[PC - MOD]ARMA 2 - DayZ

Chat about games you play when you're NOT playing on UKCS

Re: [PC - MOD]ARMA 2 - DayZ

Postby xAcTioNx on Sun Apr 20, 2014 4:25 pm

my system will not run Dayz too old.. but i did get a about 4 hours playing on my sons pc an it was good up to the point when all the time spent collecting items an staying alive was trashed by a player inviting me into a building saying its safe an then kills me.. games like this are so annoying..but soooo addictive i want to buy this game lol :cheers:


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Re: [PC - MOD]ARMA 2 - DayZ

Postby hagz on Sun Apr 20, 2014 6:01 pm

i have a pretty good PC and it still struggles in places with this game it frustrates me too much to play it for any length of time.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Tar'el on Sun Apr 20, 2014 7:49 pm

Nodoka wrote:Tar'el I tried to get this game to work a few months back i'm pretty sure I did the things you just wrote mind if I add you on steam? Im kind of tempted to actually try the game out


Sure thing mate add away :)


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Re: [PC - MOD]ARMA 2 - DayZ

Postby Nodoka on Sun Apr 20, 2014 7:57 pm

On it!
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Gh0st.IRE on Sat Apr 26, 2014 10:44 am

How they can update this game with new weapons and features while zombies glitch through the doors/walls and floor of buildings is beyond me. Day Z. Z as in Zombie. ZOMBIE. And yet, the zombies don't even work. That should be priority 1.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Sat Apr 26, 2014 11:42 am

I think they're still waiting for the multi core threading to be implemented before the new zombies can be implemented. Since Alpha opened they have come a long way.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Gh0st.IRE on Sat Apr 26, 2014 2:23 pm

Having your zombies not walk through walls and doors hardly requires multicore threading.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Sat Apr 26, 2014 3:50 pm

When you have 300+ zombies (If I remember correctly they now respawn as well) I'm sure the collision calculations will add a lot of load. Overview of the latest patch here, they have nerfed the damage done to zombies so they are harder to kill. I personally think it's harder with the noclip placeholder zombies especially now with the fire axe possibly not being a one hit kill :roll:
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Fri May 02, 2014 12:09 pm

Dayz: Development Roadmap
Highlights for next update

    More robust process for testing / delivery
    Bow and arrow / crossbow
    Fireplaces
    Network optimizations
    No spawn penalties for joining same server
    When ?
    Best case: two weeks
    Worst case: end of April
Fireplaces

    Can cook things!
    Crafting fireplaces
    Upgrading them to ovens

Respawning Loot Prototype

    World divided into quadrants
    Quad resets when empty X time
    Includes resetting doors
    Door state randomly set on world start

Accelerated Time

    Removed as part of lag / desync fix
    Configurable by servers admins
    Up to 64x faster day / night cycle
    Rules for Hardcore t.b.d.

Throwable Items

    Everything that can be held in hand
    Different materials react differently
    Uses "Bullet" physics SDk
    Calculated on server

Player Controls

    Mouse Acceleration issues
    Dexterity
    Freelook
    Physics based movement
    Jumping considered


Short-term (Q2)

Ragdoll

    Nearly functionally complete
    Based on "Bullet" physics lib
    Includes falling characters
    The future?
    Dragging unconscious / bodies
    Blended body injuries

New AI pathfinding

    Animals and Zombies
    Techniques
    Voxelization
    Walkable polygons
    Navmesh optimization
    Object Avoidance
    First iteration nearly complete
    handles interiors, small objects

64-bit

    Compiling!
    Server can use more memory
    Helps with
    Physics integration
    Vehicle physics
    New zombie AI
    Possibly much more
Prototype Animalst

    Prototype implementation
    Allow player "hunting"
    6 new animal types
    Starting from scratch
    Wandering

Persistent Objects

    All objects or just some?
    Save state of everything
    Decide which to permanently use

Advanced weather effects

    Snow and Fog
    Weather will affect player
    Ballistics affected by weather

World Containers

    Refrigerator
    Oven
    Cupboards


Medium-term (Q3)

Multi-thread / Multi-core

    Multiple threads on Multiple cores
    More zombies...
    More players...
    More animals...
    Probably more server focused
Advanced Animals

    Hostile animals
    Neutral animals
    Companion animals

New Zombie Behaviour

    More responsive
    Redeveloped "agro" system
    More benefits to stealth

Central Loot Economy

    Control loot numbers centrally
    Set for all servers per hive

Barricading

    Physics based construction
    Mainly focused on existing buildings.
Basic Vehicles

