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Author Topic: Day Z  (Read 221629 times)

MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #360 on: May 21, 2012, 05:52:49 pm »

So hows everyone doing?
I have the good Coyote backpack, full nav equipment, a G17, a ton of cooked meat, and a decent amount of every medical item.
Also, during my latest bandit hunting session I got a GPS and traded my AK-74 with a reflex sight for a M249 with iron sights (Still wondering if that was a good idea or not).
http://www.youtube.com/watch?v=H8ocviQ3ux0   8)

All I need now are NVGs and a Rangefinder.

When did I write that? Like an hour ago? I just misclicked "respawn" instead of "Video Options". No problem, right, I know exactly where my body is. *Connection with host lost*

Really, that just happened to me. Guys don't gloat you'll jinx yourself.
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Bdthemag

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Re: Day Z - A Zombie mod for Arma 2
« Reply #361 on: May 21, 2012, 07:36:26 pm »

Just bought Operation Arrowhead today, and once it's done downloading I'm planning on playing right away. Anyone wanna team up with me for some bean related shenanigans?
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MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #362 on: May 21, 2012, 10:04:29 pm »

Does anyone know how many internets a TeamSpeak 3 server takes up? I was thinking about hosting one for us, but I don't have the best internet (~2Mbps Down, ~.5Mbps Up).
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Quote from: Frumple
Flailing people to death with empty socks, though, that takes a lot of effort. Less so if the sock's made out of something interesting, but generally quite difficult.

kg333

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Re: Day Z - A Zombie mod for Arma 2
« Reply #363 on: May 21, 2012, 10:30:58 pm »

Does anyone know how many internets a TeamSpeak 3 server takes up? I was thinking about hosting one for us, but I don't have the best internet (~2Mbps Down, ~.5Mbps Up).

It depends on the number of users, but my experience and general internet opinion seems to be that you get somewhere in the 5-10 range on a home connection like that before things get too choppy.  Other than bandwidth, the requirements for TS3, Ventrilo, and Mumble are all pretty minimal.

KG
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MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #364 on: May 22, 2012, 12:54:23 am »


It depends on the number of users, but my experience and general internet opinion seems to be that you get somewhere in the 5-10 range on a home connection like that before things get too choppy.  Other than bandwidth, the requirements for TS3, Ventrilo, and Mumble are all pretty minimal.

KG

Thanks.

I set one up.
The IP is: 169.254.3.2
Password is the usual, spelled with "ves" (PM me if you don't know it)

Also, will normal internet activity (youtube, ect) interrupt the server much?
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Quote from: Frumple
Flailing people to death with empty socks, though, that takes a lot of effort. Less so if the sock's made out of something interesting, but generally quite difficult.

Johuotar

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Re: Day Z - A Zombie mod for Arma 2
« Reply #365 on: May 22, 2012, 12:57:09 am »

I heard this mods been so succesful that theyre going to put it into next Arma 2 patch?
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olemars

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Re: Day Z - A Zombie mod for Arma 2
« Reply #366 on: May 22, 2012, 03:27:15 am »

That's just a misunderstanding from an interview with the Bohemia CEO(?). What he said was that they would "accommodate" DayZ in the next patch, ie fix related engine bugs and shortcomings.

Edit: The interview in question: http://kotaku.com/5910279/pc-zombie-darling-causes-sale-explosion-arma-devs-happy-to-help
The misinterpretation: http://www.armaholic.com/page.php?id=16786

Fakeedit:
Spoiler: 1.5.8 Changelog (click to show/hide)
So your survivor can get cold and catch the flu (not the zombie plague) and need antibiotics, fireplaces need firewood, you can no longer drink seawater, winchester is less OP, and using global chat is probably (even more) dangerous now.
« Last Edit: May 22, 2012, 03:37:38 am by olemars »
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ThtblovesDF

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Re: Day Z - A Zombie mod for Arma 2
« Reply #367 on: May 22, 2012, 03:52:57 am »

Currently in the church near star sobor - novy or something like that. Had a epic run up north, me and 3 friends. Two of which where new, so we picked em up and pengu and me (well equiped) set out to the north, getting em there.

Once we meet up and exchanged gear, we already got ambushed (Me dieing), but the surivor that shot me did not see my buddys. He went to loot, got shot and our two newbs where over the corpse like vultures, picking it clean and then retreating into the forest again. While I made my way to my corpse, 3 other players had the same fate and so we took off to the north surprisingly well equipped.

