DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 13 Jun 12, 12:27 am

I got pissed off earlier.

Someone disconnects then reconnects right behind me and kills me. -_-
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tera » 13 Jun 12, 12:29 am

1.7 has made it practically unplayable.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 13 Jun 12, 12:36 am

Tera wrote:1.7 has made it practically unplayable.


Yeah, rolling back to 1.6.

I've got the 1.6 files if anyone needs them.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 13 Jun 12, 1:05 am

I'm finding 1.7 usually just fine except on servers that aren't restarted every 6-12 hours.

I wish node's servers had some kind of automated restart every 6 hours with a 3min lock while it starts up so tents and vehicles spawn.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 13 Jun 12, 9:26 am

Between Ball0fire and I we have been restarting the servers once in the morning and once at night recently, but it is still proving to be difficult. My personal experience is that from about 7-10.30 it is impossible to get on to just about any server in the ANZ region.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 13 Jun 12, 9:29 am

That said, had an amazing experience in the game when my survivor buddy and I finally got our car fixed. It is one of the hatch backs so it turns out that it goes only slightly faster than sprinting speed offroad, but 100k's on road. We drove up to a fuel station, agroed half the town doing so so had to kill them, then filled up our fuel tanks and legged it out of there.

Next town we went to I drove in to a pile of rubish at ~10km/h and that was sufficent enough to destroy both our front tiers. We went hunting around for about 30 mins trying to find a couple of replacements while the car sat in the middle of town. When it was finally fixed the noise of turning it on was so load that 30 zombies in the vicinity agoed. I started driving it offroad back to our camp but it was so slow that the zombies actually started gaining on me! When I finally made it back I had to hit eject, sprint off and proceed to mow down all of the walkers with an AK.

Frantic but fun.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 13 Jun 12, 9:40 am

Had an awesome run last night on ANZ8 until night fell in game at which point my fps turned to ****.

Came across another survivor who was friendly, then went to the aid of someone else in Cherno.
So now we were 3 and on we trekked to Elektro and picked up a 4th guy and then came across another guy that none of us actually seen who informed us later he was contemplating shooting at us until he realised we were 4 strong.
Between Cherno and Elektro I don't think one zombie managed to evade us.

Once we completed the trek to Elektro where we proceeded to dump all our loot in the fire station and sort it out.
Then over the next 20 minutes we all got picked off 1 by 1, then spent the rest of the night trying to meet up again which is hard to do when there's so many of us.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby MuscularTeeth » 13 Jun 12, 10:00 am

so tempted to get this damnable game, but setting up the mod scares me
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Merkin » 13 Jun 12, 10:05 am

MuscularTeeth wrote:so tempted to get this damnable game, but setting up the mod scares me


You download the installer from the website, and click <5 buttons.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby MuscularTeeth » 13 Jun 12, 10:26 am

Merkin wrote:
MuscularTeeth wrote:so tempted to get this damnable game, but setting up the mod scares me


You download the installer from the website, and click <5 buttons.


seems excessive. :)

how long would it take once i downloaded it from steam? an hour or two or 15mins or ?
just curious. i have terrible luck modding games it seems.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tas » 13 Jun 12, 10:55 am

10 mins.... its as simple as going to their website, an download the installer.

http://dayzmod.com/
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby flex77 » 13 Jun 12, 11:04 am

skenz whats the policy on people who disconnect during combat .

we had a guy called klaus disconnect on us last night after he attacked us and we shot him . As i went up to his body to loot his sorry **** he disconnected and avoided death .


on anz7
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 13 Jun 12, 11:31 am

flex77 wrote:skenz whats the policy on people who disconnect during combat .

we had a guy called klaus disconnect on us last night after he attacked us and we shot him . As i went up to his body to loot his sorry **** he disconnected and avoided death .


on anz7


How can there be a policy on that :/
It's part of the game and untill rocket can figure some way to fix it, it will happen.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby LoneRofl » 13 Jun 12, 12:25 pm

i was getting trash-talked by a sniper after he hit me once (out of 5 shots) in cherno. Considered disconnecting just to deprive him of the kill, didnt though and he eventually got me then trash talked me again. His name was Vas or Vag (it was Vas, but i like to think of him as Vag)

Im curious though is there currently any in-game penalty for doing this? I heard that when you reconnect next time you are unconscious?? for like 5 mins?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby flex77 » 13 Jun 12, 12:40 pm

Gamer87 wrote:How can there be a policy on that :/
It's part of the game and untill rocket can figure some way to fix it, it will happen.

some servers do actually ban if caught out disconnecting during combat to avoid death .
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