DayZ. Zombie survival mod for Arma2: CO

Braaaaaiiiinnnnnssssss

Moderator: ArmA Admins

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 24 Jun 12, 9:26 pm

Disco LT wrote:Also anyone playing with Anon needs to be careful.. **** pushed me off a staircase and I cracked my head open, almost died :D It was hilarious.

Hahaha, I actually had no idea what happened, then turned to see you sprawled across the stairs with blood gushing from you. Lucky we didn't use those blood bags earlier or we might have been in a bit of trouble. :wink:
Steam: Shpleboy
Minecraft: LogicalHero
Battlefield 3: LogicalHero
Has a significantly better avatar than lee.
Anon. E. Moose

User avatar
Story Teller
 
Offline
Posts: 1721
Joined: 5 Oct 10, 12:40 pm
Location: ACT

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 25 Jun 12, 12:06 am

I don't think I would advise that new players head inland tbh, the harsh reality of the coast is the best place to learn the basics and any newbie who goes inland is only going to get lost/wander without finding any buildings he/she can loot.
Nekosan

User avatar
Offline? What's 'offline'?
 
Offline
Posts: 3383
Joined: 3 Jan 06, 6:23 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 25 Jun 12, 5:18 am

Step 0 was learning the basics of arma 2.
navigating is easy if you have a modicum of directional sense.
TRB

Story Teller
 
Offline
Posts: 1518
Joined: 13 Apr 04, 6:29 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 25 Jun 12, 9:32 am

Which is why the compass is undoubtedly the most important tool in the game.
Having a map open in a browser is almost a necessity, but after a few hours of navigation and using the map you start to learn the area pretty quickly and can get your bearings quite easy with the smallest of details on the map. It's the biggest hurdle in the game imo, and once you develop the skills to get over that hurdle, everything else starts to come naturally.
Steam: Shpleboy
Minecraft: LogicalHero
Battlefield 3: LogicalHero
Has a significantly better avatar than lee.
Anon. E. Moose

User avatar
Story Teller
 
Offline
Posts: 1721
Joined: 5 Oct 10, 12:40 pm
Location: ACT

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 25 Jun 12, 12:14 pm

TRB wrote:Step 0 was learning the basics of arma 2.
navigating is easy if you have a modicum of directional sense.


Until it rains. I've gone coast to NW/Starry twenty times or so without a compass and it's a piece of piss.

But when it rained, I ended up West off the map and had to respawn.

I'd suggest everyone head to Cherno/Elektro so you get a taste of PVP as well as looting all the buildings.
Scarecrow

Padawan
 
Offline
Posts: 243
Joined: 21 May 12, 1:46 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 25 Jun 12, 12:38 pm

Scarecrow wrote:
TRB wrote:Step 0 was learning the basics of arma 2.
navigating is easy if you have a modicum of directional sense.


Until it rains. I've gone coast to NW/Starry twenty times or so without a compass and it's a piece of piss.

But when it rained, I ended up West off the map and had to respawn.

I'd suggest everyone head to Cherno/Elektro so you get a taste of PVP as well as looting all the buildings.



It's also just the easiest way to get gear (unless you're horribly **** or just blunder into town), head straight north and you're limited to fewer stores and no apartments, if you want a map/compass etc then (in the north) you're entirely better off just jacking someone than trying to find them yourself.

I don't really get the problem so many people have with the coast, sure I was on a server over the weekend where i went through all of cherno/electro and couldn't find a single weapon or decent item but that was only because the server hadn't restarted in a LONG time. Easier to do your base farming and exploring in a less populated server anyway.
Nekosan

User avatar
Offline? What's 'offline'?
 
Offline
Posts: 3383
Joined: 3 Jan 06, 6:23 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Goshawk » 25 Jun 12, 12:40 pm

Does poor Berezino ever get any love?
Goshawk

User avatar
1337 p0st3r
 
Online
Posts: 1157
Joined: 8 Jul 07, 11:23 pm
Location: Canberra

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 25 Jun 12, 12:50 pm

Goshawk wrote:Does poor Berezino ever get any love?


Best town in the game
Has everything :D
Ball0fire

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2165
Joined: 27 Apr 05, 6:25 pm
Location: rockhampton . QLD

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 25 Jun 12, 1:50 pm

Can't wait to play some more..need to get some 7.62 ammo >.<
Image
Disco LT

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2766
Joined: 10 May 11, 6:40 pm
Location: New South Wales

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 25 Jun 12, 2:58 pm

Nekosan wrote:It's also just the easiest way to get gear (unless you're horribly **** or just blunder into town), head straight north and you're limited to fewer stores and no apartments, if you want a map/compass etc then (in the north) you're entirely better off just jacking someone than trying to find them yourself.

