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CalUKGR

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Everything posted by CalUKGR

  1. CalUKGR

    Ruining ARMA 2?

    I think it's ridiculous to see ArmA II vets criticising DayZ players for bringing ArmA into some kind of disrepute. Listen, I don't hold any love for the Bandit mentality in DayZ, but I have to confess that in all the time I've been playing DayZ I've never once (so far) been trolled by a Bandit. I guess it's just down to the expectation of the mod you take with you into the experience. Before I go into every session of DayZ I accept that I might be killed by an unseen assassin, despite my best attempts to avoid such a fate. This is the nature of DayZ: shit happens. I don't see any possible way DayZ can or will ever harm the ArmA brand or the proud and accomplished followers that game has attracted over the years. The two games stand well apart, united only by their shared technology. If there are a few morons (and there are) straying into ArmA II as result of getting into DayZ, I'd expect the ArmA II community to react appropriately, with the maturity born of years of experience. From what I can tell, it takes genuine skill and dedication to become a seasoned ArmA II pro - most DayZ players struggling to get to grips with ArmA II's nebulous command systems will very quickly bail out and the ArmA community will absolutely sail on regardless, unharmed if a little irritated with this temporary intrusion. Both DayZ and ArmA communities need to respect each other. We live in the same neighbourhood, tech-wise, but we each play very different games.
  2. CalUKGR

    Private Military Company skins?

    Get the Private Military Company DLC. Well worth it for the excellent textures.
  3. I'm a complete idiot
  4. CalUKGR

    Perma Daylight Servers

    Firstly, I see no reason why servers shouldn't be allowed to set their own preferred time of day. That way players can choose dawn/day/dusk/night servers as per personal preference. There will, of course, always be those who insist (wrongly) that 'night time is the best!' - it isn't, even though they might insist very loudly. Night play is an option - or at least, it should be an option - one of many different ways to play. The SP game that has now been released highlights why playing in daylight makes perfect sense when there are no pesky bandits around. There is no reason to want to play in the dark unless you are a complete masochist. Playing at night only makes real sense if you are in permanent danger from other human players spotting you. But without torches (which would only serve to give your position away immediately to any waiting bandit or zombie) this quickly becomes an exercise in utter frustration. This is an essential weakness in the MP game, imo, and might explain why so many MP players migrate to daylight servers whenever possible. Actions, after all, speak louder than words.
  5. CalUKGR

    Daytime servers are always overloaded.

    I would like it if the devs allowed servers to set their own in-game time-of-day, regardless of geographical location, that way players could choose from a range of servers offering dawn/day/dusk/night time play. I never play DayZ at night, so it means I'm pretty limited as to when I can play as the overseas servers currently in daytime are either over subscribed or kick me off for having a high ping. It would nice if here in the UK there were a few servers able to retain daylight settings, regardless of the actual time... I'm sure they would be VERY popular servers.
  6. CalUKGR

    I really like DayZ, but...

    I don't understand the OP's misgivings at all. The fact that DayZ has attracted huge new sales of ArmA II (still number one Top Seller on Steam as I write) is not - in any possible way - a negative thing for Bohemia Interactive or for their core ArmA brand. Far from it. The unexpected influx of both hard cash and many thousands of new 'brand-aware' DayZ players can only be seen a massively positive thing, with absolutely huge implications for the well-being of the core ArmA brand. DayZs' popularity does not - in any imaginable way - harm ArmA's standing as an excellent military simulator. To argue otherwise is arrogant and patronising. Going forward, I'd imagine BI are over-the-moon at the new business opportunities DayZs' unexpected success (both financially and socially) had now afforded them. They can plough the profits from this huge upsurge in ArmA II sales into both pushing the marketing and final development costs of ArmA III and, hopefully, into a more polished and accomplished version of the new DayZ 'side-brand'. Rocket and his team deserve a medal (and pay rise), whilst BI can now start planning a new creative and financial future for their existing brands and for the wildly successful debut of DayZ.
  7. CalUKGR

    The Walking Dead...

    A small British Armed Forces unit (BAF DLC) stationed in a remote farmhouse have detected a nearby 'walker' in the vicinity. The Z appears to be alone, slow-moving and in a weakened state, but, worryingly, is heading towards to the nearest village...Time to mount-up the AVP and go for a short drive and a text-book take-down. This simple mission was created in ArmA 2's Mission Editor in barely 10 minutes. If the DayZ developer enables aggressive zombies for SP/co-op we can create some truly amazing mission scenarios, from rescues to spec ops and much more besides. Until we get the code needed for aggressive zombies we are restricted to using docile Z's. If this is truly our story, as the DayZ developers suggest, I hope we will be given the chance to tell it.
  8. CalUKGR

    Walkers At The Fence...

