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DayZ - zombie apocalypse online FFA permadeath survival Arma II mod

DO NOT use 1.7.1.4. You will lose your all your equipped items!

Ive been fine all day. Did you have any of that bugged hatchet/crowbar ammo or anything? I thought I read rocket did reset some peoples equipment due to a bug.

My only issues with 1.7.1.4 is zombie respawn way too fast still, theyre hyper aware and wood is now super rare and carrying a hatchet to chop wood is not a viable alternative to a real primary weapon. Also loot seems really sparse overall, but thats probably on purpose.
 
I need some friendly peeps to play with. None of my buds are interested, and when I tried playing I felt alone and like I had no purpose other than to run to my death.
 
So i took a trip to fallujah after everybody left. Hholy moley.

Started out with an insertion into the city via suicidal jeep driver with me in the gunner position. after taking a bullet, I charged into a nearby hotel with my squad and headed straight for the roof. We took out the forces surrounding the hotel in a firefight that lasted several minutes. After things settled, a helicopter arrived for evac. Of course, in epic ARMA fashion, it was shot down and slammed into the roof of the hotel, causing the entire building to come crashing down. Last pic is the aftermath. Somehow the entire squad survived, and dragged me from the rubble. I died minutes later.

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anyway i think it's high time for an ARMA2 mods thread.
 
Ive been fine all day. Did you have any of that bugged hatchet/crowbar ammo or anything? I thought I read rocket did reset some peoples equipment due to a bug.

My only issues with 1.7.1.4 is zombie respawn way too fast still, theyre hyper aware and wood is now super rare and carrying a hatchet to chop wood is not a viable alternative to a real primary weapon. Also loot seems really sparse overall, but thats probably on purpose.

I suspect it has something to do with that, but I have neither used nor equipped a crowbar/hatchet, save for a moment of checking a pile of loot that ended up being 50 crowbars and hatchets. The only thing I did in the moments before the reset was switch servers trying to find one that worked. I spawned in on one and was carrying a makarov. I'm not sure if the reset is built into the code (in which case everyone is at risk), a server triggered the reset, or they just happened to manually apply the reset as I was browsing servers.
 
I want to play this so bad.. but my computer is so crappy :(

Thankfully I will be getting a job soon! That's what all my money is gonna be going to, lol

Has any fellow GAFers seen this video(Sorry if reposted before)?


http://www.youtube.com/watch?v=CVFHQsWPMhU&feature=channel&list=UL

Haha it was posted two posts up :)

Some twitter updates from Rocket

Day Z Development ‏@dayzdevteam
The missing gear is not caused by 1.7.1.4 update - large numbers of profiles had to have their inventory cleansed due to the melee item bug

Day Z Development ‏@dayzdevteam
Infected behavior a focus for the next hotfix. Particularly their hearing, issue is causing them to detect players from long distances

Day Z Development ‏@dayzdevteam
Major bug quashed with next update in the line-of-sight checking, infected perform much better - look forward to the hotfix!
 
anyway i think it's high time for an ARMA2 mods thread.

Anyone want to create one? Someone who knows about interesting game modes / mods besides (though mentioning briefly) Day Z. Throw it up in Gaming, and if it picks up, have it moved to community later on. Something like that.

Seems like it'll be a nice break from Day Z while we're in rigorous hotfix territory.
 
So i took a trip to fallujah after everybody left. Hholy moley.

Started out with an insertion into the city via suicidal jeep driver with me in the gunner position. after taking a bullet, I charged into a nearby hotel with my squad and headed straight for the roof. We took out the forces surrounding the hotel in a firefight that lasted several minutes. After things settled, a helicopter arrived for evac. Of course, in epic ARMA fashion, it was shot down and slammed into the roof of the hotel, causing the entire building to come crashing down. Last pic is the aftermath. Somehow the entire squad survived, and dragged me from the rubble. I died minutes later.



anyway i think it's high time for an ARMA2 mods thread.
I don't know if it's the fact that Chernarus only has so many cities in it, but the idea of CQC in a large urban city sounds so awesome to me. Especially with the ArmA engine.
 
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This is what happened when one our group ran over our tent (which was stocked with weaponry, blood packs, epi-pens, morphine, ammo etc.) with a push-bike.

You've been warned people!!
 
I know if its maybe to much to ask but can anyone give a quick overview of this mod.

So far what i understand that you play it on a server, is it static or can you join/leave any server whenever you want? Also do you play on teams? who play the zombies? what is the objective?

Thanks if anyone wants to answer.
 
I know if its maybe to much to ask but can anyone give a quick overview of this mod.

So far what i understand that you play it on a server, is it static or can you join/leave any server whenever you want? Also do you play on teams? who play the zombies? what is the objective?

Thanks if anyone wants to answer.

