DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 13 Jul 12, 5:29 pm



Once again I apologise about the crappy recording..
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 13 Jul 12, 7:27 pm

Had an OK run this afternoon. Met up with Nomicakes at Three Valleys and headed west, came across a crashed chopper @ Staroye. Looted it, got an AN FAL with a lot of letters after it, shitton of ammo, e.t.c. We hear shooting coming from the town so we bail out into the forest. Head back to the coast (Msta) to head North, see a survivor running across our path. Nomicakes takes him out with the M16. Meanwhile we hear more shooting, closer, coming from Staroye. We camp it up in the forest, spot someone making a hasty retreat from Msta towards Staroye... we decide to stalk him...

Bad idea...

Roaming gang of 4 had split up and took two paths to flank us. I took out one guy while Nomicakes attempted to take out the flanker. Gets taken down. I go to loot the body of my victim after making sure it's clear, all good, Map, Compass, Knife, Watch, e.t.c. As I head up the ridge to get a vantage point to signal all clear, I suprise the remaining two in the gang who unleash a flurry of lead at me. Instant death.

Hurt more because it was the first time we had a good run with guns and ammo.

Respawned and headed west to meet Nomicakes, checked out the Balota Medical Camp, scored an M14 AIM with 4 mags, then scream in horror as the game glitches out and sends my flying off the deer stand and breaks my leg.

I ragequit.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 13 Jul 12, 8:14 pm

you rage quit over a broken leg??


Ball0fire wrote:ive died 2 times from opening toilet doors
once by crawling past a trees trunk
3 times by getting stuck in walls
2 times by opening the big gates at baolta med camp


ive died more times from bugs than any other causes put together
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 13 Jul 12, 11:21 pm

lol clon.

Wait until you have the best gear in the game, then hit Q next to a tree and get killed.

Then while your friends scramble to pick up your gear, some guy pops up out of nowhere and kills one of them in the forest you're in.

Then panic ensues.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 14 Jul 12, 9:36 am

Last night we had a group of 5 of us, waited about an hour to get everyone in the game though as people were having version issues. Finally get everyone in agro a Z from probably about 5-600m away while running across a field, one of my group opens fire.... right as one of the other guys strafes in front of him..... One less member of the group, start off to the barracks in NWAF. Clear out the barracks and decide we are going to check the hangers, start out across the field, only to hear someone start firing with the AS50. First round takes down the person at the back of our group. We all sprint to try and get to some cover, few rounds miss us, then the person at the head of our group goes down, followed by the person in front of me, followed by me going fk this in server hopping to GTFO of here.

So I server hop and get clear of the area make my way well and truly out of the area (down to Dichina) jump back across to the first server, and start making my long trek down to my mates who have spawned at Kemenko. I Meet up with two of them in the supermarket in Zelen and we make our way through the rest of the town. Once it is cleared we meet up with our 4th guy who is up near Green mountain. We decide we will see if anything has spawned at the top, agro a Z, put him down and then go ohhh ****!!! as about 10+ of his mates decide that they want to avenge his murder. We manage to clear them out, and start to move into the compound when about 3-4 Z appear from nowhere behind us. Put them down, search the area and realize we have wasted all that effort for nothing...... Awesome :(.

From here we clear out the deer stands near by (2 empty, one with a m16 which replaces the one I gave one of our group in Zelen) and make our way up to Pusto, we clear that out with one of our guys shooting off a double barrel and drawing the ire of the locals. Once we have cleared out the horde of about 10+ that decided they didn't like the noise we continue on to Vybar. We clear out Vybar and leave by the road to the west. When we are nearly out of town we come to the fuel station and there is a car sitting there, in great condition except it needs a wheel.... bugger, while we are discussing that another horde decides to wander in and kills one of our guys.... bugger. He logs out for the night and we decide we want to try to find some wheels. We make our way up to Lopatino however when we get just on the outskirts, a zombie runs up and breaks on of our guys legs.... Damn :( with no morph he has a long drag through the town as we clear it out, and then decide that is enough excitement for one night.... then it is off to bed with dreams of what could have been had we only had some wheels :(
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spynoob » 14 Jul 12, 10:47 am

don't worry the zombie agro has been turned down 20% i can basically crouch run about 10 feet beside them again
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 14 Jul 12, 4:24 pm

I've never had any issues with zombies aggroing when they shouldn't be.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 14 Jul 12, 5:10 pm

Scarecrow wrote:I've never had any issues with zombies aggroing when they shouldn't be.

They've definitely become a lot easier to agro. An example is I was outside Staroye crouch-running across a field about 100m from the nearest zed, only to hear him breathing down my neck 10 seconds later. There definitely seems to be an introduced bug where it's possible to agro a zed at an unreasonable range.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby RaTTuS007 » 14 Jul 12, 7:59 pm

Clontarf[X] wrote:
Scarecrow wrote:I've never had any issues with zombies aggroing when they shouldn't be.

They've definitely become a lot easier to agro. An example is I was outside Staroye crouch-running across a field about 100m from the nearest zed, only to hear him breathing down my neck 10 seconds later. There definitely seems to be an introduced bug where it's possible to agro a zed at an unreasonable range.


similar thing happened to me last night, looted a town crawled to where i thought was safe and 5 second later i had 4 Z's chasing me got hit and ko'd as i was under 9k blood and lost all the good **** id picked up.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 14 Jul 12, 10:22 pm

RaTTuS007 wrote:
Clontarf[X] wrote:
Scarecrow wrote:I've never had any issues with zombies aggroing when they shouldn't be.

They've definitely become a lot easier to agro. An example is I was outside Staroye crouch-running across a field about 100m from the nearest zed, only to hear him breathing down my neck 10 seconds later. There definitely seems to be an introduced bug where it's possible to agro a zed at an unreasonable range.


similar thing happened to me last night, looted a town crawled to where i thought was safe and 5 second later i had 4 Z's chasing me got hit and ko'd as i was under 9k blood and lost all the good **** id picked up.



I havent tried the patch but from Rocket's description of the new mechanic that doesn't sound like a bug, if you're standing 100m away for long enough a zombie will eventually see you, even if it's only a 5% chance.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 14 Jul 12, 11:36 pm

May have been the case.

Right now, I really want a thermal scope. I've picked a place near enough to some middle-sized towns to supply me with sustenance. I wanna be able to watch people trundle past and invite them to my rave parties but everyone seems to want to shoot me instead (protip: I'm the best Remington sniper you've ever seen).

Tonight is going to be interesting.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby RSOblivion » 15 Jul 12, 1:02 am

Actually Nekosan they reduced sight ranges by about 20% and fixed the bug causing accidental sighting of players in the 1.7.2.3 hotfix.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spynoob » 15 Jul 12, 4:33 am

Reduced the range the zombies can hear by %20 in the last patch. And fixed a few other things.

Bandits are lame and think they can always kill players

Got pinged by one with a rifle. Dropped me to 6k in health and broken bone. So I stood up. Pulled out my akm. Fired 9 shots off at him and in the direction he was running. I gloated an logged off after bandaging myself. Found a quiet server later and crawled my broken **** to the hospital to get morphine. Now I am on the run looking for animals.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby RSOblivion » 15 Jul 12, 5:27 am

Not all bandits are bad, and not all players are good :twisted:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 15 Jul 12, 6:49 am

Didn't get much chance to play over the last two days as we had visitors, looking forward to getting to know my M249 a little better and introducing her to some zeds (and possibly a player or two) :twisted:
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