    From inside the Mission Editor... Sadly, still no aggressive zombies to play with inside the Mission Editor.:( A BAF Rapid Response Unit arrives at a deserted farmhouse after reports of Walkers seen in the vicinity...
  9. I read a lot of posts from players who consider the upped zombie numbers 'awesome' (however unintentional it was, from Rocket's point-of-view). Yep, I can see that many players, especially those who enjoy working in squads, could get some fun out of the increased ranks of the undead. Sadly, I'm amongst the still considerable number who prefer to play DayZ alone and who also now find they can't really play this game with any sense of enjoyment at all due to the impossible odds stacked against us from the increased zombie population. All the voices congratulating the devs for upping zombie numbers are confirming my worst fears for this mod: it will become, primarily, a squad-based shooter, the purview of the 'madskillz' brigade, a hostile place for anyone (like me) just wishing to play 'lone wolf' against the zombies; somewhere that ultimately will be deserted in large numbers by those of us who don't see any fun in being owned by an artificially swollen zombie population or by organised gangs of bandits. I understand that 'elite' players, players in organised squads, all want to keep the game 'hardcore'. I see that. I get it. But when the zombie count was lower I, too, on my basic level, was also able to enjoy the game. Now I can't - and if these new changes stick going forward I won't be able to again. I know I won't win this one, but I just wanted to say it for the record.
  10. Since a picture is worth a thousand words: I'd really appreciate being able to set up missions with the zombies in the Mission Editor. At the moment, whilst zombies can be placed in any map in the Editor, they do not react at all to any soldiers of any faction. It would be wonderful to be able to create SP offline missions with aggressive zombies in the ME - imagine the scenarios possible. I'd also like it if the zombies could come in distinct different flavours: walkers, runners, etc so that we could create missions around different types on any of the territories in ArmA II. Please, please make this happen - the possibilities are endless...
  11. CalUKGR

    Arma2's big rise to the top.

    I can only imagine Bohemia Interactive are thoroughly delighted at this unexpected turn of events - to see ArmA II suddenly rise to the top of the Steam Best Seller list (still there as I write) at the tail-end of its life must be astounding, especially considering BI haven't had to spend a single dime on extra marketing. Rocket deserves so much credit for this. I hope BI have the good manners to show their appreciation to him and his team. As others have said: I hope publishers take note of this mod's proven ability to drive sales. Gamers are looking for great ideas which chime in with their aspirations. By riding on the back of ArmA II's fantastic game engine, DayZ has delivered an experience more 'Walking Dead' than any zombie title to date - and one that clearly resonates with thousands of enthusiastic gamers who immediately recognise that this just feels 'right' for the genre. If BI have any financial sense they'll be thinking about how to incorporate a fully-funded version of DayZ into their ArmA III plans. For any developer/publisher, birthing a new franchise is almost always an expensive, highly risky venture. DayZ just dropped into their lap - just how lucky can one company be?
  12. CalUKGR

    About Zombie Numbers

    Yeah' date=' right? Except part of the brilliance of this multiplayer mod is that it uniquely permitted solo play as an option. It still does, of course, but now the entry requirements are a little too steep to make solo play a viable choice. DayZ stood out from the pack because it offered [i']more than just the usual squad-based shootery stuff. I think that's the point I'm making...
  13. CalUKGR

    1600x900px DayZ desktop

    I will add in some screens at new requested dimensions when I have a bit of time.
  14. CalUKGR

    1.5.7 update

  15. CalUKGR

    for SHAME!

    The new patch puts too many Z's into each area. If you like to play alone (and believe it or not many of us do) then we now stand no chance against impossible odds. Seems the devs played to the gallery and upped the Z count without a thought for those who enjoyed the tension, stealth and atmosphere of a reduced zombie count when playing alone - where each and every encounter was a careful play on survival. Now every time you fire a shot you get overwhelmed, regardless. It's pointless even trying. EDIT: Okay, I see the devs are actually aware of the high Z numbers problem. I hope they can find a way to either bring down the Z numbers again or just slow them down/slow down respawn times... Please remember some of us like to play a 'lone wolf' game of DayZ... we need the odds to be challenging but fun.
  16. I know nothing about the ARMA II Mission Editor, but figured it might be fun to set up a Zombie map. I put this together in around 30mins, just experimenting around. I haven't worked out yet how to get the Z's to 'be agresssive' towards the Player, but this at least shows you can create your own DayZ scenarios in the ME - wiser and more experienced minds will hopefully take this idea forward (I have a lot still to learn) - seems like you can effectively set up a structured DayZ mission (vehicles and all) with the right know-how. Possibilities are hopefully endless... This video uses the BAF DLC for ARMA II. It's possible to have your Player wearing any 'skin' you want, as long as you have the required DLC installed. Captured in FRAPs, edited in Premier Pro.
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