DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spynoob » 26 Jul 12, 11:06 am

yeah, found me a victim a character back, seen something moving off in the distance, pulled out my rifle, i seen him. moved about 400m closer still hidden in the trees. as i popped him in the head.

come back to his body 10 minutes later to grab the ak off it, and it's been replaced, i find 3 guys shooting at me missing horrible after i book it away from them and log out

also found my tent >:D
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 26 Jul 12, 11:25 am

Yeah I've been pretty lucky in regards to coming across other players, mainly due to avoiding heavily populated servers.

It might be a different story on Friday night as there is going to be a group of about 8 of us, so I might see if the guys are keen to hit up a bit more of a populated server, and go hunting >D
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 26 Jul 12, 11:55 am

cdkit3 wrote:Bere is definitely nice, it is big enough that you should be able to avoid people, with enough loot spawns to make it worth going there. The airfield to the north of it however I would not recommend going near. It seems to have an extremely high volume of foot traffic for somewhere which doesn't really spawn a great deal of stuff.



One of the great things about this game is the differences in experiences that players have, I've spent HOURS some nights observing that place without a single person showing up.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 26 Jul 12, 1:10 pm

Nekosan wrote:
cdkit3 wrote:Bere is definitely nice, it is big enough that you should be able to avoid people, with enough loot spawns to make it worth going there. The airfield to the north of it however I would not recommend going near. It seems to have an extremely high volume of foot traffic for somewhere which doesn't really spawn a great deal of stuff.



One of the great things about this game is the differences in experiences that players have, I've spent HOURS some nights observing that place without a single person showing up.


Definitely agree, I mean I've only been up there a few times, and every time there has been 2-3 people come through it. It is made even more interesting when you consider I only play on low population servers, and out for the ~10 people on at a time my group makes up 4-6 of them.

Other areas I've been where people have said is aways crazy busy like Stary, Cherno and Elektro, are always dead quiet when I'm there. NWAF however is probably where I have ran into most of the players I have come across however (which isn't unexpected).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 26 Jul 12, 1:44 pm

oriXon wrote:Zombieland Rule 32 - Enjoy the little things.

This. Singing Kum-by-ah while sitting down around a campfire somewhere in the deep, heavily-wooded north-west is an experience that should be enjoyed by all. Helps if there's some meat on the barbie too.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 26 Jul 12, 1:48 pm

Found a golden revolver.
Wut?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 26 Jul 12, 2:10 pm

Hacker weapon.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby diamondd » 26 Jul 12, 3:08 pm

just spent an hour looking for a weapon after respawning and eventually came across a downed helicopter. Went in unarmed, picked up an FAL, iced all the zombie pilots then switched the FAL for an M107... ohhh yeah.

on a side note though, any tips on:
a) finding weapons
b) not agro'ing zombies
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 26 Jul 12, 3:19 pm

diamondd wrote:just spent an hour looking for a weapon after respawning and eventually came across a downed helicopter. Went in unarmed, picked up an FAL, iced all the zombie pilots then switched the FAL for an M107... ohhh yeah.

on a side note though, any tips on:
a) finding weapons
b) not agro'ing zombies


a) Deer stands/Residential/Farm (dependent on the type of weapon, if you just want a gun, residential should suffice for Mak/1911/revolver)

b) Night servers - Crouch walk, stick to grassed areas. Day servers - third person prone (walk speed). Third person so you can see through grass etc still. If you agro, try and run around corners/trhough buildings/forests.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 26 Jul 12, 3:44 pm

diamondd wrote:on a side note though, any tips on:
a) finding weapons
b) not agro'ing zombies


A) If you spawn on the south-west coast, head towards Kamenkha and then north to the deer stands along the roads, Pavlovo then the various medium-high value barns. Guaranteed to find something like a Makarov/Lee Enfield/Remington. Once you're feeling brave, head to Zelenogorsk (Shops), Pustoshka (Shops) or Starry Sobor (Shops/Military). If you're on the east-coast, head to Three Valleys and head West/North West or take a chance and head North along the coast to Berezino/North East Airfield.

B) During the day it's impossible not to aggro at least one zombie due to random chance of long-range sight detection. They work on line of site, so if they are looking in your direction/walking in your direction, you need to be *very* wary of how visible you are. Stay low, stick to trees/bushes and try to stay out of line of sight. Stay put and wait a minute or two if you have to.

At night it's a piece of piss, you can crouch-run past a zombie @ 5-10 meters and not aggro them. Just remember day or night aside, if you make any loud noises like a gunshot or explosion, you'll get zombies very quickly. Avoid running across a paved/concrete surface near a zombie, as the sound difference is huge (can go from no sound to 3-4 bars).

And avoid walking around with a flashlight out at night. You literally show up as a flashing beacon with the brightness of 10 suns.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby diamondd » 26 Jul 12, 3:49 pm

awesome, thanks. Getting far too frustrated constantly finding drops full of ammo and soda cans with no damn weapons lol.

hopefully I can hang onto this sniper rifle for a while... its pretty awesome. Need to find a sidearm though because I imagine the rounds for the M107 would be hard to come by.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 26 Jul 12, 4:01 pm

Clontarf[X] wrote:Hacker weapon.

Haha, really? Odd, I found it on the floor with a few clips of ammo in Balota airfield radio tower. I didn't have it for long anyway, died shortly after.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 26 Jul 12, 4:46 pm

So is it just me.. or when I try to find servers, there are none? Got no filter set, and no servers are showing at all.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nemesis_22 » 26 Jul 12, 5:28 pm

No, me too. They are there - I joined a server I had favourited no problem, but - they don't show up, in DayZ commander, in Six Updater, or the in game browser.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 26 Jul 12, 5:30 pm

Ok great, so at least it's not me! I've also noticed the performance of ARMA 2 itself has gone to ****, changing from LAN to Internet results in the server browser takes about 60 seconds.. I updated my beta file, nothing, am currently validating the steam cache, but I'm wondering whether Steam has updated me to 1.62 yet or not.. is there a way to tell?
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