DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby LoneRofl » 17 Jun 12, 9:27 pm

who's Rocket?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 17 Jun 12, 9:30 pm

dayz dev
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby flex77 » 17 Jun 12, 9:34 pm

Drjft wrote:
Gamer87 wrote:
Drjft wrote:First impressions of 1.7.1: it's ****.


Righto nancy.


Whether it's a big with the patch or not, the zeds can hear you while crouching on concrete now.

There's a bug where moving stuff out of a full pack causes it to permanently disappear, and there's literally no way to recover it (I lost an M4A1 because of it).

Compiling a bit more of a list now.


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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby LoneRofl » 17 Jun 12, 9:35 pm

just kidding. i know who rocket is 8)

seriously though, now could be the best time to be playing this mod; while its still under construction and we get to see all the updates. makes it more exciting for me. Who knows? the final product may not live up to all this hype/.. i still havent tried the new 1.71 or whatever it is cos i usually play on anz7 and it hasnt been updated yet (cough) ... or has it?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 17 Jun 12, 9:48 pm

Sent in a request to have the servers updated, will most likely occur tomorrow.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 10:37 pm

Gamer87 wrote:
Drjft wrote:Scrub has no relevance in FPS games, imbecile.


scrub
A scrub is a now generalized term used as a synonym for a "noob" or "newb," which is someone who is bad at a video game or activity in general.
http://www.urbandictionary.com/define.php?term=scrub



How does one go about getting the latest ARMA2 beta patch?
When trying to download I get asked for a user and pass?


Go here: http://www.arma2.com/beta-patch.php.

Download 93285 for the latest, but most servers will kick you, so use 93701 in the interim.

Also, "scrub" was originally a fighting game term, so I refuse to recognise it's "insulting" result outside of fighting games.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 17 Jun 12, 10:43 pm

righto scrub
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 17 Jun 12, 10:45 pm

Gamer87 wrote:righto scrub


He's mad.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 18 Jun 12, 5:15 am

Drjft wrote:Critical thoughts of 1.7.1.

Rocket, you're a **** retarded **** for removing even the Makarov. Start, zombie, die, respawn, zombie, die.

What the **** am I meant to do when I pull aggro on zombies (that now seem to detect you with more ease)? I can't punch them. I can't run away from most of them (and yes, I know you can hide now, but they still run as fast as you).

Having no food is incredibly stupid. It's hard enough to find beans in stores than it is random towns etc. Really over this.


I find that stance highly hilarious considering how vocal you've been about casuals sullying the experience of YOUR game. Hot tip: if you read the patch notes you'd have noticed that zombies can now be hidden from, you can train every zombie from Chernogorsk out of town if you wish and simple run through a building, run out the back door, turn sharply and just stop... that lovely sound you hear is 400 zombies not knowing where you went (they mutter things now btw... creepy as ****). Zombies are detecting us more easily because they now actually look around, they're MUCH more likely to see you if you're in their line of sight and if you make sounds they actually look around now (go go broken bottles).

The only problem I've had with 1.7.1 so far is that some servers (im looking at YOU nz1-5) seem to have a broken battleeye version, it's the previous beta's install but the servers require the new beta version and just kick anyone who doesnt jigger with their versions (conveniently leaving those servers nearly empty)...

I think I sorta like the crazy zombies now, monkeys are INSANE but the line of sight dealio means mobs aren't too hard to get away from, especially at night, I've had mobs charge me due to weapon noise and just stop dead 10ft from me because they can't find me in the dark. I'm also not convinced that the "body hang" of 5 seconds is long enough, I drilled a guy today TWICE at 600 yards with a DMR (gut shot and under the arm) and he STILL managed to log out... I'm pretty sure his **** was dead as soon as he logged in but I really wanted his beans :(.

Standard m136 seems to be in the loot table now too, almost lost me my big coyote/DMR.


Monday morning farm is best farm :D, server was dark as hell and I got left alone all night, only person who came near me decided he wanted to be somewhere else after I let off 3 mags in his direction on auto haha.

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SkenZ » 18 Jun 12, 7:27 am

Its a shame it has to have to holo sight on it. Could have been a good weapon otherwise haha
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 18 Jun 12, 9:20 am

I think it was already overkill with how many automatic weapons and sniper rifles were floating around in DayZ, but now Rocket's gone and made it worse by spawning automatic weapons in civilian areas.

Rocket needs to take into account that most groups are just duping items and server hopping to collect insane amounts of weapons. TRB is an example of someone having more weapons then is necessary in a zombie apocalypse.

P.S: Still LMAO at Drjft who hasn't picked up on the basics of DayZ or ARMA2. So all you need is 8 bullets and a makaraov? You must be running from a massive horde of zombies then.... all 8 of them...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby SaNE » 18 Jun 12, 10:08 am

Freeborne wrote:TRB is an example of someone having more weapons then is necessary in a zombie apocalypse.

I think you'll find the consensus is that no amount of weapons is enough for a zombie apocalypse.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tallpoppy » 18 Jun 12, 10:12 am

especially since our group involves 6-8 people. and that was my camo svd :( i didn't even get to use that puppy in anger before it was reset.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 18 Jun 12, 10:27 am

Freeborne wrote:P.S: Still LMAO at Drjft who hasn't picked up on the basics of DayZ or ARMA2. So all you need is 8 bullets and a makaraov? You must be running from a massive horde of zombies then.... all 8 of them...


I never said I need the eight Makarov rounds and the weapon itself - I suggested it as a better alternative to removing everything bar a bandage and box of medicine.

If you're going to fabricate things, at least try and do it with a slither of truth, idiot.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 18 Jun 12, 12:31 pm

Drjft wrote:Rocket, you're a **** retarded **** for removing even the Makarov. Start, zombie, die, respawn, zombie, die.

Drjft wrote:Rocket wants to make it into a realistic apocalypse simulator, but the removal of the Makarov and food and/or water was simply a stupid design choice. Give me the Makarov and even one magazine.

Drjft wrote:I know which buildings have back exits, but if you pull aggro by a forest or some small town, you're absolutely without a doubt ****.

Drjft wrote:Give me the Makarov and even one magazine.


So, you're crying because you spawn and go near a zombie... that... sees you? AI HACKS!

You want food and water when you spawn..... even though you don't require either for about 30+ minutes. Is this so you can just run all the way north while avoiding all zombies and towns until you get to some safe camp or meet up with friends? *yawn* DayZ y u so hardz?

You're at a small town or forrest and aggro zombies so you run away. Okay, this makes sense, and is not different then pre 1.7.1. What baffles me, is how you forget to keep running after several minutes? Why don't you keep running until you hit a decent town/building with weapons? This should only be an issue at the start of the game anyway, so if you're truly as bad as I suspect, it makes sense you die a few times before you manage to kit up. If they make it too easy for you, imagine how boring it would be for everyone else. :2gunsfiring_v1:
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