DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 23 May 12, 2:20 pm

Not sure which is more important: What DayZ says about gaming, or what it says about modding. Consider:

The lesson is teaches us about modding is obvious. Arma II is old. It had faded from sales charts and for the most part from memory. Save, perhaps, in the minds of its small and passionate community. Then along comes DayZ. At zero cost to developers and publishers, by word of mouth and the desirability of this mod - Arma II rockets to the top of Steam's sales charts once again! The devs spent absolutely nothing to make this happen and are benefiting from it in the extreme. This makes mod support a 100% boon and zero percent risk for developers and publishers.

But even more important than this is what DayZ says about gaming. The other day, I asked my girlfriend and some gaming friends if anyone wanted to play some Dominion, or Ascension, or even some Monopoly. Everyone said they were down for some deck building games.

I then asked them whose turn it was to win, at what point in the game we would let that person begin making all the power plays in order to overtake us and whether we thought we should give them the pretense of challenge at first, or just let them run away with a victory from the beginning. They all looked at me like I was nuts.

"Why would we predetermine the winner, and at what point they 'begin to win?'" they asked me. "That makes no sense," they said.

But we do it all the time, when we sit down to play our video games, I told them. And no one complains.

"Yes, they said, "but those are...different...." then they trailed off into silence. Doubtless, they were wondering WHY those were so different.

DayZ teaches us that video games are not, in fact, movies with some measure of interaction, as many big publishers believe. DayZ show us not only that gamers want to make their own stories, but they want that so badly they are willing to pay $30 for a game with wonky controls, only to install a mod with limited server space, that is STILL IN ALPHA status.
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Publishers take heed. Your marketers are telling you that we all want to star in the next Michael Bay film, to push the "make it explode" button when the director yells at us to do so and watch in glee as everything turns bright orange. They are telling you we all want tightly scripted, linear action films as video games.

They're wrong.

Video games are games first, not movies or books. When we sit down to play a game, we don't always want to know what happens or how everything will end. We don't always want your script or your narrative. If your writer was a good one, they would write for a living, not for a video game studio.

Just give us the world, a few trappings, and let us make our own stories. Let us, well, play a game.


Stolen from over at PC Gamer - absolutely fantastic post.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 23 May 12, 4:14 pm

Tera wrote:
-Snip-


Stolen from over at PC Gamer - absolutely fantastic post.


Reeks of hipster. Haha.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nemesis_22 » 23 May 12, 4:46 pm

I don't care what it smells of, he's right. Its a fantastic post, and the last nail in the coffin telling me I absolutely must start playing this game. I've already got plans to try and create a stable 'safe' zone for trade and exchange among survivors using some friends to help lock an area down. I fully expect to get murderated by bandits eventually or even fairly quickly, but the idea of creating a 'survivor community' where we watch everyone coming in with utter paranoia before letting them in to trade beans and ammo is a very tempting one.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 23 May 12, 4:56 pm

Just died to some bandits at green mountain. Two guys against four of us, 4-1 deaths. Man.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 23 May 12, 5:09 pm

Brunius wrote:Just died to some bandits at green mountain. Two guys against four of us, 4-1 deaths. Man.

Was a pretty epic standoff, I saw one of the bandits off in the distance as we left Green Mountain and called it out, we dropped to the deck, and after a little bit of shooting managed to take down one of the bandits, after which Tas kinda freaked out and shot me as I was prone in the grass because tags weren't showing up. :lol:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby DarkMellie » 23 May 12, 5:14 pm

I agree with Drjft on Twitter where he said the game ultimately becomes aimless once you've reached a certain level of self-sufficiency.

But that's why I'd love to see DayZ developed along the same path of Minecraft. Increase complexity, introduce proper crafting, there's just so much potential here... it could really be the last game I ever need to play.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 23 May 12, 5:20 pm

I feel horrible now...all my stuff :( I think I was the first to go down, too. I might try to haunt cherno this life.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gunso » 23 May 12, 5:25 pm

Tell the dev to let the survivor make 2 group, give them ambo and mhq an we can have zombie warefare with towns to capture and bandit mhq to hunt XD
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Instinx » 23 May 12, 7:19 pm

DarkMellie wrote:I agree with Drjft on Twitter where he said the game ultimately becomes aimless once you've reached a certain level of self-sufficiency.

But that's why I'd love to see DayZ developed along the same path of Minecraft. Increase complexity, introduce proper crafting, there's just so much potential here... it could really be the last game I ever need to play.


