DayZ. Zombie survival mod for Arma2: CO

Braaaaaiiiinnnnnssssss

Moderator: ArmA Admins

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 2 Jul 12, 4:45 am

RaTTuS007 wrote:I finally found a gun last night, and while i was crouch walking around in a 2 story building i somehow manage to aggro about 8 zombies, wasted the 8 rounds of ammo i had and then, ran for my life into the forest, got rid of them and but now i need to get my blood back up as im at about half health.


Finding a gun can be pretty hard if servers haven't restarted in a while, if you walk into a store and EVERY item in there is either a vest pack or an empty can then it's a good indicator that you should change server unless you're into pain.

Could be worse though, I was on a server yesterday where EVERY enterable building in Electro was cordoned off with barbed wire, fkn griefing ****.
Nekosan

User avatar
Offline? What's 'offline'?
 
Offline
Posts: 3398
Joined: 3 Jan 06, 6:23 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 2 Jul 12, 5:12 am

Nekosan wrote:Could be worse though, I was on a server yesterday where EVERY enterable building in Electro was cordoned off with barbed wire, fkn griefing ****.

Alright, I don't get this. You realise you can just vault over the barbed wire, right?
­
iiGames 2004 to 2012 :: You will be missed, dear friend...

lemoo @ http://www.3fl.net.au/forums wrote:i have to admit, the thought of exploding tampons is exciting lol
Clontarf[X]

User avatar
Padawan
 
Offline
Posts: 171
Joined: 30 May 07, 1:25 pm
Location: Perth

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 2 Jul 12, 9:21 am

Depending on how it is placed you can make it un-jump-overable.

I wouldn't call it greifing, but something needs to change. It gets hard when you literally can't go anywhere because someone knows how to place barbwire half in stairs. And it should stop zombies, not people.
Matty

User avatar
Never goes to sleep
 
Offline
Posts: 4104
Joined: 26 Aug 10, 12:23 pm
Location: Adelaide

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 2 Jul 12, 10:03 am

Matty wrote:Depending on how it is placed you can make it un-jump-overable.

I wouldn't call it greifing, but something needs to change. It gets hard when you literally can't go anywhere because someone knows how to place barbwire half in stairs. And it should stop zombies, not people.


Yeah I've encountered a few set up in doorways etc that I couldn't vault, it's a pain in the ****.
Image
Disco LT

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2779
Joined: 10 May 11, 6:40 pm
Location: New South Wales

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 2 Jul 12, 1:42 pm

Swap servers, go inside, swap back, kill the barbed wire griefers.
Scarecrow

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

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nemesis_22 » 2 Jul 12, 2:17 pm

I jumped on a U.S server last night, by some miracle managed to find my flatmate, and murdered one **** before he got me. I got myself a handy shotgun, but like a fool, I dumped it when I couldn't find ammo - not knowing you can convert ammo around. I felt a bit dumb about that, but elated to find it can be done.

We cleared Elektro, but on the way to Cherno, my flatmate got himself zombied to death. I fled, like the coward that I am.

And then, for the second time that night, while crawling over a step to get into a barn, I suffered a catastrophic injury. Some sort of bug, broke my legs, blood everywhere, unconscious. When I came to, I was able to bandage myself, but I'd used the morphine injector I had to fix the first broken leg event.

Rather annoying bug that.

I then decided to crawl 2 kilometers to Cherno. I killed about 12 zombies on the way. I made it, but I'm afraid to go back in while lots of players are on. I've also got a better pack, map, binoculars, compass, the works. But I'm crawling on my **** because my damn legs are broken and ruined, searching for a hospital desperate for some morphine.

Yep, pretty sure when I start to play, I'm gonna get shot in the head.
Image
Nemesis_22

User avatar
NWN DM
 
Offline
Posts: 2551
Joined: 23 Mar 04, 9:48 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 2 Jul 12, 3:26 pm

http://dayzdb.com/map

Hospital marked with a red cross on the North side of Cherno. You can get there and if you manage to break the window there will be guaranteed Morphine(about 20 sticks of it).

Don't go to the one on the East side, it's far more common for players to go there and camp.