You can join any server. Your character and location are saved so if you leave a server in Cherno and join another server you will spawn in Cherno.

No teams, zombies are AI.

SURVIVE.
 
New beta patch for Arma 2: Operation Arrowhead:
[93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext
[93945] New: In gear added bars with ammo count
[93945] New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands
[93897] New: AToC & PPAA added into UI video options
[93841] Fixed: AI using NVGs as binoculars after dropping their primary weapon (https://dev-heaven.net/issues/27297)

Hopefully the bolded part will be incorporated in DayZ ASAP.

And this is the current state of 1.7.1.5 which is to be released in the next 24h:

* [NEW] Infected raycast for line-of-sight less often (improves performance)
* [FIXED] Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
* [FIXED] Raycasting being taken from wrong body position (ensured it is from eye level)
* [FIXED] Infected sometimes spawn close to a player (previous check once, now up to ten times)
* [NEW] Infected bodies will despawn after x minute(s) of their death (improves performance)
* [FIXED] Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
* [FIXED] Can dupe tent's by right clicking (forgot to close the window)
* [FIXED] Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
* [FIXED] Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
* [FIXED] Can dupe food during cooking if click really fast (now you cannot)
* [FIXED] Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
* [NEW] Flashlights can now be packed to toolbelt also (gear action)
 
New beta patch for Arma 2: Operation Arrowhead:


Hopefully the bolded part will be incorporated in DayZ ASAP.

And this is the current state of 1.7.1.5 which is to be released in the next 24h:

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Awesome solution to the hatchet. You can have it on hand to chop wood and if your primary weapon ever runs out of ammo you can ditch it and still have something on hand to fight with. Flashlight as a tool is long overdo. Other fixes are quite nice too, zombies definitely respawn far too often and close to players positions. I was in a hanger and in the far end when a zombie respawned right at the entrance, thats silly.
 
Have the DayZ team just kind of given up on the sickness/temperature system for now? It seemed like it was going to be a big thing and then it just kind of disappeared from the general news coming out with the patches and so forth...
 
This concept needs a AAA budget behind it...

I don't think there's any 'AAA' engine that could do it justice. I mean, its clunky as hell at the moment, but that clunky-ness which comes with ARMA 2 feels like such a small part of the experience, considering what's at offer for gamers. If they keep on working on it at the rate they are, and with ARMA 3 on the horizon, most of the kinks will be worked out.

I guess what I'm trying to get at is that 'AAA', for me at least, is synonymous with low risk, uninspiring projects which this mod, through its conception to its current guerrilla style 'throw a new patch out there every other day and see what sticks' is the complete opposite of.

There's a reason why this game hasn't existed before now, and sometimes you have to take the bad with the good. In this case being a side of jankyness with you're amazing meal of immersive, intelligent, team based zombie dream game.

Please excuse this post if it makes no sense... I'm pretty drunk.
 
Pack up the tents!

Day Z Development ‏@dayzdevteam
Important: Tents will be wiped when update 1.7.1.5 is released within next 6-24 hours. Pack your tent and collect items. Sorry about this
 
No it doesn't. DayZ is the kind of game it is because of its tiny team and budget. More money/big budget = more masters desiring return on investment = more problems/stifling of creativity.

That's silly. The issue is not "AAA" games. It's how most modern AAA games are made. I'm sure that DayZ could be amazing with a bigger budget, a big team and a strong vision.
 
That's silly. The issue is not "AAA" games. It's how most modern AAA games are made. I'm sure that DayZ could be amazing with a bigger budget, a big team and a strong vision.

I've never seen a big budget game with a permadeath system, and don't expect to in the future.

I'd love to be wrong though.
 
Give it another 6 months, if not a year, to see how things pan out before investing tons of money and resources into the project. We still need to see what kind of features and incentives Rocket puts into the game and how it all plays out. Then if its still badass and addictive shower them with cash and resources and port it all over to ArmA 3, which will then be out for a while and hopefully a whole lot more stable and better than ArmA 2, and make it shine like a motherfucker.

No need to rush into things right now. The current development model is doing quite well and producing lots of feedback and interesting ideas and we still only have a small fraction of the features that are planned for the game.

Once money is involved the people giving it to you get nervous and then they like to put conditions on it and make lots of requests they think will ensure its not wasted. So leave that till the last possible moment when all the important features and identity of the game has been formed and extremely embedded into the community.
 
I've never seen a big budget game with a permadeath system, and don't expect to in the future.

I'd love to be wrong though.

I probably shouldn't have brought it up... understanding both sides of it. Game concept is really amazing. It's also a jank fest.

Money cleans up jank, but it also costs in other ways.

Either way... I'm glad this mod exists.
 
I probably shouldn't have brought it up... understanding both sides of it. Game concept is really amazing. It's also a jank fest.