    Small Vehicles
    Bicycle / Motorcycles / ATV
    Possibly includes small car
    Customizable / Configurable-like weapons
    Physics based ("bullet" Physics SDK )

Modding Support

    Probably tied with private hives
    Full support for mods
    Steam Workshop integration
Player Statistics

    Steam Achievements
    Database interaction API for developers

Horticulture
    Growing plants
    Persistent to server
    Prototype to come earlier


Long-term (Q4/Qx)

Advanced Vehicles

    Cars / Trucks / Planes / Helicopters / Boats
    Upgradable components
    Similar approach as weapon attachments
Extended barricading

    Existing barricading to full construction
    Allows players to create new structures
    Persistent to that server

Advanced Social Mechanics

    Faction identification methods
    Spawn systems tied to controlled locations
    Better UI support for trading.


1 year = 12 months
Q1 = from January to march (included)
Q2 = April to June
Q3 = July to September
Q4 = October to december
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Re: [PC - MOD]ARMA 2 - DayZ

Postby m0lineux on Tue Jun 24, 2014 9:00 am

Me and a group of guys have started playing some squad play, we are housed on "Sons of Cherno" inside the DayZ channel of Mumble, any avid player wanting to come along is more than welcome. We are not taking it too serious and are out for having a laugh.

Anyone interested please feel free to hit me up on Steam.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Tar'el on Tue Jun 24, 2014 12:11 pm

who is in this team dude?


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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Tue Jun 24, 2014 12:18 pm

:cheers: I'm up for that, I've been playing a bit lately and now the hardcore server I play on is no more I'll need a new home.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby m0lineux on Tue Jun 24, 2014 1:25 pm

A group of guys who took me in a few months ago and now i've brought them over to UKCS. Tin (DODS Admin) being one of them. All are welcome but you must be able to come onto Mumble and chat as it is difficult without voice comms.

Anyone interested please contact me via steam.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Hollasis on Sat Jul 12, 2014 2:28 pm

ill have to pop in say hello might get back and give it a try since they improved the zombie pathing
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Re: [PC - MOD]ARMA 2 - DayZ

Postby 13th Nightmare on Sat Jul 19, 2014 2:57 pm

Decided to go back to DayZ to see how things are progressing with it. And they have came far with it since I last played it. Usually I die within about an hour but I've managed to survive thanks to a couple of helpful players on a server I joined. They were good enough to give me some food and water to keep me going which did help out as not long after that I found a bag of rice and some other fresh food. And a few cans of drink as well so I am surviving in DayZ for once instead of running around looking for food/water or getting chased by zombies.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby m0lineux on Sat Aug 02, 2014 6:59 pm

Glad you're enjoying it 13th. In the short time i've been playing it (managed to clock 350ish hours) there have been some really great changes to the game and thats mainly down to them expanding their development team because of the popularity of the Alpha stage. It doesn't seem to be slowing down either so more great changes on the way.

Would be great if UKCS had their own dedicated server but I'm not sure how possible that would be.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Sun Aug 03, 2014 12:54 am

The new update loooks good but I've yet to read through all the changes or test them out :-/
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Thu Aug 07, 2014 2:10 pm

Love the update, things seem a lot smoother, zombies re-spawn and are always trying to kill me. I don't know about loot re-spawns as I haven't been alive long enough to experience it hahaha. Had a 1 Vs. 2 firefight today at the SWAS, it was amazing I was all "pew pew pew" close range with my mosni and they were all like where is he! .. They both died, one I even had to kill twice as he seemed to glitch back alive even after I checked his condition and took some of his stuff :(
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Re: [PC - MOD]ARMA 2 - DayZ

Postby [FIN]JackBauer on Wed Aug 20, 2014 1:18 pm

Really liking where the game is going. Would hope for bigger updates rather than just adding loot, but right now I'm really enjoying the game! Haven't encountered any too serious bugs (or anything I didn't come across in the Arma mod). The only downside usually is the other players. 9/10 people will shoot you on sight without even saying anything :? IMO it's a lot harder and exciting to try and work with anyone you come across. Shooting everyone in the face as soon as you see them kinda makes me want to join empty servers.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Wed Aug 20, 2014 2:56 pm

Join the experimental branch, less KOS, bit more buggy from time to time but you get the new toys first :D
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