''ArmA was built for this. It was begging for this to be made'': Dean 'Rocket' Hall on Day Z (Part 2)

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Re: ''ArmA was built for this. It was begging for this to be

Unread postby TRB » 16 May 12, 8:26 pm

Tas wrote:I've bin playing EVE for 7 years, whats yer point :D

The point was that while DayZ is new and shiny to you, its not to him so not playing it for a day and playing something else instead is less of a big deal to him then it apparently is to what.


I'm unsure what you playing eve has to do with anything.
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Tas » 16 May 12, 8:43 pm

has about as much to do with anything as him not playing zday has to do with anything...
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby DarkMellie » 16 May 12, 9:03 pm

Just going on record to say that if TRB and Tas aren't the same person, it's fascinatingly difficult to find any difference betwixt the two :D
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby a3gis » 17 May 12, 12:50 am

DarkMellie wrote:Just going on record to say that if TRB and Tas aren't the same person, it's fascinatingly difficult to find any difference betwixt the two :D


different post counts
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Nekosan » 17 May 12, 2:00 am

DarkMellie wrote:Just going on record to say that if TRB and Tas aren't the same person, it's fascinatingly difficult to find any difference betwixt the two :D


Occasionally they seem to rant on a totally different tangent to eachother in the same thread, you could probably mix their posts up and most members couldn't tell who was who though :D

Occasionally I've pondered on the chances of them both being one person with some kind of Fight Club style disorder :hahaha:.
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Re: ''ArmA was built for this. It was begging for this to be

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

Strangely enough, together they make up 50% of the people I bother to ignore on here 8)

On DayZ..Getting pretty tired of people connecting to a DayZ server and complaining forever that it is dark :? gawsh!

You would think most have some understanding of how it works before buying ArmA (which so many clearly are just now doing), downloading the mod, and playing. All wanting permanent torches on guns, NVG, and similar game changers.. where is the pressure and tension then? It would just become a big Left4Dead stage if that happened.
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Nekosan » 17 May 12, 3:41 am

Mearehear wrote:On DayZ..Getting pretty tired of people connecting to a DayZ server and complaining forever that it is dark :? gawsh!

You would think most have some understanding of how it works before buying ArmA (which so many clearly are just now doing), downloading the mod, and playing. All wanting permanent torches on guns, NVG, and similar game changers.. where is the pressure and tension then? It would just become a big Left4Dead stage if that happened.


It's not like it matters, everyone just has their gamma cranked at night anyway and it's almost as good as daytime.
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Mearehear » 17 May 12, 4:14 am

Nekosan wrote:It's not like it matters, everyone just has their gamma cranked at night anyway and it's almost as good as daytime.


True, I see people saying that but I have kept my gamma at default. Rather play it authentically and die a bit, than play it half arsed.

EDIT - Ok so I am ingame, and decided I should have a look at what other people are doing with gamma..I can see every damn thing once I turn up the ingame gamma a bit, totally ruining the experience. Pretty damn disappointed in the people who are doing this.
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Mearehear » 17 May 12, 10:00 am

Played this with Tera this morning, and it certainly is more fun teamed up with someone. I was a lone Bandit until this point with a -13000 humanity. Once we actually found each other we started into a town looking for loot, and it took us hours just clearing two blocks. In that two city blocks we:

- Scaled a building, and found a heap of medical supplies. Got disconnected while at this position, continued together in the exactly same place on a completely different server (love the persistent character data)

- Spotted a lone rooftop sniper within range of us, and tried to keep out of his sight while sneaking towards his position.

-
Got myself trapped by zombies in the snipers building entrance, while Tera fired off shots from a distance to attract them away from me.

- Spent a good chunk of time on a raised walkway with Tera, still dealing with said zombies. (Walking on metal walkway seemed to attract more)

- Fell from a high ladder (grr), passed out, then came to and was deaf, until receiving a blood transfusion.

- Listened cautiously to shots fired from the next street over, without ever seeing the survivors responsible for the shooting

- Laughed to myself watching zombies run to unknown shooters area.

Just those points unfolded over many hours, within the 2 blocks out of the 225 square km region. We had set ourselves a destination and a random adventure unfolded around us as we went.