Money cleans up jank, but it also costs in other ways.

Either way... I'm glad this mod exists.

Don't be silly. Differing idea's and opinions are key to a good forum.
 
Been thinking about dayZ while playing insurgency. Eventually I'd love for the ability to clear out map sectors of zombies to be included. But with a greatly increased number of zombies. And for any player death within ten sectors to repopulate the cleared sectors with zombies.
 
Been thinking about dayZ while playing insurgency. Eventually I'd love for the ability to clear out map sectors of zombies to be included. But with a greatly increased number of zombies. And for any player death within ten sectors to repopulate the cleared sectors with zombies.

Would be amazing if the infection was dynamic and it could spread and retake areas where people thought it was safe. Also some cinematic flavor could be added with a mist preceding a zombie invasion (would look amazing with zombies slowly walking towards the town with players) or somewhere like Cherno you could hear the zombies break free from the hospital or morgue and their screams would echo in the empty streets. With the radio system incorporated people would soon start signaling others around the map to come help defending against the zombies. All rebuilding would stop and and people would man all available vehicles and head towards the Hot Zone all armed up to their teeth. I would, of course, flip a vehicle on my way there and kill a few fellow team-mates and cause great despair among the ones who made it when they realize their back-up is now respawn rouletting on the beach.
 
Would be amazing if the infection was dynamic and it could spread and retake areas where people thought it was safe. Also some cinematic flavor could be added with a mist preceding a zombie invasion (would look amazing with zombies slowly walking towards the town with players) or somewhere like Cherno you could hear the zombies break free from the hospital or morgue and their screams would echo in the empty streets. With the radio system incorporated people would soon start signaling others around the map to come help defending against the zombies. All rebuilding would stop and and people would man all available vehicles and head towards the Hot Zone all armed up to their teeth. I would, of course, flip a vehicle on my way there and kill a few fellow team-mates and cause great despair among the ones who made it when they realize their back-up is now respawn rouletting on the beach.

And that zombies would be re-spawning on the flipped vehicle's area. And on the dead bodies of the rouletters, causing chaos in the once clear Cherno.
 
Would be amazing if the infection was dynamic and it could spread and retake areas where people thought it was safe. Also some cinematic flavor could be added with a mist preceding a zombie invasion (would look amazing with zombies slowly walking towards the town with players) or somewhere like Cherno you could hear the zombies break free from the hospital or morgue and their screams would echo in the empty streets. With the radio system incorporated people would soon start signaling others around the map to come help defending against the zombies. All rebuilding would stop and and people would man all available vehicles and head towards the Hot Zone all armed up to their teeth. I would, of course, flip a vehicle on my way there and kill a few fellow team-mates and cause great despair among the ones who made it when they realize their back-up is now respawn rouletting on the beach.

I honestly think this WILL happen eventually. I'd imagine it's a few years out, at best. But more than likely when this "mod" goes stand alone. Which will happen.
 
The thing I most want to see happen (beyond stability and balance fixes) is the inclusion of a scavenge and fortification system that ties into a base building mechanic.

Looooooong term vision ahead:

Items to be added

- Oxyacetylene Torches (replaces primary weapon slot and backpack) these would be used for breaking down various metal objects and structures into a few different types of scrap metal which retain general visual cues from the object which they are harvested from* to then be welded on to different types of vehicles/structures

-Gas generators that can be found, repaired, refueled and moved by towing with a vehicle. Provides a certain amount of electricity to objects (think flood lights, power tools, battery charging for radios/NVGs/flashlights, electrified perimeter fencing!!!)

From here we can introduce the option for large groups of players (like GAFz) to pool their time, inventory and resources together to build post apocalyptic bases/mini villages. Using vehicles like helos, tractors, 2-ton trucks (which obviously need to be found and repaired first) to move HUGE amounts of construction supplies and equipment (again which all have to be individually scavenged/found) to off grid areas where there are miles upon miles of unused land, then start construction on a place that would end up looking something not unlike Megaton from Fallout 3, very patchwork using ArmA art assets**

This would all serve to inform the final design of the game and the environment it takes place in, the fortification mechanic would be put to use in the early game to shore up existing structures which would need to be enter-able and significantly more dense. Which I think would be best served by creating a map that contains a series of small villages like the current map but surrounding one HUGE city (think enough grids to cover Zeleno-Kamenka-Balota-Kozlovka. Depending on how the player base/town experiment turns out, the amount of land and predetermined structures can be better planned out.


* and ** Basically I just really, really, really want to fucking cut open the fuselage of a crashed C130, airlift it out, then turn it into my post apocalyptic palace. IT'S SUCH A GOOD IDEA WHY MUST YOU DENY ME THAT SATISFACTION!

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