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Author Topic: Day Z  (Read 221598 times)

Chaosgabe

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Re: Day Z - A Zombie mod for Arma 2
« Reply #315 on: May 15, 2012, 04:56:30 pm »

, but I would be interested in donating to one.

Same here.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #316 on: May 15, 2012, 09:08:30 pm »

To be fair, I doubt the developers originally expected it to be left up 24/7 as a persistant world with 50+ player slots open and generally pretty full.
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olemars

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Re: Day Z - A Zombie mod for Arma 2
« Reply #317 on: May 16, 2012, 06:21:42 am »

Good interview with the creator about where he intends to go with this mod.

And here's some nightmare fuel.
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alway

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Re: Day Z - A Zombie mod for Arma 2
« Reply #318 on: May 16, 2012, 06:27:50 am »

Had a rather tense encounter with a bandit in cherno. I had managed to sneak my way past all the zombies into the city yesterday, finding quite good loot in pretty much every building I entered. So, with my newly acquired Alice pack and Winchester, I continued through the city; just sprinting from building to building, as I had been shot at yesterday in cherno.

The dead man out front of the building should have been a clue as to its occupant... Another player, this one with a bandit skin, inside the building with a shotgun. Luckily for me, he was facing away from the door. Drew a bead on him with my shotgun, at which point he, having heard me sprinting in, turned to face me with his shotgun. Then, both of us sidestepping while keeping aimed, passed one another; he went out the door, I went deeper into the building.

And tomorrow, I shall attempt an escape from the hellhole which is cherno.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #319 on: May 16, 2012, 08:57:47 am »

Enjoy Cherno. As long as people keep going there, it'll keep the bandits focused in one location.
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alway

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Re: Day Z - A Zombie mod for Arma 2
« Reply #320 on: May 16, 2012, 09:05:35 am »

Enjoy Cherno. As long as people keep going there, it'll keep the bandits focused in one location.
As much of a terrible deathtrap as it is, the loot spawns are amazing.
First building: "oh, here, have your choice of nice, big packs! Don't forget your compass on the way out!"
Second building, just across the street: "Oh, here, have a Winchester and pick your choice of one of these two handguns; also, have 6 clips of ammo for them all."

The place is a pvp deathtrap for a reason. :P
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #321 on: May 16, 2012, 09:34:30 am »

I'll waste my time running between half a dozen small towns to find the same stuff before I head into Cherno. Only thing that might get me in there is medical supplies, but part of me feels that it's likely to be a net loss, even if I can find anything worthwhile.
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Tnx

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Re: Day Z - A Zombie mod for Arma 2
« Reply #322 on: May 17, 2012, 11:42:17 am »

To those who want to try this mod out but do not have the game.  Amazon is having a sale on it for 15 dollars!

http://www.amazon.com/Arma-2-Combined-Operations-Pc/dp/B003JZNDN4

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PTTG??

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Re: Day Z - A Zombie mod for Arma 2
« Reply #323 on: May 17, 2012, 12:50:37 pm »

I finally was able to play the other day. I found myself on a beach. Knowing what the map looked like and having a vague plan of getting to a small town on the western side of the map, I headed along the beach to the west, towards the setting sun.

After only a short while, I found a major town. I'm almost certain it was Chernogorsk. I started winding my way into the city, but shortly found far too many zombies and no loot. I crept south until I reached the coast again and stuck to the docks. After a little while, I saw one zombie, which I foolishly shot.

Soon there were a dozen zeds screaming at me from the pavement a few feet away from my safety on the docks. I eventually put them down one by one, but by the end I had only half a clip left.

I dug through the zombie corpses to find what salvageable material I could. I found a single Markov magazine, two empty tin cans, and an empty bottle of whiskey. Feeling hoboish, I took everything and started creeping out of town.

By this time, it was fully night. I had to start throwing flares to see my way around. I kept heading west, jogging once I was away from the city and hoping I wouldn't be spotted by anything. Several times, I would hear terrible screams and I'd be forced to sprint blindly until I felt safe. At one point, I stepped over a fence into what I thought was a safe area, but found myself surrounded by zombies. I panic-fired and didn't even take down one, exhausting my last clip. I accidentally ate my last can of beans in the melee, don't ask me how. I finally started running and finally managed to charge across a shallow bay, disrupting the zombies behind me.

