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aLmAnZo (DayZ)

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Everything posted by aLmAnZo (DayZ)

  1. 1, 2, 3 and 4 was very good ideas! 5 was kind of stupid.
  2. aLmAnZo (DayZ)

    Enhancing PvP: Army Camps

    I have allready suggested something simular. That means I like the idea, however, I feel we should be able to build these camps ourselves.
  3. aLmAnZo (DayZ)

    WTF a jet ?

  4. And remember that ARMA is CPU heavy, especially with alot of AI on the server. It might be drivers, and it might be how you tweaked your settings. I am not kidding you, I haven't seen any pc yet, that can run ARMA II on highest settings smoothly. The reason is simple, while games like battlefield 3 and so forth can run smooth on high settings, it's due to the engine difference. ARMA has a much more demanding engine, especially on the cpu due to the sheer amount of calculations it has to do. First things first, for the best result, match resolution and 3d resolution to 100% (go advanced on the settings), turn off post prosess effects, it actually makes the game both uglier (fuzzy, it makes it harder to see actually) and slower. ARMA doesn't have very good support for multi-threading either. I don't know AMD cpu's that well, but if it has an equvialent to Intels "multi-threading" in bios, turn that off as well. And last of all, visit the Bohemia Interactive official forums for the game, there are a couple of threads there on how to get the most juice out of your PC in the ARMA II section I believe. Lastly, your lack of performance has nothing to do with DayZ, it's just how ARMA is, it requires some tweeks, but once you learn how to tweek it for your rig, you don't forget. ARMAs adjustments are a bit strange too. Good luck!
  5. aLmAnZo (DayZ)

    Ruining ARMA 2?

  6. aLmAnZo (DayZ)

    Ruining ARMA 2?

    Cyberzone10: Do you feel like you are contributing to the topic by doing what you are doing now? Hold on, I'll answer for you: You don't. If you don't have anything meaningful to say, don't say it. That being said, I don't agree with the OP. ARMA and DayZ, even though they seem simular, are far from exactly that. I prefer to play arma with a group, and mostly coop using great mods like ACRE and ACE. Sure, there are some trolls on the servers, and especially lame is all those people who hack in stuff. Those are being dealt with, however. That's kind of the only way of trolling I can name. Random PvP'ers are annoying, sure, but they also add to the game in some strange way. If it weren't for the guys PvP'ing, there would be less risk. Zombies aren't scary. Let the masochists have their fun, and team up with a community or a group. DayZ transforms tremendously at that point, and it will inevitably end up with most of the player based being organized in some way. And have patience, remember this is an Alpha. There will be incentives to prevent aimless PvP, having the direct talk work might do wonders on it self. Lone wolfers who kill for sport will eventually die off, or get boored. Those who are thrilled with the depth of DayZ will stick around. Most people who act that way would never, ever have the patience needed to play regular ARMA II either way. Just don't mind them, and be glad that Bohemia Interactive is actually getting the appreciation and attention it deserves for once. There are alot of groups who play ARMA II in a professional and mature way, your welcome to apply to my group sometime if it interests you. Link is in my sig.
  7. I would really urge you to try the core game in all it's glory as well, Nickisis. It's a gem on it's own, and one of the few titles that have kept me interested for almost 2 years now. But it is best enjoyed together with a dedicated group. Let me share some short videos with you: And for single player, CWR2:
  8. aLmAnZo (DayZ)

    Will DayZ cost money after Alpha?

    DayZ is only a mod, and not a game. It builds upon a large amount of work by a large team, and is thus on this account not a game on itself. However, it has brought BI quite an amount of revenue, and if you have read abit around the ARMA community, you would have known by now that BI is considering to include DayZ in the following patch for ARMA II. However, those pointing out ACRE and ACE are on point. Those mods by far required more work than this mod. They take only donations for their public versions. ACRE has a professional version aimed at the military costumers of VBS 2 though, and thus makes money of their work. Either way, I would pay for this mod if it became a stand alone product. But as it is a mod, it lives only becouse of the game it builds upon, let's not forget that. An engine in development for 20 years now (it's the same engine used in operation flashpoint and ARMA I). People should realize the enormous amount of work put into that engine over the years. In other words, DayZ would not have seen the day, if it wasn't for the fantastic work of Bohemia Interactive (where Rocket works). He knows the engine well, and I would suspect that he knew that fact.
  9. http://dayzmod.com/forum/showthread.php?tid=2170
  10. It is written for general ARMA II play and contain tips for playing with the ACE mod, but for those of you who play regularly with a group, this will help you out alot. Me and my friends use these tactics while playing DayZ, and it helps us with keeping us alive.
  11. aLmAnZo (DayZ)

    Vehicle and tent acess

    There still would be risks. High risks. Just not when you are offline. In other words, you should be able to account for risks. There should be a way of planning against them, or defend against them. Now there is none, except hiding, and that will eventually be found.
  12. aLmAnZo (DayZ)

    Can I play this with Arma 2: Reinforcements?

