DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 21 Jul 12, 3:49 pm

Clontarf[X] wrote:Nobody is saying not being able to play DayZ is as important as someone's health. The analogy was that it's a job that needs to be done. People really need to learn to stay within context, instead of dramatising everything. Take a chill pill people...

About to jump back in now and see if we can escape Zelenogorsk.



Totally agree that people shouldn't dramatize everything... like not being able to get on an AU server when there are dozens to hundreds of other DayZ servers which are available (and the comparison was made between a server update and power, when clearly they aren't even in remotely the same realm).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 21 Jul 12, 4:32 pm

Alrighty, myself and Nomicakes cleared out of Zelenogorsk and headed up to Green Mountain to raid the huts. Nothing of major value until we got half-way up Kurgan, when lo and behold, a tent! Some poor **** had stashed all his medical supplies and STANAG clips. They were ours now. Contemplated destroying the tent with a grenade but we were feeling kind, and left it with the basics.

We reach the western deer stand, locate nothing of major importance. Northern deer stand is similarly uneventful, eastern deer stand results in another STANAG clip. We hump up the mountain to check for any goodies at the military spawn, nothing of value. However Nomicakes did get fright when he desynced while I was mowing down zeds, only to see them all suddenly die with no bullet shots. Fear of a silenced assassin abound! No such danger though, and we make our way out to the north-east to search Pogorevka.

During our travels today we've figured that the zeds are definitely much easier to aggro during the day, but also just as easy to lose if you do it properly and use the landscape/surrounding structures to your advantage. We enter the large residential and pick up assorted goodies, including a few cans of beans and some .45 ACP for Nomicakes' 1911. By this point we are shaking violently due to the massacre of undead that took place a few seconds earlier, fortunately some painkillers were not to far away.

We decide to make a bolt across the street into the church, hopefully to find some more medical supplies and ammo. We get past the first row of pews when suddenly I hear footsteps on dirt. I don't even ask Nomicakes, I immediately advise over comms "MOVEMENT OUTSIDE LEFT. GO PRONE AIM LEFT DOOR". We both take up positions on opposite sides of the church behind the pews, nervously awaiting our visitors. TAKA-TAKA-TAKA-TAKA, we unload a clip each into what turned out to be two Jack Nicholson impersonators wielding axes and running straight for us. My assailant manages to land two kits while I reload while Nomicakes demolishes his target without so much as a scratch on him. These were our first kills together where we had plenty of warning and we were ready. This however didn't stop our adrenaline from racing and our hands and arms were shaking on our controls. We calm ourselves, loot the bodies (I score myself a Makarov, a czech backpack and tons of ammo), and make a hasty exit towards the nearby deer stands. The northern deer stand was uneventful, while the southern contained an AKS Kobra with accompanying ammo. I stash these in my newfound backpack. We make a campfire and attempt to cook the meat of a pig we had just murdered, only to realise the pigs are glitched and no meat was available. We pack up and leave, disappointed.

We head north-west along the treeline towards Rogovo. I decide it might be worth checking the northern deer stand again for respawned loot, turns out that was a good idea. Another M16A2 and accompanying ammo. I loot the 2 STANAG clips (now full inventory of ammo, yeah boi) and continue north to Rogovo. We army-crawl up to the large residential as to avoid further zombie massacre, and locate nothing of major value. The rest of this afternoon's adventures consisted of looting with little success.

Our adventures will continue this evening when Mugen gets home.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 21 Jul 12, 4:46 pm

Five pages since my last post. I can't be bothered reading it all.

Apparently gear is disappearing though? not good.

I'm currently trooping around looking for helis but haven't seen any in awhile. I'm wondering if I should log on.. find my **** gone and suicide. Then go on a Cherno rampage?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 21 Jul 12, 4:52 pm

Scarecrow wrote:Five pages since my last post. I can't be bothered reading it all.

Apparently gear is disappearing though? not good.

I'm currently trooping around looking for helis but haven't seen any in awhile. I'm wondering if I should log on.. find my **** gone and suicide. Then go on a Cherno rampage?


Gear disappearing and fresh spawning in every server, I can't bring myself to log in and even try.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Manifesto » 21 Jul 12, 5:36 pm

I logged in on another server and I appear to have picked up someone elses fail character...

I log in and hear a thud like hitting the floor, I'm worried that I've died on login... it loads up and I'm in a shed in Cherno with my flashlight equipped and I'm bleeding with 4k left...