It was a long journey and we had more then one hard spot, so mostly out of supplys, food and medicals, we arrived at the airport. We started looting it, with one player always providing overwatch... one of the newbs just couldn't stop agroing all the zeds withhin miles and so we had to waste more ammo then we found keeping him alive ( he died to that same shit, just keeps on shoting everything he sees and then bitching when he gets attacked). While the rest of us pulls back into the control tower to fight off the 30 or so zeds that remain, two bandits open fire from the firehouse, killing the other newb quickly, before I can cap the first one (the other got a bullet to the head when he checked on his friend, once again thinking they had taken care of all danger by killing one guy).

We packed what we had and got out of there, asap... down in stary sobor we found the biggest mob of zeds ever. We both already had up to 200 zombie kills and didn't think much of raiding the place anyway... sneaking in, throwing smoke nades to make the zeds move out of the way (seriously, like splitting a ocean at that point) and caping those we have to with the m9 silenced.... but he put his last bullet into the wrong zombie, who decided to ignore that he got shot in the head and just yell around instead... drawing easily up to 20 zeds... so we have to fire out main guns... and then the 20 turned to 80, my friend and i choose to just make a run for the church, but a single hit broke his bones and i saw him fall, covered in pure black bodys, I pumped two mags into the stack of zombies while avoiding those after me, but he was dead far to soon.

I made it to the church, while they mostly ate his body, killed 30-ish zeds (this is all at night btw) and then lured them off his corpse with another smoke, taking what he requested (over ventrilo) and went back into the church to call it a day and morn his loss.

I'll add B12 to my nick so if somehow some of us run into each other, we can have some fun.
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Johuotar

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Re: Day Z - A Zombie mod for Arma 2
« Reply #368 on: May 22, 2012, 04:53:14 am »

That's just a misunderstanding from an interview with the Bohemia CEO(?). What he said was that they would "accommodate" DayZ in the next patch, ie fix related engine bugs and shortcomings.

Edit: The interview in question: http://kotaku.com/5910279/pc-zombie-darling-causes-sale-explosion-arma-devs-happy-to-help
The misinterpretation: http://www.armaholic.com/page.php?id=16786

Oh that makes much more sense. Do you think they might work on the zombies running through buildings thing?
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kg333

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Re: Day Z - A Zombie mod for Arma 2
« Reply #369 on: May 22, 2012, 06:48:23 am »

Also, will normal internet activity (youtube, ect) interrupt the server much?

Shouldn't for the most part; most people's internet activity relies on download speeds, while the server will be mostly limited by upload speeds.  Uploading large files, like attachments to email, might cause problems if there's a lot of use on the TS3 server at the same time.

KG
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Johuotar

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Re: Day Z - A Zombie mod for Arma 2
« Reply #370 on: May 22, 2012, 01:23:53 pm »

Could not resist the mod and my long standing interest in the basegame. I just loved Operation Flashpoint. Can't wait to see what all the fuss is about.

EDIT: Interactive map I found quite neat. http://teamfackin.com/moocow/dayz/map/
« Last Edit: May 22, 2012, 02:12:21 pm by Johuotar »
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The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

PTTG??

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Re: Day Z - A Zombie mod for Arma 2
« Reply #371 on: May 22, 2012, 02:07:32 pm »

Bay12 needs a clever fortress setup. I'm thinking something on Skalisty Island. There are a few boats, just enough so that if we keep an eye open we should find some, but not so many that it would be easy to get one. Random wanderers would never bother us, and there are a few scattered houses on the island which should serve as decent loot spawns. They're all close together, so it should be easy to fence the zombies in.

To get fuel and supplies, we just go on raids to the mainland. By being organized, we'd easily be able to handle the riffraff and zombies of the cities well enough to loot them effectively.
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Tellemurius

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Re: Day Z - A Zombie mod for Arma 2
« Reply #372 on: May 22, 2012, 03:21:56 pm »

i will be able to get on tonight as i finished downloading the game, graphics card will be coming in on thursday!!!!

Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #373 on: May 22, 2012, 03:27:46 pm »

Bay12 needs a clever fortress setup. I'm thinking something on Skalisty Island. There are a few boats, just enough so that if we keep an eye open we should find some, but not so many that it would be easy to get one. Random wanderers would never bother us, and there are a few scattered houses on the island which should serve as decent loot spawns. They're all close together, so it should be easy to fence the zombies in.

To get fuel and supplies, we just go on raids to the mainland. By being organized, we'd easily be able to handle the riffraff and zombies of the cities well enough to loot them effectively.
What server, though?
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Bdthemag

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Re: Day Z - A Zombie mod for Arma 2
« Reply #374 on: May 22, 2012, 03:36:01 pm »

If anyone's up for teaming up anytime soon, I'd be game to play whenever.

Also the fortress idea sounds good, but the best place to go would probably go is Devil's Castle. It's pretty far north, and is relatively peaceful. Although bandits do regular that spot on some servers.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.
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