I wandered along the coast for a little more, finally feeling I was far enough from civilization to be safe from zombies. However, there must have been a few houses nearby, because I was soon ambushed by a zombie. However, I was saved by a wrecked boat resting just of the coast. I ran out until the water was up to my knees, and jumped in. the zombie followed and waited patiently as I tried to start up the boat, but it was in totally nonoperational condition, and out of fuel to boot. After trying everything I could to get it moving, and being totally out of ammo, I broadcast to the world my find and how to get to it (jog west from chernogorsk until you cross a bay) and threw my last three flares out to the coast, to see if that would distract the zombie.

No dice. I leapt out of the boat and started running through the surf. The zombie ran faster.

My next goal is to head to Devil's Castle and decide if it's a safe place to camp out.
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PTTG??

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Re: Day Z - A Zombie mod for Arma 2
« Reply #324 on: May 18, 2012, 12:14:17 am »

Has anyone found any bikes? With fuel being an issue, you'd think bikes would be essential for survivors and something that's pretty common to find in semi-working condition.
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ThtblovesDF

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Re: Day Z - A Zombie mod for Arma 2
« Reply #325 on: May 18, 2012, 04:06:10 am »

I was just at devils castle on my most successful char so far, its loaded with loot (two towers hold 5-ish military drops). Winchester has been a blessing all the way - sadly I found out you can't use flashlights + weapon, only either one... and when you run, you still see nothing. Night is scary :I

Overall it takes a few deaths to learn how close you can get to a zombie while crouch-walking and once you have that down, you can move in and out of infected villages alright, but thats only recommended when clearing the area is not a option. Barns and hunting stands are the go to place at start and overall far saver then anything else.

The game tends to create this great moment, like you are exploring a village with zombies and a guy drives past in a UAZ, roaring engine, zombies come out from every hole to run after him and you just throw yourself down and hope the stampede ignores you - then loot the houses before the Zeds come back, quick quick. Also the choices the  game forces you to make (give up winchester with 7 shots for crossbow with 2 shots? - Extra flares or food? Help the survivor or leave him be to not draw attention from the zeds on his tail?)


Btw, all bandits will claim they became bandits out of self defense and they are all full of crap "HE TOTALLY WANTED TO SHOT ME" (did he ever fire at you?) "NOPE" - have no mercy, murder them on sight, those who have fallen to them before you will thank you.
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Xune

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Re: Day Z - A Zombie mod for Arma 2
« Reply #326 on: May 18, 2012, 04:44:42 am »

I understand the sentiment there but it's only going to take two or three bandit kills before you get the bandit skin and become KOS too, no?
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Mungrul

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Re: Day Z - A Zombie mod for Arma 2
« Reply #327 on: May 18, 2012, 06:06:32 am »

Nah, you don't lose humanity for killing bandits, you in fact gain it.
To be honest, I just run into the wilderness as far north as possible as soon as possible, occasionally raiding towns to get Winchester ammo, but now I have several canteens, a hunting knife, matches and a map and compass, I'm pretty self-sufficient. I got down to 2-3,000 blood earlier today, but through hunting I'm now back up to 12,000 blood. I currently have something like 260 zed kills. Not the best, but none to shabby either, and most importantly, I still have my humanity :)
I've found the secret to success is to stick with the Makarov and go for zed headshots; it's reasonably quiet and there's more ammo for the Makarov than any other weapon in th game, and my rifle is a Winchester with slug ammo, again, because it's pretty quiet and ammo is plentiful. Plus slugs take Zeds down in one shot.
Ignore the temptation to go for high-tech kit and you'll survive a lot longer ;)
Remember, M16s and AKs are all very well and good, but where you gonna find ammo easily and reliably?
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ThtblovesDF

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Re: Day Z - A Zombie mod for Arma 2
« Reply #328 on: May 18, 2012, 08:57:20 am »

It's a delightful game of choices and the eco system created by players and there choices (god, I love a guy with a m16 that just shots around in a city, keeps all the zeds and other players busy). Just find what you are good at and what you enjoy~
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Knight of Fools

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Re: Day Z - A Zombie mod for Arma 2
« Reply #329 on: May 18, 2012, 09:13:54 am »

To those who want to try this mod out but do not have the game.  Amazon is having a sale on it for 15 dollars!

http://www.amazon.com/Arma-2-Combined-Operations-Pc/dp/B003JZNDN4

Wait, wait wait wait wait wait wait wait

That's the base sale price for that bundle on Steam. It's not a deal at all, just Amazon pretending that it's a deal.

Wait a while, and it'll go on a real sale on Steam some time.
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