Also, if you go on with a lot of players online, you may be surprised at how few you see. But definitely stay on the outskirts of town, and try do it at night if possible.
Scarecrow

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

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 2 Jul 12, 3:52 pm

Clontarf[X] wrote:
Nekosan wrote:Could be worse though, I was on a server yesterday where EVERY enterable building in Electro was cordoned off with barbed wire, fkn griefing ****.

Alright, I don't get this. You realise you can just vault over the barbed wire, right?


Barbed wire, placed on flat ground, cannot be vaulted over. You can only jump it when it's placed in barracks etc through the floor.
Nekosan

User avatar
Offline? What's 'offline'?
 
Offline
Posts: 3398
Joined: 3 Jan 06, 6:23 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nemesis_22 » 2 Jul 12, 4:16 pm

Thanks for the tip, but I instead managed to find out why the enfield is called the dinner bell. 50 rounds, I missed only twice, and I still didn't have enough ammo to hold them off. That house was knee deep in the dead.
Image
Nemesis_22

User avatar
NWN DM
 
Offline
Posts: 2551
Joined: 23 Mar 04, 9:48 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Grendel » 2 Jul 12, 4:37 pm

Scarecrow wrote:http://dayzdb.com/map


Far and away the best link I've seen in a looong time. Thanks muchly.
Grendel

Player
 
Offline
Posts: 22
Joined: 21 Apr 12, 9:22 am

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 2 Jul 12, 5:55 pm

Got a decent character going for the last couple of days now, although nearly lost him last night to some idiot camping Stary in the darkness.

I except bandits as part of the game but these fools that just sit there and wait for people really do ruin it.
They are not interested in looting the dead bodies, they are just after the kills.
It's like no one has explained to them that there are no killstreak bonuses in this game, and god knows how long they must just sitting there doing nothing.

Anyway thankfully he couldn't shoot for **** and wasted an entire magazine spraying at me while I made a hasty zig zag retreat.

Once behind cover I decided to lighten the mood a bit and tossed 7 flares over a building covering about 50mts of treeline and then went back into my building and watched him run.

If I had something better than a Winchester at the time he would have been toast, but at least I lived to loot another day.
Image
mazmatt

User avatar
Jedi Upstart
 
Offline
Posts: 674
Joined: 23 May 06, 3:24 pm
Location: Melb

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 2 Jul 12, 7:26 pm

Yeah I find the bandits in the game aren't too smart. I was sitting in a barn in Prigor and some knob started flinging bullets around like popcorn. Needless to say he got hammered by Z's while I made a daring escape out north to the mountains. I did warn him over direct comm's that I had a double-barrel holemaker pointed at the barn doors though, probably why he didn't come after me...
­
iiGames 2004 to 2012 :: You will be missed, dear friend...

lemoo @ http://www.3fl.net.au/forums wrote:i have to admit, the thought of exploding tampons is exciting lol
Clontarf[X]

User avatar
Padawan
 
Offline
Posts: 171
Joined: 30 May 07, 1:25 pm
Location: Perth

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby FryzieDelta » 2 Jul 12, 8:16 pm

Nemesis_22 wrote:Thanks for the tip, but I instead managed to find out why the enfield is called the dinner bell. 50 rounds, I missed only twice, and I still didn't have enough ammo to hold them off. That house was knee deep in the dead.


Use the winchester. It's suppressed.
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 LoneRofl » 2 Jul 12, 8:34 pm

im looking for someone to team up with. sooo sick of lone-wolfing up northern areas then getting randomed by some bandito

add me on steam Phil McCavity
LoneRofl

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

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 2 Jul 12, 8:55 pm

LoneRofl wrote:im looking for someone to team up with. sooo sick of lone-wolfing up northern areas then getting randomed by some bandito

add me on steam Phil McCavity

Tried to add you but it seemed to fail when searching.
Try adding me with im_a_sly_dog

I am currently floating around the middle of the map.

Hopefully what ever is upsetting all the servers at the moment doesn't wipe my inventory as I just picked up a Bizon and a NV FAL.
Image
mazmatt

User avatar
Jedi Upstart
 
Offline
Posts: 674
Joined: 23 May 06, 3:24 pm
Location: Melb

PreviousNext

Return to DayZ

Who is online

Users browsing this forum: No registered users and 2 guests

x

#{title}

#{text}