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Author Topic: Day Z  (Read 221588 times)

fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #510 on: June 19, 2012, 07:17:07 am »

The hatchet takes up a main weapon slot, what the fuck?
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Urist McScoopbeard

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Re: Day Z - A Zombie mod for Arma 2
« Reply #511 on: June 19, 2012, 07:37:51 am »

Ugh, man the new updates make it a bitch to start again! Any advice where I might find a makarov relatively safely? Or anything really
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The Mechanical Man

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Re: Day Z - A Zombie mod for Arma 2
« Reply #512 on: June 19, 2012, 08:02:09 am »

The hatchet takes up a main weapon slot, what the fuck?

Seriously? Bleh.
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Urist McScoopbeard

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Re: Day Z - A Zombie mod for Arma 2
« Reply #513 on: June 19, 2012, 08:47:04 am »

I just discovered the Dayz online map (and ive being playing blind this whole time!) and, damn, is it useful
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dragonshardz

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Re: Day Z - A Zombie mod for Arma 2
« Reply #514 on: June 19, 2012, 04:16:23 pm »

The hatchet takes up a main weapon slot, what the fuck?

That's bullshit. Melee is a tertiary, maybe secondary, not a primary.

fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #515 on: June 19, 2012, 05:05:39 pm »

I've also heard that you can ONLY equip it in your primary slot, so you can't even store it in a backpack... So yeah, that's happened.

He is however removing the hunger/thirst buildup while offline. Which I guess is a good thing, though I was under the impression that people had asked him to remove it and he said he wasn't going to. So I wonder what his reasoning is on that.
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ScriptWolf

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Re: Day Z - A Zombie mod for Arma 2
« Reply #516 on: June 19, 2012, 06:25:31 pm »

I now have a 50 cal. Rifle feel like a god.
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Urist McScoopbeard

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Re: Day Z - A Zombie mod for Arma 2
« Reply #517 on: June 19, 2012, 08:03:13 pm »

Hope those zombies line up and stand still for you, so you can hit them.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #518 on: June 19, 2012, 10:48:37 pm »

You know, axes are kinda heavy. I mean, yeah, you should be able to move them to your backpack, but I don't see a problem with making it a primary weapon slot item. Didn't make sense to me how you'd carry it around with the same ease you'd carry a compass.
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dragonshardz

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Re: Day Z - A Zombie mod for Arma 2
« Reply #519 on: June 19, 2012, 10:58:32 pm »

Well, the problem here is that rocket (and others) is using 'axe' and 'hatchet' interchangeably. A hatchet is a small axe (~ a foot long at most) for splitting small logs while and an axe is well, an axe.

The hatchet and hunting knife should be melee weapons as well as the full-size axe.

Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #520 on: June 19, 2012, 11:56:24 pm »

I now have a 50 cal. Rifle feel like a god.
For the twenty minutes I was able to scavenge and use a LMG, it felt pretty good. Then I ran into a bandit, who didn't waste time shooting me, and since it was (amazingly) the first time I had seen a bandit skin, I didn't know to shoot him first.

100 rounds per magazine, 3 magazines, and one shot zombies with body shots... it was awesome.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #521 on: June 20, 2012, 12:34:08 am »

I now have a 50 cal. Rifle feel like a god.
For the twenty minutes I was able to scavenge and use a LMG, it felt pretty good. Then I ran into a bandit, who didn't waste time shooting me, and since it was (amazingly) the first time I had seen a bandit skin, I didn't know to shoot him first.

100 rounds per magazine, 3 magazines, and one shot zombies with body shots... it was awesome.

I had an M249 for a bit. I happened to... find it... along with a UAZ and several other supplies. Anyway, I carried it around for a good bit. Only had a chance to use it once though. I was on a hilltop providing overwatch for some people going into a town. Zombies snuck up on my side and aggroed against me. I only fired a few bursts at them, ended up being around 45 rounds though. Took them all down easy. The people in the town though were less happy. They'd never heard the sound of it before and scared the crap out of them. Thought they were under attack.

Just got around to trying the latest version... yeah... not really enjoying it so much anymore. I know there'll constantly be the "hardcore" vs "casual" arguments, and I tended to side with the hardcore, but this is somewhat ridiculous. After losing a few characters testing out the new aggro ranges and possibilities of running, i'd finally gotten one to survive more than a few minutes. (With a few aborts to clear my scent, which I wasn't happy about) I was approaching a lone barn from a good distance. I'd maneuvered around two hoppers and avoided aggroing them, was maybe 50 yards off from the barn, crouched, only making maybe one bar of sound, when a runner comes around from the other side of the building and chases after me. I run into the barn, up the stairs. Finding no weapon, I abort and call it a night.

I know it's alpha, and I'm generally patient, but things seem to be getting worse before they get better. I'll keep an eye on it though, see what changes are made. Still love the idea, and loved the way it was a few versions ago, even with all the griefers. I can deal with humans and their tricks. Broken gameplay mechanics, not so much.
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head

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Re: Day Z - A Zombie mod for Arma 2
« Reply #522 on: June 20, 2012, 01:03:11 am »

Sounds like you are not doing it right.

Stealthed trough the entire Balota army base without attracting a zombie, got a nice AKM for my troubles.


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ThtblovesDF

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Re: Day Z - A Zombie mod for Arma 2
« Reply #523 on: June 20, 2012, 01:18:01 am »

Now everyone has to be sam fisher, gg?

Killing players just became the far less risk heavy option.
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head

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Re: Day Z - A Zombie mod for Arma 2
« Reply #524 on: June 20, 2012, 03:41:07 am »

It's just about takeing it slow.

Tho one or two patches ago the zombies were retardely clever.
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