Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 31 32 [33] 34 35 ... 58

Author Topic: Day Z  (Read 221611 times)

AussieGuy

  • Bay Watcher
  • [Australian]
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #480 on: June 15, 2012, 04:54:01 am »

After some fiddling around I managed to download, install and play DayZ this morning. I kind of thought it looked a bit boring but I thought it was worth a shot, since I already had Combined Arms.

It was awesome. I was soloing for 20~ minutes, which was basically me getting chased by zombies and accidentally dropping important items on the ground. I eventually met up with another survivor, and we banded together for a while. This was until the server unfourtantly got hacked and made the game unplayable.
Logged

Cheese

  • Bay Watcher
  • 99% Dairy
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #481 on: June 15, 2012, 05:37:05 am »

Quote
* [NEW] You can hide from an infected chasing you

Nice, It's always annoyed me how you can't escape zombies any other way than running away from their spawn and shooting the chasers.
Logged

fenrif

  • Bay Watcher
  • Dare to be stupid.
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #482 on: June 15, 2012, 07:25:04 am »

I hope that you can hide in bushes and things that arent just walls.
Logged

Cheese

  • Bay Watcher
  • 99% Dairy
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #483 on: June 15, 2012, 08:55:38 am »

How common are NATO weapons in the barracks? I've just hiked across Chernarus and checked both of them, never found anything better than my AK74 Kobra, just makarov magazines, chemlights, a winchester and other bits and bobs. I'm kind of miffed, I thought they almost guaranteed to provide decent equipment and I was pooping myself about being picked off by a sniper.
Logged

The Mechanical Man

  • Bay Watcher
  • Brian Steelhelm the Disciplined
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #484 on: June 17, 2012, 06:41:36 am »

1.7.1 is now out.


Full changelog:
Spoiler (click to show/hide)


The real question- should I go out in a blaze of glory and purposefully kill my awesome character just to start a new guy for this update?


How common are NATO weapons in the barracks? I've just hiked across Chernarus and checked both of them, never found anything better than my AK74 Kobra, just makarov magazines, chemlights, a winchester and other bits and bobs. I'm kind of miffed, I thought they almost guaranteed to provide decent equipment and I was pooping myself about being picked off by a sniper.

I think the good NATO weapons are very rare. I can't really say much about the spawn rates in barracks, but try checking military tents instead. You might have better luck there, although you won't be finding any suppressed weapons.
« Last Edit: June 17, 2012, 06:44:49 am by The Mechanical Man »
Logged
Quote from: XxoriginxX
The upside is that I have meat stores at around 1200 units now. And the bones... oh, the sweet, sweet bones...

fenrif

  • Bay Watcher
  • Dare to be stupid.
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #485 on: June 17, 2012, 06:52:47 am »

I really don't understand what the point of this update is. It's really contradictory. On one hand it's got the "now you spawn with nothing usefull" which seems half assed, why not just spawn with absolutely nothing at all. No gun, food, water basically makes the start of the game cripplingly hard, and any newbies spawning on the beach are completely defenseless from bandits roaming around and killing them. You have absolutely no way of defending yourself. How this is good game design is beyond me entirely.

And the magical psychic telepethy of looking at someone and knowing their morality just completely flys in the face of this being a simulation, or in any way realistic. It's a very obvious "video gamey" thing that provides people with information that they don't really need to the ultimate purpose of removing one of the major sources of tension that makes this game great.

Rocket seems dead set on taking this game in a horribly unfun, punishing direction in the name of 'realism' while adding in just enough completely unreal gameplay mechanics to destroy the whole point. I'm honestly completely confused.


Logged

The Mechanical Man

  • Bay Watcher
  • Brian Steelhelm the Disciplined
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #486 on: June 17, 2012, 07:23:01 am »

I really don't understand what the point of this update is. It's really contradictory. On one hand it's got the "now you spawn with nothing usefull" which seems half assed, why not just spawn with absolutely nothing at all. No gun, food, water basically makes the start of the game cripplingly hard, and any newbies spawning on the beach are completely defenseless from bandits roaming around and killing them. You have absolutely no way of defending yourself. How this is good game design is beyond me entirely.

And the magical psychic telepethy of looking at someone and knowing their morality just completely flys in the face of this being a simulation, or in any way realistic. It's a very obvious "video gamey" thing that provides people with information that they don't really need to the ultimate purpose of removing one of the major sources of tension that makes this game great.

Rocket seems dead set on taking this game in a horribly unfun, punishing direction in the name of 'realism' while adding in just enough completely unreal gameplay mechanics to destroy the whole point. I'm honestly completely confused.

