DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 19 Jun 12, 11:07 pm

Dayz isn't a victim of anything, it's success has allowed rocket to actually gt paid to develop it rather than doing it after he gets home from work, it's also dramatically better bug tested than it would be if it only had 20 players.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 19 Jun 12, 11:10 pm

Yeah na we aren't going to patch to 1.7.1.2 due to the constant crashing and deleting items yet, hopefully there will be a fix soon. In the mean time if you really want to play on the servers kill zombies for food and drink, that still works.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 19 Jun 12, 11:14 pm

Also I think now its gone so large people are lucky Rocket even lets everyone be part of an open Alpha.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 19 Jun 12, 11:22 pm

I started playing Chicago/NY servers. Most of them run better than Australian ones and the pings are circa 210-220.

Anyway, managed to update to 1.7.1.2 smoothly, find water and food, and then got killed at Balota by someone hiding beneath the control tower stairs. ****.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 20 Jun 12, 12:09 am

1.7.1.3 is imminent, no more new content until 1.7.2, just bug fixes and stability.


Current Changelog for 1.7.1.3
Affected addons:
* dayz_code 1.7.1.3

Developer's Note:
* Requires ArmA2 Beta.

Changelog:
* [FIXED] Melee items causing magazine glitching and eventual server death (fixed)
* [FIXED] Unconscious UI Image displays incorrectly
* [FIXED] Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
* [FIXED] Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
* [FIXED] Speed not correctly utilized for checking stealth levels (https://dev-heaven.net/issues/33630 )
* [FIXED] Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
* [FIXED] Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
* [FIXED] Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
* [FIXED] Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
* [REVERT] Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
* [FIXED] Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 20 Jun 12, 12:16 am

Sounds good.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cm. » 20 Jun 12, 12:21 am

Our servers were crashing every 5-30 mins, we waved some magic wand around and suddenly they are rock solid :D.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spynoob » 20 Jun 12, 12:24 am

Our deplorable tents. What's the catch on them besides storage space.

How Long do they last? How long do they last after you die? If you get back to your tent will it still stay there after death?

Thank you!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 20 Jun 12, 9:16 am

Drjft wrote: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 ****.


Haven't had that yet. Like I said, I was able to go looting and then log in a safe place far out of Cherno(which is where I'd been stuck after 1.7.1.1 update).

Drjft wrote: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?


Depends where you are. Flashing food and water don't seem to insta-kill any more, it's actually a slow bleed out which gives you plenty of time to find some. I was at 12k and it was taking about 10 health every second. But I found food and coke in the next building(I was in Cherno) and then found about 5 more of each, so it's spawning back at regular rates, but if you're in a safe spot, I'd leave it unless you think it'll be hard for you to get some.

Instinx wrote: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 :)


Yeahh... I got this game the week before exams. Running at an average of 35hr/wk :\
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 20 Jun 12, 1:33 pm

Well of the few patches I have played 1.7.1.4 is the absolute worst.

Zeds now have super hearing and charge you from 100+ metres while you're in crouched run.

Also complaints of no weapons (other the melee) spawning.
Minimal food spawns.

Also seems the tard count is getting higher as some have worked out ways to deploy wire rolls that makes them impossible to step over and are placing them right inside doorways and then shutting the doors, blocking access to loot such as church and firehouse tower.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby LoneRofl » 20 Jun 12, 2:04 pm

if anyone is dehydrating and near general nw area, i have two water bottles would be happy to help.. im not baiting either - and i quote:

Drjft wrote:Is anyone near the NW airfield and able to help me?

I broke a bone and need morphine but I don't have any.


Edit: Fixed. Thanks heaps to GoN user "LoneRofl". Ingame name is Dang. Can vouch that he's not a bandit or ****.


just pm me
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby LoneRofl » 20 Jun 12, 4:02 pm

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Merkin » 20 Jun 12, 4:10 pm

Instinx wrote: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.


Even in alpha he should at least do a 30 minute test, since the alpha player base is so large.

Gamer87 wrote: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.


You know he's getting paid to do this, right? 30 minutes of testing could make them look at a lot better than they do.


Death Mittens wrote: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.


That's largely irrelevant. He's quite aware how popular it is i.e. he is quite aware that he shouldn't release entirely untested code. I know it's alpha, and I'm happy to work out a lot of the bugs because it's a fun game, but almost every update breaks the servers.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 20 Jun 12, 5:39 pm

Not sure if food is still scarce or just my bad luck... cleared the entire nw airfield last night and no food, then i killed 180 zombies before i got a can of pasta.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 20 Jun 12, 6:04 pm

Nekosan wrote:Not sure if food is still scarce or just my bad luck... cleared the entire nw airfield last night and no food, then i killed 180 zombies before i got a can of pasta.


With 1.7.1.4, loot was rebalanced (as you probably know) as a result, I think food and water became a lot rarer, a lot of people seem to think so over on DayZ forums. So it's likely
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