I don't really get the problem so many people have with the coast, sure I was on a server over the weekend where i went through all of cherno/electro and couldn't find a single weapon or decent item but that was only because the server hadn't restarted in a LONG time. Easier to do your base farming and exploring in a less populated server anyway.



Wrong.
Loads of towns are easier to gear up in.
look at Zlenogorsk as an example.
It has a supermarket right on the edge of town, easy to get in and out of as well as a barn up the hill and industrial complex down the hill.

look at Vybor, super market, office block and 4x 2 storey red bricks to loot and most of the time the zombies don't come into the middle of town.

look at berezino, has everything including hospital and military camp.

Look around Bor, several enterable buildings in Bor itself and 3 deer stands nearby all very close.

http://dayz.alayton.net/

You'll clearly see there are way better places to be then on the south coast.

Of course you might just be trying to lure people into your field of view for some sniping action ;)
TRB

Story Teller
 
Offline
Posts: 1518
Joined: 13 Apr 04, 6:29 pm

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 25 Jun 12, 9:40 pm

TRB wrote:You'll clearly see there are way better places to be then on the south coast.

Of course you might just be trying to lure people into your field of view for some sniping action ;)


Are you honestly suggesting that noobs (the majority of whom spawn around the 2 main towns) should run up to Berezino to find a weapon? 9/10 times you can walk into the Balota airfield singing christmas carols and nobody will notice. I'd rather get to Berezino or NW with an ak/m16 than with a flashlight... despite the larger population in the southern areas the skill and weapons level is going to be lower.

A noob is probably going to last about 3 seconds in Berezino on any populated server, and they're not going to be able to find any of the inland towns until they're acquainted with the map/game world. The fact is that running north is a waste of time for a new player, they want to be in a populated area and learning mechanics etc for 30 minutes rather than spending 30 minutes running and 5 minutes learning before they die and have to run back north again.
Nekosan

User avatar
Offline? What's 'offline'?
 
Offline
Posts: 3383
Joined: 3 Jan 06, 6:23 pm

DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 25 Jun 12, 10:50 pm

Anon threw himself off some rubble tonight and broke everything, and in my rush to get medical aid I alerted about 30 zombies to our presence...

I ran like a mofo and took out a few, they got Anon tho :(
Image
Disco LT

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2766
Joined: 10 May 11, 6:40 pm
Location: New South Wales

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 25 Jun 12, 11:14 pm

Disco LT wrote:Anon threw himself off some rubble tonight and broke everything, and in my rush to get medical aid I alerted about 30 zombies to our presence...

I ran like a mofo and took out a few, they got Anon tho :(


Your antics are beginning to sound like a wasteland zombie sitcom :P
Matty

User avatar
Never goes to sleep
 
Offline
Posts: 4094
Joined: 26 Aug 10, 12:23 pm
Location: Adelaide

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 26 Jun 12, 9:18 am

We were trying to enter a building that had rubble blocking some of the door, I tried to walk over the rubble but instantly went into shock, broke my leg and started bleeding profusely. We had plenty of bandages so I was able to stop the bleeding, but no morphine injectors. On our way to check the nearby fire station for injectors no more than 50m away, Disco accidentally alerted a zed, shooting it dead but also alerting every other zed in the area, 30+ rushed us.
Because I had a broken leg they swarmed me but Disco was able to make it to a nearby tree line.
I managed to take down 15 of the buggers before dying so my death wasn't completely in vain. :lol:
Steam: Shpleboy
Minecraft: LogicalHero
Battlefield 3: LogicalHero
Has a significantly better avatar than lee.
Anon. E. Moose

User avatar
Story Teller
 
Offline
Posts: 1721
Joined: 5 Oct 10, 12:40 pm
Location: ACT

Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 26 Jun 12, 9:50 am

Anon was going to try to crawl his broken **** over to the firestation :lol:

I'm going to try and recon the airfield some more tonight after work, hopefully Anon will be able to get back and then you can join us Matty after your exam :D

Working 1400-2200 tonight tho so wont be on til late ish :(
Image
Disco LT

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2766
Joined: 10 May 11, 6:40 pm
Location: New South Wales

PreviousNext

Return to DayZ

Who is online

Users browsing this forum: No registered users and 1 guest

x

#{title}

#{text}