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Author Topic: Day Z  (Read 221600 times)

Tronak

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Re: Day Z - A Zombie mod for Arma 2
« Reply #495 on: June 17, 2012, 10:35:46 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?

No, nowadays is not so buggy, and even less buggy if you own CO. Most people who complaint about Arma 2's GaMeBreAkiNg!!1 bugs are most of the time people who hasn't played the game since 2009 (ignoring 3 years of patches) or people who confuses features as bugs (like people whining about AI acurracy, when standing still and exposed for a long time ::)).

That said. There ARE bugs, many of them, but minor ones. You will probably not notice them unless you play a lot in the editor. But singleplayer is very enjoyable, i can assure you that  :), campaign and most of the internet missions can be played without any problem, Just make sure you use the latest patch.
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PTTG??

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Re: Day Z - A Zombie mod for Arma 2
« Reply #496 on: June 17, 2012, 12:29:00 pm »

I just can't stand the fact that the player character must weigh six hundred pounds by the way he groans and strains to lift one leg, then the other, over a tiny obstacle, then spends the next five minutes puffing like a freight train.
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MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #497 on: June 17, 2012, 12:34:00 pm »

I just can't stand the fact that the player character must weigh six hundred pounds by the way he groans and strains to lift one leg, then the other, over a tiny obstacle, then spends the next five minutes puffing like a freight train.

Carrying 100+ pounds for several hours will do that to you.
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Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #498 on: June 17, 2012, 12:41:11 pm »

I just can't stand the fact that the player character must weigh six hundred pounds by the way he groans and strains to lift one leg, then the other, over a tiny obstacle, then spends the next five minutes puffing like a freight train.

Carrying 100+ pounds for several hours will do that to you.
But, in DayZ, he's not carrying all that much.
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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #499 on: June 17, 2012, 12:46:38 pm »

I just can't stand the fact that the player character must weigh six hundred pounds by the way he groans and strains to lift one leg, then the other, over a tiny obstacle, then spends the next five minutes puffing like a freight train.

Carrying 100+ pounds for several hours will do that to you.
But, in DayZ, he's not carrying all that much.

In day Z a tin of beans weighs easily 50 pounds!
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Whitefoxsniper

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Re: Day Z - A Zombie mod for Arma 2
« Reply #500 on: June 17, 2012, 01:21:51 pm »

According to him on the forums.

Quote from: rocket
It's fucking annoying having to sneak and run around to find a gun (believe me, I just tried it)

So maybe he will remove it or find a way to make it more fun. The dayz forums are a pitfall of hatred and slime just so you know.
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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #501 on: June 17, 2012, 01:39:38 pm »

I like that he came up with this idea, implimented it, and had to actually play it himself all to come to the conclusion that anyone with an ounce of awareness of what makes this mod fun would've known right off the bat.

I predict next patch will spawn you bleeding out with broken legs, and it'll be a thrilling race against the loading screen to see if you can log on in time to save yourself. He'll then play it and announce "Nope that was a bad idea after all!"

I mean I understand it's alpha and he's testing things out, but I'd hope he thinks about things a little bit more than not at all before he patches them into the game.

-edit-

That post with him saying having no gun isn't fun and is just annoying. That's from like Wednesday when he first came up with the idea. So it's even worse. He came up with an idea, tried it out, realised it was just an annoying unfun thing, then impimented it into the game anyway. :(
« Last Edit: June 17, 2012, 01:42:05 pm by fenrif »
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olemars

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Re: Day Z - A Zombie mod for Arma 2
« Reply #502 on: June 17, 2012, 02:40:06 pm »

The humanity heartbeat thing is as dumb as the panicky moaning and needs to be removed. I'm also of the opinion that NVG's should be removed from the loot tables and ideally scrubbed from the inventories.