I have never been into Cherno except for the axe murdering construction site on the outskirts.
I have no idea why my flashlight is equipped.

I Alt+F4'd out hoping this odd character wasn't saved to the Hive yet... I might wait the weekend and get back on the GON servers...
Which I usually play on exclusively... because they give me optimal ping, are unmetered, are full speed even when capped, house my tents and vehicles and are generally my preferred place to be.

games.on.net isn't a free service, it is part of the unmetered content package I have with my ISP.
I have yet to hear about someone dieing from lack of power either, it was a valid analogy and I have no idea why it struck so many nerves who had to take it Ad absurdum.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 21 Jul 12, 6:59 pm

Manifesto wrote:games.on.net isn't a free service, it is part of the unmetered content package I have with my ISP.
I have yet to hear about someone dieing from lack of power either, it was a valid analogy and I have no idea why it struck so many nerves who had to take it Ad absurdum.


If it isn't a free service, why aren't people from other ISPs charged to use it? Ohhh thats right... because it is a free service..... :roll:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 21 Jul 12, 7:34 pm

cdkit3 wrote:
Manifesto wrote:games.on.net isn't a free service, it is part of the unmetered content package I have with my ISP.
I have yet to hear about someone dieing from lack of power either, it was a valid analogy and I have no idea why it struck so many nerves who had to take it Ad absurdum.


If it isn't a free service, why aren't people from other ISPs charged to use it? Ohhh thats right... because it is a free service..... :roll:


He is right though. Node charge much higher for much less then other ISP's. Some of the benefits of this extra charge are stuff like free content servers, the forums, and properly admined (I get that this is voulentary, imo you guys should be reimbursed for your effort) and maintained gaming servers for all to use. If they are not maintained it is an issue. Might be free for you, but not for the rest of us who support the ISP supplying the service.

Not having a dig at the admins or server guys, this was just to show a different perspective. While it may be a "free service" to others, is not necessarily free for all.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 21 Jul 12, 9:07 pm

You've never heard of people dying from a power outage? It's pretty common. Maybe you should read the news now and then.

Woman's ventilator fails after power outage.

Man's ventilator fails after power outage.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Manifesto » 21 Jul 12, 9:20 pm

They died because they couldn't breathe... :roll: tic!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nemesis_22 » 21 Jul 12, 10:20 pm

Enough of this back and forth argument. If you've got a problem, put it in feedback, instead of shots at each other. It will acheive nothing.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 22 Jul 12, 11:33 am

And so.. loading up DayZ again to have another go - hopefully without the issues I was experiencing the other day!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Manifesto » 22 Jul 12, 12:55 pm

The games.on.net servers are running again, and I have my good character that only played on those two servers back!

Tents and vehicles have been wiped though, no biggie compared to starting all over again! So it does appear these servers are on a separate hive or something, which I probably prefer.

Thanks!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 22 Jul 12, 1:25 pm

This game is completely broken for me, every time I join a new server, no matter what server, I either have a fresh spawn, or a random mixture of characters logged out in various places that I had before the fresh spawns.. so I can never actually achieve anything in game :lol:

Also one of my characters was just killed by a bandit in cherno with his face painted like.. well, Mel Gibson in Braveheart, wtf?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Manifesto » 22 Jul 12, 2:06 pm

Reading bits of posts around google about the Day Z Hive/s,
Join your preferred server group/host (either games.on.net) and Hit Esc>Respawn>Abort>Start fresh in the normal way and then try playing exclusively on the games.on.net servers for a couple days or log out/ins and see if you get the same success.

If you try to join from the ingame server list filter it by "games.on.net" as host and just keep hitting connect you should be able to squeeze in to one of them reasonably quick, you skip ahead of those using Six Launcher to join by those couple seconds of loading also.

PS. Just found a PDW and a heap of mags, I look so badass with my M4A3 CCO on my back... almost ready to head back to the coast for fraps shenanigans.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 22 Jul 12, 2:07 pm

Disco LT wrote:This game is completely broken for me, every time I join a new server, no matter what server, I either have a fresh spawn, or a random mixture of characters logged out in various places that I had before the fresh spawns.. so I can never actually achieve anything in game :lol:

Also one of my characters was just killed by a bandit in cherno with his face painted like.. well, Mel Gibson in Braveheart, wtf?


Tried posting on the dayz forums or asking in the dayz IRC? They're usually pretty helpful.
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