DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 16 May 12, 2:52 pm

It was only a matter of time before the internet badasses started flexing their muscles
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 16 May 12, 3:14 pm

I honestly don't care how young or old you are. I was referring to the masses of people on DayZ forums, who can only be kids judging by the IQ they display. People are coming in, with very little knowledge of ARMA2, which the entire DayZ "mod" is built upon, and saying the game should be standalone, and cost a monthly (or once off) fee. It's like saying "we love 10% of your game, but we want you to redesign the other 90% of it, coz ARMA2 sucks". Of course they don't believe that, but what they believe is 90% of the game is DayZ, and only 10% is ARMA2. That's uneducated nonsense!

It's a simple fact. DayZ is a "Mod" for ARMA2, and borrows most of it's cotent from the core game. Google for "ARMA2 Life" and you'll see several versions of "Life" mods for ARMA2, that transform the milsim game into something completely different. These mods have been around for years, have been free and created by volunteer community members, and have reached a much higher quality than DayZ.

DayZ is still brilliant. It's made something different than the other mods in how you play it, but otherwise all the ideas and features have already been around ARMA2 before, for years. The reason we have DayZ is also because BIS made ARMA2 open to community development. They've given us all the tools and documentation we need to make great mods like DayZ.

Yes, it's still hard to make mods, but that's not justification to sell it. Most people make mods because they enjoy it. Selling out just dishonours the modding community that release so much high quality content for free, because they enjoy doing it. It also reflects badly on the relationship with BIS, that support the modding community and try to encourage an open and sharing attitude. The only thing really holding DayZ back at the moment is that one person is doing most of the development.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Sky Monster » 16 May 12, 3:51 pm

Kids or no kids, I liked the mod better before it was popular. You could trust most people you came across because they had been playing arma2 for a while and knew that teamwork = success :(

I guess popularity problem applies to everything in life though... the more people you attract, the higher amount of idiots you will have to deal with.

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Freeborne wrote:Well said. I agree with Baskerville!


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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Yurtles » 16 May 12, 4:01 pm

I think it's because it's just plain easier to be a bandit. No interaction or hard decisions required, no need to try and survive, just let someone else do the work for you and then shoot them in the face.
It turns a game with some amazingly challenging social aspects into something a lot more readily identifiable to the average gamer - kill the dude and get your loot.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 16 May 12, 4:24 pm

But after a while, it gets boring being a lone bandit.

What's the status of GON server. It's been down most of the day.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 16 May 12, 7:21 pm

Freeborne wrote:I honestly don't care how young or old you are. I was referring to the masses of people on DayZ forums, who can only be kids judging by the IQ they display. People are coming in, with very little knowledge of ARMA2, which the entire DayZ "mod" is built upon, and saying the game should be standalone, and cost a monthly (or once off) fee. It's like saying "we love 10% of your game, but we want you to redesign the other 90% of it, coz ARMA2 sucks". Of course they don't believe that, but what they believe is 90% of the game is DayZ, and only 10% is ARMA2. That's uneducated nonsense!

It's a simple fact. DayZ is a "Mod" for ARMA2, and borrows most of it's cotent from the core game. Google for "ARMA2 Life" and you'll see several versions of "Life" mods for ARMA2, that transform the milsim game into something completely different. These mods have been around for years, have been free and created by volunteer community members, and have reached a much higher quality than DayZ.

DayZ is still brilliant. It's made something different than the other mods in how you play it, but otherwise all the ideas and features have already been around ARMA2 before, for years. The reason we have DayZ is also because BIS made ARMA2 open to community development. They've given us all the tools and documentation we need to make great mods like DayZ.

Yes, it's still hard to make mods, but that's not justification to sell it. Most people make mods because they enjoy it. Selling out just dishonours the modding community that release so much high quality content for free, because they enjoy doing it. It also reflects badly on the relationship with BIS, that support the modding community and try to encourage an open and sharing attitude. The only thing really holding DayZ back at the moment is that one person is doing most of the development.


Well yeah, I basically agree with that. I mean it's a very alpha product as it is anyway, it's ridiculous to start going, OMG KICKSTARTER. If anything I suspect it'll wind up as an Arma spinoff by BIS, if they choose to support and develop it.

Sky Monster wrote:Kids or no kids, I liked the mod better before it was popular. You could trust most people you came across because they had been playing arma2 for a while and knew that teamwork = success :(

I guess popularity problem applies to everything in life though... the more people you attract, the higher amount of idiots you will have to deal with.

welcome to the internet, enjoy your stay :2gunsfiring_v1:


PvP is an intentional aspect of the game. Rocket has said as much, and it's the reason friendly fire is on. That said, I think teamwork is still an effective tactic. The problem is it's virtually impossible to trust anyone online and it's very difficult to tell people apart. Still, get on with a few mates or a clan (assuming you can find the server slots) and your chances for success are going to improve drastically, whatever you decide to do.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 16 May 12, 7:52 pm

Anyone looking to team up? I just died, and might be up for a team...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 16 May 12, 8:26 pm

Brunius wrote:Anyone looking to team up? I just died, and might be up for a team...


I'd be happy to if I could make the damned thing work.. every time I try to connect to a DayZ server I get to see the joining screen, then "Unable to connect".

WHY?! WHY CAN'T YOU CONNECT? GIVE ME A **** REASON SO I CAN TRY TO FIX IT.

/rage.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 16 May 12, 8:28 pm

Sometimes the server breaks, and you'll get a message like "Waiting for server" after you try to spawn. Needs a server restart to fix it, from what I can see.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 16 May 12, 8:29 pm

My issue is that I just can't connect to any DayZ servers, whether they're empty, half full, or 3/4 full. Unable to connect, cannot connect..why the hell not? :(
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 16 May 12, 9:05 pm

are you running in combined ops mode?

make sure you are

have you got the mod installed correctly? and are running it?

is yah game patched to at least 1.60? make sure all these things are right

if its saying unable to connect , sounds like one of them
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby DarkMellie » 16 May 12, 9:09 pm

Disco LT wrote:My issue is that I just can't connect to any DayZ servers, whether they're empty, half full, or 3/4 full. Unable to connect, cannot connect..why the hell not? :(

So in your ArmA 2 install directory (main path) make sure you have a folder called @dayz. In that folder should be another folder called addons. It's in that addons folder that you place the Dayz files and make sure to unzip each one (each file unzips to two files with one of those ending in .pbo).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 16 May 12, 9:50 pm

Man, this mod really is intense. Died three times before I got to my current state, which is much better set up that last times. Got some chem lights, but I don't think I'll be using them much. I'd like to reiterate my offer of a team to anyone interested. Don't know where I am though, so that might be a problem. I'll try to find a sign in the morning.

Is it worth carrying around my Makarov and a bunch of spare mags for it, even though I have a revolver?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 17 May 12, 12:13 am

Man that was great, teamed up with a guy and he didn't even shoot me in the face!

Brunius, it really depends oh what else you have to drop to keep it. If you have enough revolver ammo I say drop the makarov, or offer the ammo to some poor beggar like me. I have 2 bullets left for my makarov. I've found all sorts of other ammo, but no guns and no makarov ammo. At one point we found an AK but it bugged out when the other guy tried to give it to me.

Chem lights are great at night I think, apparently they don't attract zombies, so you don't have to toss them about like flares. Plus if you're like me you'll be stuck mostly playing at night.

Also I'm done for today, but if you're still looking I might be willing to team up tomorrow.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mearehear » 17 May 12, 2:43 am

Also don't forget to add to your shortcut (or launch options in Steam,) -mod=@DayZ
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