    Try downloading ARMA 2 free at arma2.com and merge it with reinforcements. You'd get an allround low res lite version, but I think it will work. Reinforcements is basicly just two DLCs with a lite version of operation arrowhead (no sp campaign and low res models).
  13. I've been playing ARMA II since release, and I've been enjoying the series since Operation Flashpoint: Cold War Crisis. And it has always annoyed me how little attention the series has got. Partly due to the two last titles buggy releases (The press doesn't seem to care that bugs get fixed, and assume that all companies are like Dice and the others.) Bohemia Interactive have ALLWAYS listened to it's community, and they treat us in a very good way. No other game company around are so focused at costumer service as they are. It's a shame that Codemasters own the trademark operation flashpoint. DayZ IS arma II. A large portion of what makes this mod great, is the ARMA II engine. I hope for a few things in ARMA III, a few things that has been lacking since Operation flashpoint. A good campaign, and more focus towards making it easier to learn how to master the game. Operation Flashpoint, in addition to being one of the best games gameplay wize, also had an amazing story and a thrilling campaign. ARMA III needs that. My point is, I would love if DayZ become even more popular. Popular to the extent that other game companies noticed. I would love for ARMA III to steal away a great chunk of Battlefield and COD's costumers, enforcing companies into making better games. Dropping the whole "hold the players hand, and feed him with achievements and unlockables every few seconds" thing. For me, the industry has gone down a drain pipe the last decade. OFP was mainstream back in the day, with good sales. From that point on, it was a downwards spiral, with a few exeptions here and there. I hope that ARMA III might change that, and DayZ is contributing to that goal, in addition to being a great mod. I also hope that DayZ makes alot of the new players also try out ARMA II and hopefully other mods like ACE and ACRE. ACRE especially have transformed my gaming experience. There is still nothing more fun than an intense COOP battle with ACRE and JSRS sound mod! What I feel DayZ has achieved, is to show the enormous potential in the ARMA II engine to the main stream. I have heard no complains about graphics, it's all about a brilliant gameplay experience for thousands of new players of the series. I highly, highly welcome you all, and by far urge you to try out regular ARMA with some friends. ARMA is best served coop though, keep that in mind. It's not a game to join if you want to run solo in a multiplayer environment. Cooperation is the key for success. But yeah, I think DayZ is brilliant. What it adds is really mind blowing, and with only slight adjustments to the core game, achieves an atmosphere completely different from the core game. Bohemia always delivers. ARMA III will be great, I can guarantee it. I hope alot of you who resently joined, get to experience that too. So to sum it up. I welcome all of the new players from the buttom of my heart, and I surely hope that at least a few of you are going to pick up regular arma gameplay as well. It is, by far, a blast.
  14. aLmAnZo (DayZ)

    WALKING ZOMBIES

    Thanks. I am somewhat of a zombie geek, so I feel it's important to get things right. My favorite author is Max Brooks, awesome books.
  15. aLmAnZo (DayZ)

    WALKING ZOMBIES

    If so Rocket, you'd need to explain what kind of disease this is. If it is the "walking dead", we are talking about walking corpses. Walking corpses don't have full functionality, due to the minimal state of operation the body is in. It depends a bit on what kind of lore the game is buildt around. Dead bodies are in decay, that's how simple it is. If this is somekind of other disease, zombies too needs to survive somehow. In other words eat, drink, dispose of waste, even mate and reproduse. That means that they die if they don't get their hands on food. It's also an ethical question. If they are not dead, they might be treated, and if they might be treated they must be constrained. It's a very difficult area of both ethics and medicine, and thus should be well thought out. Traditionally, zombies are dead people, where the brain constain a very small amount of operation. In most lore, we are talking about the primitive brainstem. It varies whether or not the zombie actually gain any energy from eating humans, but instead its the virus who is simply using the body as a host to spread from. In addition, adds a cocktail of other organisms to slow down the decay prosess. Most zombie lore have zombies decaying, and in the end dissolving given enough time. The only use of the body is as an agent to spread the disease. Traditionally, zombies don't die, they deanimate. If that is the case, the body is in no condition to run, due to lack of oxygen in musles and cardiac systems. So, do your zombies in your mod function like human beings, so that they need to eat, sleep and drink, and inn adition, breathe and thus are alive, or are they reanimated corpses, without those needs? You can't have it both ways, if the intention is to create something remotly realistic. For me, this is simply a practical question. ARMA II can't handle the amount of traditional zombies needed to create the required amount of threat or danger. Them runing is simply a work around for the engine. I can accept such and explaination, but I don't accept an explaination where dead things are able to run. It doesn't make sense without some kind of explaination at least. The point is, if they are not dead, they are pretty easy to handle. Lack of clothing, food and shelter will eventually kill them all out of either starvation, freezing to death or disease. Simply barring yourself somewhere with enough resources to substain your own life for a few months or so, and the apocolypse would have died on it's own. They most certainly look dead though.
  16. I agree with the general direction of this thread. A very good example is the Tomb raider series and it's decline in quality. The first few games depicted Lara as a clever, inteligent and sophisticated woman. The games was challanging, you might get stuck, and combat was used sparcely to spice things up. Then it evolved, and the new company took over Lara from Core Studios. They turned her into an action oriented man killer with big boobs, with a focus on big bangs and "cool" gadgets. The games themselves became linear as hell, with sparkling indicators on every slight challange the game deared to pose to the player. Generic and booring, while the old games had character. They even messed up her story... It's just sad. I too, give ARMA much credit to why this mod is great. ARMA delivers where no other game today manage to deliver. Realism, unforgiveness and a clear focus towards cooperation. None of that wishy washy kill stats, gaining points for head shots and unlocking weaponry due to kill count. The clever thing this mod has done, is to build upon that to enchance a atmosphere that really gets to you. Chernarus really feels plagued. Your weapons do exactly what you'd expect them too, and the enviroment is key for sucsess. Without ARMAs engine, with it's huge landscapes and projectile simulation, DayZ wouldn't be so intriguing. ARMAs engine opens up so many possibilities for the player, so it's really up to the player to take advantige of that. The game doesn't tell you what to do, and that's a relief today. I agree with those who have pointed out minecraft, It's the same thing.
  17. aLmAnZo (DayZ)

