DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 13 Jun 12, 12:47 pm

flex77 wrote:
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 .


Would be hard to prove it...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 13 Jun 12, 1:20 pm

LoneRofl wrote: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?


No, the current disconnect penalty only applies to getting hit by zombies afaik, Rocket claims he has already solved and extensively tested the disconnect issue and it just requires the beta patch to be standard before it can be turned on but he's announced beta as standard for then next dayz patch and there's no mention of it.

Technically they issue bans already but even if you're recording it's almost impossible to prove it, you also have to face the fact that 99% of the population do it (even the ones who ****), I've shot a good 40 people these last 2 weeks and every single one that wasn't a 1-hit-kill disconnected. I actually followed a guy over servers last week (warsomething###) and killed him while he was bandaging, that's your best bet imo, if you hit them just immediately disconnect and find them in the aus server list.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 13 Jun 12, 3:23 pm

I feel the game is getting far too redundant now.
I've been playing for about 3 weeks, and when going lone wolf and when running around with mates, it's just getting really boring.

All sorts of vehicles are extremely rare, and when you find them, getting all the parts to them is a huge effort, and most of the time, even if you save them, they disappear when you relog (possibly due to server restarts)

Added to that, I have a theory that people who find fully working vehicles just thrash them until they crash (ie helis/boats) and stuff.

The game really needs more features to keep players enticed longer, because at the moment, all I'm doing is camping Stary Military Camp, killing everyone I see (I'm a ****, I know - but that's what the game has become, a huge, very brutal and very harsh PvP world)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 13 Jun 12, 3:59 pm

Welcome to the inevitable fate of RPGs in ARMA. All the 'Life' mods had the same issues, eventually you'd get bored of doing the same things over and over, so once the new features stopped rolling in, people got bored.

The most popular DayZ will ever be is right now during it's beta testing, while new features are frequently added. Rocket's slowed down in the past few weeks, so if he doesn't get back into it full-swing, the mod will just lose players, and with it, servers, and community support.

That's still my biggest issue with the mod. Everything goes through one person, and he may have done some brilliant work so far, but he's still holding it back.

If you compare it to the other ARMA2 mods though, there's a huge list of things that can still be added to make it bigger and better. As long as the updates aren't spread too far apart, people will stay interested as new things keep creeping in.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 13 Jun 12, 8:53 pm

NO !! DAY Z IS PERFECT AND ROCKET IS SO GOOD AT MAKEIN THE GAME WE SHUD JUST ALL B HAPPY AND STUFF ! :D

ROCKET, WEN R U FIXING THIS STUFF? PLZ REPLY!

Freeborne is right.

DayZ is a cool mod but that's all it is. Do you remember Battlefield 1942 or Desert Combat? Mods are cool, because they're new gameplay in an old setting, but like he already has, Rocket will lose steam and the mod will die out.

I'm honestly surprised it has lasted this long.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 13 Jun 12, 11:51 pm

Drjft wrote:NO !! DAY Z IS PERFECT AND ROCKET IS SO GOOD AT MAKEIN THE GAME WE SHUD JUST ALL B HAPPY AND STUFF ! :D

ROCKET, WEN R U FIXING THIS STUFF? PLZ REPLY!



Dear god, the official forums make me hella sick with that ****. The nut hugging is nearly as bad as it was with Notch during the height of Minecraft development, that and the nubs who know nothing at all about ARMA being so vocal about the mod is what mostly keeps me off there.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Sky Monster » 14 Jun 12, 2:55 am

Jnr wrote:I feel the game is getting far too redundant now.
I've been playing for about 3 weeks, and when going lone wolf and when running around with mates, it's just getting really boring.


Join the club. Gets real stale when you realise the only thing to do is get better weapons. Hopefully soon some more team oriented side missions are introduced. Don't give me any of that "choose your own mission" **** either, what it comes down to is run here shoot that/collect this. + Some of the people this mod attracts are damned insufferable.
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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 SkenZ » 14 Jun 12, 9:31 am

I don't particularly like exploiting disconnects to your advantage, takes away from what the game is about for me.

At this stage though it is literally impossible to enforce anything around it. For us to place a ban on someone we need to have sufficient proof of it happening. That would require either us watching the incident, or someone submitting a video of it with all the relevant data like player GUID and proof it was on a GON server.

I think that it is going to be something that the Day Z creators will have to address. I've had it happen to me and I know people who have had it happen to them. Just take some comfort in the fact that these days if someone does disconnect during peak hour they will be waiting a long time to be able to get back in!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 14 Jun 12, 9:43 am

http://www.cityliferpg.com/

DayZ doesn't have even a quarter of what these mods have.


If they had more Devs pumping out addons and new features for DayZ, it would be even bigger than it is now, and stay popular for longer.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 14 Jun 12, 9:52 am

I'm just waiting for Day Z takistan!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 14 Jun 12, 9:53 am

I'm waiting for a custom map, that takes advantage of dynamically generated towns and buildings.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 14 Jun 12, 10:18 am


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

Unread postby TRB » 14 Jun 12, 1:50 pm

Sky Monster wrote:
Jnr wrote:I feel the game is getting far too redundant now.
I've been playing for about 3 weeks, and when going lone wolf and when running around with mates, it's just getting really boring.


Join the club. Gets real stale when you realise the only thing to do is get better weapons. Hopefully soon some more team oriented side missions are introduced. Don't give me any of that "choose your own mission" **** either, what it comes down to is run here shoot that/collect this. + Some of the people this mod attracts are damned insufferable.



but this is the same in any RPG, they all essentially are just getting better gear.
the only difference here is that there is no story or linear set of quests to force you in any direction, nothing forcing you off of the bean-coast even.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 14 Jun 12, 2:30 pm

Although not a strict definition of a RPG, most RPG's are heavily based on character development.

There is no character development in DayZ. There is also very little 'role-playing' in the game. They should just strip "RPG" from the name I think.

MMORPG's also commonly have a persistent world. DayZ can barely be classed as persist, as your characters are saved independent of the world, and the only things that remain persist in the world are vehicles and a few static items like tents and fences.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Bek » 14 Jun 12, 2:57 pm

Freeborne wrote:There is no character development in DayZ.
Doesn't that depend on the player? I could role play as a zombie protector, killing any player I see who attacks zombies and never killing them myself. I could role play as a hoarder who collects gear and stashes it all in the one place. Or simply a bandit. It's not character development like play for a few hours and level up some stats, it's role play and be who you want.
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