I have now survived 2 days, moving from Elektro to NW Airfield, bailing because it is as bad now as the cities, and just roaming with a mate. Its awesome fun, sometimes you waste ammo and get no good drops, other times you sneak in and find a jackpot! :)

Nemisis, i would suggest an area where you can create an easily defensible zone, and keep it away from zombie spawns. You are gonna need a hell of a lot of willing players too in order to form a sense of peace, and pack a lot of hardware.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 23 May 12, 7:41 pm

NEVER, EVER go to Dolina.

We went there because we saw a giant warehouse and thought it'd be cool to look at, while the place is easily defensible, the amount of zombies that horded us was ridiculous, and nothing good was in the town.

:P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Dbrick » 23 May 12, 10:02 pm

Brunius wrote:Just died to some bandits at green mountain. Two guys against four of us, 4-1 deaths. Man.


Send my thanks to whoever dropped the M4A1 as I used up most of my mp4 ammo in that firefight.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby FryzieDelta » 23 May 12, 10:25 pm

Awesome game today. Hadn't played for a few days, but spawned at the coast instead of half-inland where I last logged off. Still had all my gear, so figured I'd just do some scavenging and head north. Snuck into what looked like a train station and met up with another player who was low on blood and kept fainting. We travelled uphill, executing a hopper on the way, and went into a large transformer station with tower and stuff. Climbed up the tower and... woops, slipped through a window and floor, started bleeding profusely and wasn't able to bandage myself for some reason.

Figured that I was dead, so went on a rampage from where I fell using up all ammo except 1 makarov round. Kill count went from 2 to close to 30 in the space of 2 minutes from the swarm that came after me. At about 200 blood left, the other guy managed to get to me and bandage me. That meant that there was 2 of us continuously fainting as we moved onto the next town, me next to useless with almost no vision or aim and only a makarov.

Made it into a building where I obtained a winchester. Some random comes sprinting through our building, horde in tow, then float off the side of the roof out of view (wtf) leaving us to deal with the swarm. Swarm dealt with (buddy only just surviving after having been cornered), we continue to search the building. Suddenly we get swarmed again for no apparent reason. They just keep comming and comming and comming. Buddy goes down while I try to hold the roof and stairs while continuously passing out. I rapidly push back the horde and use the stair choke point as a killing ground, but have to start withdrawing more and more into a corner once I run out of slugs and have to revert again to my sidearm. Once again, ammo is exhasted and I have to get my last 2 makarov mags out of my pack mid zombie charge. Kill count once again takes a massive leap in a short amount of time, with 40+ kills in what must have been a 10m square

Once again out of ammo, now with no buddy, I rush to a nearby grocery store. A little more ammo for my makarov and winchester. A few zeds find me, but I handle them. It's now getting dark and I can hear shots nearby, so I start tossing flares to get their attention (I figure I'm dead anyway, nothing to loose and everything to gain). Woops, another swarm comes after me and breaks my legs in the middle of the street. Shooter I was trying to get the attention of sprints past, glances at me, then leaves me for dead. I go on another rampage from the ground, but this time it's not enough as I finally surcumb to my by now horrific and dibilitating wounds. Final kill count from my rampages was 87 (I started the game with 1). You know what they say about wounded animals... never corner them, especially when engaging them at a choke point in close quarters while they're weilding a shotgun :lol:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 23 May 12, 10:48 pm

They changed the bandage use thing. Open up your inventory and right click on it, and use.

Why he changed it I'm not sure. Perhaps he wanted you to rummage through your pack instead of insta-selecting.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tas » 23 May 12, 10:49 pm

Dbrick wrote:
Brunius wrote:Just died to some bandits at green mountain. Two guys against four of us, 4-1 deaths. Man.


Send my thanks to whoever dropped the M4A1 as I used up most of my mp4 ammo in that firefight.


yer, we messed up badly. We should have backed off an flanked you. Didn't realize there were two. Just thought it was fred on his own. we walked into a crossfire an got slaughtered. I was last one left alive, an thought I had the sniper. I got 1 shot into him before he got me in end. I had been prone for 5-10 mins after the fight an I new he was still around. Just had to wait it out.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tas » 23 May 12, 10:52 pm

Anon. E. Moose wrote:
Brunius wrote:Just died to some bandits at green mountain. Two guys against four of us, 4-1 deaths. Man.

Was a pretty epic standoff, I saw one of the bandits off in the distance as we left Green Mountain and called it out, we dropped to the deck, and after a little bit of shooting managed to take down one of the bandits, after which Tas kinda freaked out and shot me as I was prone in the grass because tags weren't showing up. :lol:


heh, yer I just saw movement an snap aimed.
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