I initially turned my nose up at this mod, but now I can say I was wrong. (Bugs aside)There is a lot of fun to be had, if you have half an imagination, and someone to tag along.
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Bek » 17 May 12, 10:35 am

Few questions about the mod if anyone cares to answer..

I've played a Persistent world mod for M&B: Warband, which while awesomely fun, had a few unique problems, so I'm wondering if they occur in DayZ too.

Does DayZ have a money system or is it just loot? In M&B PW mod, it was both, and players had factions and classes. You'd pay people to make you a weapon, they'd pay someone to get the items for them to make your weapon, thieves steal from castle chests (There was an incredibly awesome moment once when me and other guy, after roleplaying as drunks after leaving the tavern, decided to rob a fully manned castle by ourselves....), peasants mine for materials, factions go to war, bandits rob commoners, etc etc etc. The biggest problem is eventually, like in minecraft, you realise there's no point getting money / good items because the server will just reset, or something like that. If changes carry out across servers in DayZ, what stops the veteran players from always collecting or guarding the best weapon spawns? If you're totally screwed in one server, you can't start afresh by simply changing servers can you?

Another problem from getting the best gear is you then have nothing to do with it, since you've done everything there is to do in order to get where you are now (end game syndrome). How does DayZ deal with this so far?

Also, with being wounded, sometimes it was such an arse you'd just kill yourself (you dropped like 10% of your gold on death + all items) in order to respawn fresh. Whats the deal with DayZ and their permanent deaths? Cheers :)
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Mearehear » 17 May 12, 10:43 am

Quick answers for now..

No money, all loot.

Loot on one server wont be the same on another server, as in some might already be taken from one place on one server. but not on another server. And loot respawns over time. Your carried items go with you to another server, as well as your location, but the spawned items to be found are server dependent.

You can choose respawn.. but it is a total death. You lose anything you had, and your location. The only thing that carries over is your humanity (your good/evil rating)
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Bek » 17 May 12, 10:49 am

Theoretically if the spawns are all in the same location across servers, could you not visit each server, respawning near the item spawn from the previous server, pick up the item if it's there, move to another server, repeat? Or is switching servers too much hassle to bother?
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Mearehear » 17 May 12, 10:57 am

I'll add on the "best loot = gameover" question ..that scenario is very hard to have in DayZ.

You are constantly limited to what you can carry, depending on your back pack, and then you may find a killer gun like an AK, but you rarely find ammo and the gun together.

You seem to be constantly in a search for one part of the puzzle to what you want, and then when you get it its life is limited (like not much ammo, so can only use it sparingly)

Add to that the need to keep finding food and water, which keeps you on the move, and therefore keeps you being confronted by PvP(bandits) & PvE(zombies) problems. You will use your limited supplies in a combination of defense and attack.

And no matter how much loot a player has, it only takes a moment for it all to come undone when any old player, with any old gun, can sneak up behind you at any moment and put a bullet in your head.

EDIT - Yes changing servers is a pain in the butt at times, and the chance of there being any loot worthwhile for the server switch is quite low. Decent loot is very sparse in the game
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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Village idiot » 17 May 12, 1:10 pm

God I'm tempted to give this mod a try, it sounds like something I could really get into. I've never played arma2 though only one, but I like the concept.

If only I had more time to play games :( it seems that this mod is aimed at a very slow and methodical progression,which I love, but in reality rarely have time to sink my teeth into :evil:

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Re: ''ArmA was built for this. It was begging for this to be

Unread postby Nekosan » 17 May 12, 1:14 pm

Bek wrote:Theoretically if the spawns are all in the same location across servers, could you not visit each server, respawning near the item spawn from the previous server, pick up the item if it's there, move to another server, repeat? Or is switching servers too much hassle to bother?


If there's nobody near the spawn you're checking then nothing will spawn there, I did an experiment last week and logged out in the NW airfield control tower, over 30 log-ins and I only saw 1 item (and there's 6-7 spawns in that tower).

You're much better off overall if you just do laps of an area, helps if you have a mate with an empty pack who can move all the junk to clear the spawns.
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