Yeah, I don't really understand some of the changes. Do keep in mind though, it is in Alpha. He could just be trying out stuff to see how it works. If it doesn't work well he'll probably remove it in the next update. Or not, who knows... But it would have been better if he had just reduced the amount of ammo you start out with rather than remove the starting gun entirely.

I can't have a good opinion until I play the new update, but from what I gather the zombies are actually too powerful now and have eagle eye vision. Although I've also heard the zombie and loot spawn rates are bugged and that they will be fixed within a day or two. I'm still reading threads on the forums to get a clearer view about how this update changes the game. Some people seem to love the new additions and others hate them.
Logged
Quote from: XxoriginxX
The upside is that I have meat stores at around 1200 units now. And the bones... oh, the sweet, sweet bones...

fenrif

  • Bay Watcher
  • Dare to be stupid.
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #487 on: June 17, 2012, 07:33:11 am »

Yeah, I don't really understand some of the changes. Do keep in mind though, it is in Alpha. He could just be trying out stuff to see how it works. If it doesn't work well he'll probably remove it in the next update. Or not, who knows... But it would have been better if he had just reduced the amount of ammo you start out with rather than remove the starting gun entirely.

I can't have a good opinion until I play the new update, but from what I gather the zombies are actually too powerful now and have eagle eye vision. Although I've also heard the zombie and loot spawn rates are bugged and that they will be fixed within a day or two. I'm still reading threads on the forums to get a clearer view about how this update changes the game. Some people seem to love the new additions and others hate them.

Some people will love anything in the game by virtue of it being in the game. :P

And yeah while he could remove all these changes tommorow, the point of it is that anyone with any sense of what makes a game worth playing would've seen from a mile off that these are bad ideas. And I know Rocket's goto defense is "it's not a game it's ~*art*~ but c'mon, it has a score counter. He wants to make the game punishingly hard and unfun, which is a way to go i guess, but there are better ways of doing it than taking away the only means of defense a new character has.

The worst thing is that these changes would actually be really good ideas if they were optional. Having some super hardcore servers where you start with nothing and every single zombie is a wrecking machine would be awesome (and turning off that heartbeat thing, that strikes me as a very softcore idea). But forcing it for every player just seems incredibly short sighted.
Logged

The Mechanical Man

  • Bay Watcher
  • Brian Steelhelm the Disciplined
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #488 on: June 17, 2012, 07:42:33 am »

And yeah while he could remove all these changes tommorow, the point of it is that anyone with any sense of what makes a game worth playing would've seen from a mile off that these are bad ideas. And I know Rocket's goto defense is "it's not a game it's ~*art*~ but c'mon, it has a score counter. He wants to make the game punishingly hard and unfun, which is a way to go i guess, but there are better ways of doing it than taking away the only means of defense a new character has.

The worst thing is that these changes would actually be really good ideas if they were optional. Having some super hardcore servers where you start with nothing and every single zombie is a wrecking machine would be awesome (and turning off that heartbeat thing, that strikes me as a very softcore idea). But forcing it for every player just seems incredibly short sighted.

One of the problems with that is that people will just get all the good loot on the baby servers and then run onto the hardcore servers and start deathmatching people at the spawn for kicks and giggles. Would that be preferable to having forced hardcore-ness for every server? Possibly. I don't have good foresight for that kind of thing.

I guess right now a lot of the problems people are having with the update are from bugs. Zombie LOS (which is a good idea) is bugged and they can see through walls and sometimes terrain, zombie spawns are messed up with 10+ spawning where there should be only 3, etc. So it appears that the update greatly increased the difficulty of the game, but not all of that increase was intentional.

I guess this does in a way move towards more player cooperation and clans. With the new zombies, the big cities are almost impossible to loot by oneself, so in a way it encourages getting a team together in order to be successful. Cherno and Elektro should be zombie nightmares, after all. It shouldn't be a walk in the park getting in there.
Logged
Quote from: XxoriginxX
The upside is that I have meat stores at around 1200 units now. And the bones... oh, the sweet, sweet bones...

fenrif

  • Bay Watcher
  • Dare to be stupid.
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #489 on: June 17, 2012, 07:49:45 am »

One of the problems with that is that people will just get all the good loot on the baby servers and then run onto the hardcore servers and start deathmatching people at the spawn for kicks and giggles. Would that be preferable to having forced hardcore-ness for every server? Possibly. I don't have good foresight for that kind of thing.