    IMPORTANT: Crashed Heli's killing people

    Don't forget that the gray one, that being the dangerous one, has a camera on it's nose, while the green one doesnt
  18. aLmAnZo (DayZ)

    Whats your Reason?

    I don't kill people. I think it's genuinly more fun not to do so, no matter how many times I get killed. I think PvP is a core feature of this mod, but I find it heartless, and find more joy in helping people out. Simply becouse I believe in unity, and I believe that cooperation is what makes man great. It's when we cooperate we shine, when we fight, we loose. I might return fire though, but so far, I haven't fired a single shot towards any humanoid not moaning.
  19. aLmAnZo (DayZ)

    ArmA 2: CO in "Top Seller" list

    Relax mate. For DayZ to be a mainstream sensation would actually be a good thing. DayZ is simple, adapt too it, or leave. That won't change. But if enough people would like it, the industry would notice. That would hopefully mean a shift in the focus on development, giving us more challanging games with more freedom. The technicalities would be handled. It would benefit the gaming community greatly if this turned mainstream. I'd rather see most games be like DayZ, than most games be like CoD or battlefield 3
  20. aLmAnZo (DayZ)

    Why the Anti PvP arguments are pathetic

    My response to this is simply that I don't know. Factions have been suggested and I like the idea somehow, but that takes the uncertainty away. A friend is a friend, a foe is a foe. No more anxiety, and that might not be such a good thing. Alignment can't be obvious, how I see it. The mystery and uncertainty is important. I agree with you though, I do not think we should penalize bandits. I would think more in the lines of encouraging non-pk'ers. How is difficult to say. I find myself somewhat in a middle position in the debate, I understand both sides very well, and think that both sides have good points. My closest thing to a solution is simply some kind of insurance (I'll get to that in the end of the post). Turning non-bandit, once you've fallen for the urge to kill, is to hard as I see it. The bandit skin doesn't work as intended either. My point was simply that it's easier to kill someone for goods, than to traverse to find them. It takes quite a few hours walking around to achive the basic things like a compass, a map and a decent gun. It takes one well planned attack. http://dayzmod.com/forum/showthread.php?tid=997 This is the thread, but to summarize, I'd like some way of insurance, but at the same time not fool proof insurance. Some way of stocking away your gear, without the fear of loosing it when you are offline. That's why I want some kind of tents or containers that are unaccesable by other players as long as you are off line. When you are online, however, you'd need to carefully plan how to guard your items. For players who are alone, simply hide your tent in the forest somewhere out of sight. (you can do this today, but given time it will be found when you are off line, by share unluck). When you go out, you take what items you can afford to loose with you, and safeguard those you are afraid will be lost. If you play with a group, you can use the system currently being implemented with fences and stuff, to make a base and have some of the group guard it while off scavanging. That will both provide an incentive for cooperated, skilled PvP, and at the same time give a chance to have some kind of an insurance if you die. A spawn beacon would also be a nice thing, though of course destroyable if under attack. This does not penalize bandits, as they can do the exact same thing. But it makes it possible to have some kind of insurance, and makes the game slightly less unforgiving and at the same time gives some interesting new PvP gameplay elements. Now, what do you think?
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