Starting without kit is excellent though, and how I wanted it to be from the beginning. I'd even prefer if the torchlight was replaced with flares. I guess everyone has different playstyles, but to me the game is about finding the things, not having the things. And definitely not about killing the things.
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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #503 on: June 17, 2012, 03:01:50 pm »

I think for it to work with no starting resources there needs to be some changes to other parts of the game. For instance there should be a higher chance of guns spawning near the coast.

NVGs need some sort of battery mechnic so you need to scavenge to keep them working. As it is now they are quite powerfull, but I don't think removing them entirely is the solution.
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olemars

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Re: Day Z - A Zombie mod for Arma 2
« Reply #504 on: June 17, 2012, 03:13:39 pm »

That's true, a battery mechanic would be optimal for both the NVG's and flashlight. Even better if the performance degrades as the batteries are drained (flickering flashlight/weaker amplification).

Never really worried about what spawns near the coast or not since the first thing I do is head for the hills anyway.
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Whitefoxsniper

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Re: Day Z - A Zombie mod for Arma 2
« Reply #505 on: June 17, 2012, 03:14:06 pm »

Ghillie suit get! Ooh a building with shotgun ammo on the ground, the zombies just turned the corner time to sneak in there.

I get inside the building and there are zombie sounds coming from everywhere, oh shit. I find food that I eat because I already have to much food, and some mackarov ammo.

I successfully leave the building when the zombies from the first sentence come walking around the corner. I'm in the woods now so I think that I'm safe when they charge me. Good thing this is my saved character and my winchester makes swift work of them. Then more zombies show up. I'm bleeding now and try to bandage myself, more zombies show up. Repeat this 7 times and now I'm down to 3000 health.

The ghillie suit! It does nothing!
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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #506 on: June 17, 2012, 04:39:21 pm »

I've always been too scared to try on any other outfits because of all the bugs with them.

Though ghillie suits should definatly work against zombies. It's kind of a no brainer with the changes he's made to the way zombies work. I imagine he'd probobly wait untill changing clothes isnt a dice roll as to wether you'll spawn in the ocean and loose all your stuff before he starts on stuff like that though.
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Whitefoxsniper

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Re: Day Z - A Zombie mod for Arma 2
« Reply #507 on: June 17, 2012, 10:44:43 pm »

Hotfix!

Spoiler (click to show/hide)

While you still don't start with a weapon, Mararov spawns have been increased. Also hopefully I can play without attracting too many zombie hoards again!
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The Mechanical Man

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Re: Day Z - A Zombie mod for Arma 2
« Reply #508 on: June 19, 2012, 06:38:30 am »

Da-dada-da! (sound the trumpets)

New hotfix (1.7.2) with melee combat!

http://www.youtube.com/watch?v=KdBdVD-Oo8I&feature=youtu.be


Changelog:
* [NEW] Tone Mapping to enhance nightlighting conditions
* [FIXED] Generic Loot not spawning (such as food etc...)
* [FIXED] Animals stand still and HURR DURRR (they now walk around)
* [FIXED] New blood values not being saved when a player eats (they do now)
* [FIXED] Duplicate players not being removed (should now be removed on login)
* [NEW] Melee Weapon introduced: Hatchet (can only drop through right click in gear menu)
* [NEW] Maximum animals increased
* [NEW] Melee Weapon introduced: Crowbar (can only drop through right click in gear menu)


Quote from Rocket on a pending 1.7.3 hotfix: "There are no more feature additions for 1.7.1 - bug fixing and balancing is all that will occur".


EDIT: Sounds like 1.7.2 has problems where dropped ammo for a gun will become a hatchet or crowbar with a shotgun shell icon. Play at your own risk, I guess... I'm trying it out anyways!

EDIT EDIT: 1.7.3 fixed those issues I guess! I'm too slow with the updates!
« Last Edit: June 19, 2012, 07:04:20 am by The Mechanical Man »
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justinlee999

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Re: Day Z - A Zombie mod for Arma 2
« Reply #509 on: June 19, 2012, 06:44:31 am »

Ha! And they said that melee weapons would never be implemented in DayZ due to engine limitations!
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