I guess right now a lot of the problems people are having with the update are from bugs. Zombie LOS (which is a good idea) is bugged and they can see through walls and sometimes terrain, zombie spawns are messed up with 10+ spawning where there should be only 3, etc. So it appears that the update greatly increased the difficulty of the game, but not all of that increase was intentional.

I guess this does in a way move towards more player cooperation and clans. With the new zombies, the big cities are almost impossible to loot by oneself, so in a way it encourages getting a team together in order to be successful. Cherno and Elektro should be zombie nightmares, after all. It shouldn't be a walk in the park getting in there.

People do that anyway though? I mean if you're worried about deathmatching at spawn I guess he's solved that... Because deathmatching implies more than one person shooting. Now it'll just be massacre at spawn. And again, the game is supposed to be a super realistic unfun simulator, so I would've thought that'd be exactly waht Rocket wanted? See what I mean about this all just being baffling? All of this could be entirely removed anyway if he didn't mandate that all servers be essentially under his controll. If server admins had the option to say, just run a server for their friends, or kick people, etc.

And the whole team thing is a good goal to have, and a lot of the patch I guess indirectly (and probobly unintentionally) supports that. But the whole heartbeat thing removes any of the tension and thought that went into actually deciding to team up with someone.
Logged

The Mechanical Man

  • Bay Watcher
  • Brian Steelhelm the Disciplined
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #490 on: June 17, 2012, 07:55:46 am »

People do that anyway though? I mean if you're worried about deathmatching at spawn I guess he's solved that... Because deathmatching implies more than one person shooting. Now it'll just be massacre at spawn. And again, the game is supposed to be a super realistic unfun simulator, so I would've thought that'd be exactly waht Rocket wanted? See what I mean about this all just being baffling? All of this could be entirely removed anyway if he didn't mandate that all servers be essentially under his controll. If server admins had the option to say, just run a server for their friends, or kick people, etc.

That's true. And I certainly hope he does add in a spawn weapon again, especially because of the new zombie difficulty. It was a strange change to make in light of the new zombie OP-ness. Make zombies more difficult but remove a players only means of defense?
Logged
Quote from: XxoriginxX
The upside is that I have meat stores at around 1200 units now. And the bones... oh, the sweet, sweet bones...

fenrif

  • Bay Watcher
  • Dare to be stupid.
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #491 on: June 17, 2012, 08:03:27 am »

Spawning with the crossbow and one bolt would've been a better choice IMHO. You can potentially keep that one bolt going forever by reclaiming it, and you can only really kill one zombie at a time. So if you use it carefully and intelligently it should let you move around large groups of zombies with ease, but if you aggro too many it's not going to be any help at all. It'd work really well for what I assume the intended purpose of removing the starting makarov was. Possibly even better since it encourages new players to think about what they're doing and approach situations a bit more tactically.

The only problem I can see is that the crossbow is a silent weapon. Maybe he doesn't want newbies to have something silent so early on? In that case then just spawn them with the makarov and only 1 clip of ammo. Again, 1 clip isn't going to last forever. And it's not like it's a huge powerboost for newbies. You can empty an enitre clip in a moment of panic once someone starts shooting at you, or if you aggro too many zombies. 
Logged

NRDL

  • Bay Watcher
  • I Actually Like Elves
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #492 on: June 17, 2012, 09:47:17 am »

Hmm...this looks cool.  Is ARMA 2 ( yes, I know I need to get Combined Operations ) really so buggy, that I won't even be able to enjoy singleplayer?  Because, say, if the mod doesn't work, I'll have just wasted money on a game I can't finish or enjoy. 

Or have there been bugfixes?
Logged
GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

fenrif

  • Bay Watcher
  • Dare to be stupid.
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #493 on: June 17, 2012, 09:50:42 am »

I've only had a brief dalliance with singleplayer but it doesn't seem that buggy to me.

That being said I'd wait untill you can get them in a sale or something. As it stands now day z, while being fun, is kind of a mess. I wouldn't throw down £30 just to play it.
Logged

Scelly9

  • Bay Watcher
  • That crazy long-haired queer liberal communist
    • View Profile
Re: Day Z - A Zombie mod for Arma 2
« Reply #494 on: June 17, 2012, 10:29:11 am »

I haven't encountered any major bugs in SP, most of my frustration came from me being an idiot and/or completely unable to pilot a chopper. I found the campaign very enjoyable, not bad story either.
Logged
You taste the jug! It is ceramic.
Quote from: Loud Whispers
SUPPORT THE COMMUNIST GAY MOVEMENT!
Pages: 1 ... 31 32 [33] 34 35 ... 58