able to check 4 apartment buildings, find 5 cans of food and 5 of drink(as well as the one of each I used to stop flashing) and a compass and make my way into a safe spot to log until the patch is completely fixed.

Much better than running around with no hope of ending starvation :P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 19 Jun 12, 10:12 pm

Scarecrow wrote:
Drjft wrote:1.7.1.2 is still broken.

Use 1.7.1.1 in the interim.


I'd argue that 1.7.1.1 is more broken. It doesn't spawn food or drinks, so after a few hours you start to bleed out and can't do anything about it.

On 1.7.1.2 I was able to check 4 apartment buildings, find 5 cans of food and 5 of drink(as well as the one of each I used to stop flashing) and a compass and make my way into a safe spot to log until the patch is completely fixed.

Much better than running around with no hope of ending starvation :P


Is it worth updating just to try and find water? I'm pretty much **** (dehydration) if I don't find water once I log back in?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 19 Jun 12, 10:14 pm

Waterbottles and wild animals are a god send.

Not playing until that **** is sorted though.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 19 Jun 12, 10:17 pm

Tera wrote:Waterbottles and wild animals are a god send.

Not playing until that **** is sorted though.


1.7.1.2 fixed the water/soda spawning, and animals, but I'm scared to log in because of the spawning with a glitched inventory and ****.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 19 Jun 12, 10:19 pm

Drjft wrote:
Tera wrote:Waterbottles and wild animals are a god send.

Not playing until that **** is sorted though.


1.7.1.2 fixed the water/soda spawning, and animals, but I'm scared to log in because of the spawning with a glitched inventory and ****.



By that **** I meant all the other bugs. I died after a week today due to losing my entire inventory at the worst possible time - pretty irritating.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Merkin » 19 Jun 12, 10:27 pm

The latest patch is the worst yet. It's almost of if he doesn't test it on a small group before releasing to the 100000+ players. Also, bug fixes and new features in the same patch is bad
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Instinx » 19 Jun 12, 10:31 pm

Merkin wrote:The latest patch is the worst yet. It's almost of if he doesn't test it on a small group before releasing to the 100000+ players. Also, bug fixes and new features in the same patch is bad


I thought the entire point of this alpha was to be the test group? I doubt he wanted it to go widescale public use when he released his small little minimod which then proceeded to explode overnight.

Myself, haven't played since 1.6.2, stayed away when **** started to seriously break and it coincided with the end of semester and beginning of exam period :)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 19 Jun 12, 10:36 pm

Instinx wrote:
Merkin wrote:The latest patch is the worst yet. It's almost of if he doesn't test it on a small group before releasing to the 100000+ players. Also, bug fixes and new features in the same patch is bad


I thought the entire point of this alpha was to be the test group? I doubt he wanted it to go widescale public use when he released his small little minimod which then proceeded to explode overnight.


Correct.
We are the test group.
He might have a team of 1-3 people that help him with development that MIGHT test it. But we are the testers.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 19 Jun 12, 10:40 pm

I'd just prefer if he kept hotfixes and content patches separate.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Death Mittens » 19 Jun 12, 10:55 pm

Merkin wrote:The latest patch is the worst yet. It's almost of if he doesn't test it on a small group before releasing to the 100000+ players. Also, bug fixes and new features in the same patch is bad


Did you think that anyone, especially rocket could have predicted his mod would go viral?
Of course not and I'll say it again, DayZ is a victim of it's own popularity.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 19 Jun 12, 10:57 pm

Death Mittens wrote:
Merkin wrote:The latest patch is the worst yet. It's almost of if he doesn't test it on a small group before releasing to the 100000+ players. Also, bug fixes and new features in the same patch is bad


Did you think that anyone, especially rocket could have predicted his mod would go viral?
Of course not and I'll say it again, DayZ is a victim of it's own popularity.


What has that got to do with anything? Surely due to the popularity he'd be able to contact a server and get it to be the "test" server more readily than if it was a flop.
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