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Author Topic: Day Z  (Read 221519 times)

Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #240 on: May 05, 2012, 05:12:17 am »

Oh.....wow.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #241 on: May 05, 2012, 08:27:50 am »

I've honestly never been "spawnkilled." Killed somewhat soon after spawning, yes. Met someone in the first 5 minutes of playing, shot zombies together, and was promptly shot in the back of the head over some bandages I found, yes, but I've never encountered anyone who just camps a spawn point. Even if someone did spawn kill me, there are several spawn points, and it's unlikely they're all camped at once. Even so, you don't lose anything except a few minutes of your time if you die right after spawning.

It is a tough game, people will be assholes, but unless they're actively cheating, or working together as a large group of assholes(does happen), it's nothing that's going to ruin the game. Even still, if one server is ruined for a bit, just move to a different one for a while or take a break.

Also, learn to play at night. There are substantial benefits to it if you can figure out how to deal with it.
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #242 on: May 05, 2012, 01:13:12 pm »

Losing is fun.

If you get killed near the area where you spawned, realize that a majority of the more dying prone players and newer characters will also have spawned near you. Always expect that there's someone nearby when you spawn on the coast. Always consider the fact that there is someone attempting to follow you as you sprint from the coast.

I love the paranoia in the game. Reminds me of HATEMOO a bit too, in that you can become the biggest badass on the block and still be killable, still lose everything.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
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Thendash

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Re: Day Z - A Zombie mod for Arma 2
« Reply #243 on: May 05, 2012, 01:54:06 pm »

This is a post by the creator of the mod, Rocket. I think it illustrates quite clearly his views of pking.
Quote from: Rocket
Just because I did not script rules, doesn't stop anyone from making their own in game.

Are people so used to games shoving rules, tasks, stories down their throats that they can't handle it when something doesn't? Or would you like a world where the players actually get to do this? Not a structured and controlled environment that is "dressed up" as post-apocalyptic?

I hear what everyone is saying, and yes - its cruel and unsporting when you get killed 10 seconds into the game. But that's what this is, it is brutal, it is cruel. This is not fair. Maybe you will hate this game. Maybe you already do. It is an unforgiving environment with no structure. It is up to you to decide what to do next.

I would rather let the project die (and maybe it will, I accept that) than take over the role of establishing rules and punishments and structure. Instead I am going to work on the world's framework. It is up to the inhabitants of that world, you guys, to decide what kind of world you want it to be.

Is this actually possible? Fuck knows. But I really want to find out, and I've got nothing at all to loose. And to be honest, neither have you because you haven't paid me a cent and I haven't been paid a single cent for any of this.

So here's the challenge - just take a moment and think about what you are asking me for, with alot of these requests. Balancing, structure, rules, protection. These are what the game industry has shoved in your face for the last twenty years. Even the game industry itself can't escape it. EVE-Online tried briefly but caved in. Why? Money. They needed subscribers.

I don't.

This is going all the way, to whatever end that is.

I think what he's planning is that humanity drops as you kill humans, but doing good things raises it. If you kill a bandit you won't lose humanity or maybe not as much. This can still be gamed a little but really it's simple, don't trust humans. It's the post apocalyptic world, everyone needs resources to live so if you have some then you're a target. Always assume the worst intentions, never stick around with people that are "friendly" for too long because they could turn on you at any moment.
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This game could honestly give out hand jobs for free and people would still bitch.

Descan

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Re: Day Z - A Zombie mod for Arma 2
« Reply #244 on: May 05, 2012, 03:19:47 pm »

Heh, Astral posted that. That's what started the conversation. :P
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Nelia Hawk

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Re: Day Z - A Zombie mod for Arma 2
« Reply #245 on: May 05, 2012, 06:21:53 pm »

http://de.twitch.tv/peanutcheese

think one of the developers is atm talking about the mod in that stream.... like... right now. thought i quickly throw it in here.
(if you see this late its probably recorded in the videos when you scroll down)


Edit:
well looks like i found it late and it is offline now... it will probably popup in the recorded videos below later.
« Last Edit: May 05, 2012, 06:41:12 pm by Nelia Hawk »
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #246 on: May 05, 2012, 06:30:34 pm »

Yeah, sounds like rocket is in here.

Edit: Caught the tail end of the stream, but I liked how he said something to the effect of "generators are easy to code, and they should make it in very soon." Lighting up Chernarus will be fun.
« Last Edit: May 05, 2012, 06:51:07 pm by Astral »
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Ghazkull

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Re: Day Z - A Zombie mod for Arma 2
« Reply #247 on: May 05, 2012, 06:54:15 pm »

hrmm i actually like the no rules setting, and although i usually like to play evil characters were i can, i chose to play the good samaritan in this game, its quite fun how many people remember the guy who offered a warm place at a fire with free steak, bandages, drinks and doesnt try to stab you in hte back as soon as you turn around. Although i have to say that at that moment my inventory was overflowing with food,drinks,bandages and Makarov ammo...
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #248 on: May 05, 2012, 06:59:35 pm »

http://picacid.com/arma2/loot_en.html

Apparently there is a loot cheat sheet that is fully comprehensive and seems to be updated whenever new versions come out. Plus, rocket approves.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #249 on: May 05, 2012, 10:24:49 pm »

Man, I love this game. After about two days of surviving (playing about 1-4 hours each day, if that) I ran into the Northwest Airfield and found something that made me cream my jeans: A LMG with 100 rounds per magazine. It also appeared to be extremely accurate, so long as you used the red dot. Hoping to find more, I go to the other barracks and find... another player. Who immediately begins firing at me, taking me out before I can run, with one shot making me pass out and finally a second one ending my suffering. Losing is Fun.

Afterwards, I respawn in Electro, and decide to screw stealth and see how many zombies I can drag behind me before I run into one of the many open buildings there. I find that, at the bank (I think it was a bank, somewhere north of the hospital) a player with an Enfield decided to cover me as I sprint through the streets of Electro, around 20 zombies in tow. After finishing them off, we both head our separate ways. I slowly make my way back to the NW airfield, having increased my sense of direction in my many deaths. After making it to Stary Sobor, I find two players running around killing any zombies; not wanting to take any chances, I decide to avoid them. After losing my sense of direction, I finally made it back to the airfield, but not in time to get whoever killed me and get my stuff back. I did, however, find another G17 and an AKM with 3 magazines. Only after slaughtering around 50 zombies, though. Dragging them to the barracks and hoping they don't decide to wall hack my ass off, I could easily kill them with the Winchester I had before finding the AKM, without having to waste lots of time sneaking or having someone take potshots at me again.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #250 on: May 05, 2012, 11:07:21 pm »

Astral, your avatar is freaking me out D:
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #251 on: May 05, 2012, 11:13:42 pm »

That which holds an image of a zombie becomes a zombie... or something like that.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #252 on: May 05, 2012, 11:28:34 pm »

I hate that episode soooo much....
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Heliman

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Re: Day Z - A Zombie mod for Arma 2
« Reply #253 on: May 05, 2012, 11:36:59 pm »

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Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #254 on: May 05, 2012, 11:37:38 pm »

DAMMIT. My computer's speakers just broke.
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