Showing posts with label tents. Show all posts
Showing posts with label tents. Show all posts

Find Your Way Around DayZ With This Real, Paper Map

One of the things that makes zombie survival sim DayZ so difficult is that players start the game without a map. Even later on, getting hold of one can be tough. Without a map, you can't see where you are, and if you don't know where you are, you have trouble finding other survivors.
Sure, you can get around this by just downloading a map, but that's hardly as authentic an experience as buying a large, $15, real-world map to have sitting next to you, is it?
These were first printed up last year, but given DayZ's popularity - and its lack of map - ArmA II developers Bohemia Interactive have decided to start selling the things.
Other recommendations for a more authentic experience: drink a can of pepsi every hour, shoot the first person who knocks on your front door and don't go climbing ladders with your pistol drawn. Even in the real world.

DayZ Update 1.7.1.5 Released; major performance increases, zombies can’t see through terrain

Dean Hall and his team have released a new update for their amazing ArmA 2 total conversion, DayZ. This update brings major performance increases, fixes the issue where infected/zombies could see through terrain, and this time around, infected will inspect thrown items. Make no mistake everyone, this is a major update, especially if you had performance issues. You can view the complete changelog below and those interested can download it from here.
DayZ Update 1.7.1.5 Changelog:
* [NEW] Infected raycast for line-of-sight less often (improves performance)
* [FIXED] Infected can see through terrain
* [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 5 minutes 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] Trying to pick up a hatchet would create fake ammo (now will not)
* [FIXED] Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
* [REVERT] Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action)
* [NEW] Flashlights can now be packed to toolbelt also (gear action)
* [NEW] New players will spawn with flashlight added to their toolbelt not backpack
* [FIXED] Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away)
* [FIXED] Unlimited Infected spawning (now has a cooldown enabled so it won’t spawn too many at once)
* [FIXED] Melee weapon sounds non-existent/terrible (now has placeholder sounds)

Now playing: Arma 2 mod Day Z


 "If you don’t know what DayZ is, and you’re wondering why three year-old military sim Arma 2 is currently the best-selling game on Steam, you can read all about it here. It’s a game unlike anything I’ve ever played: freeform, terrifying, and utterly infuriating. You might have spent an hour crawling through the wilderness to get that M1014 shotgun and ALICE pack, but the bandit who just sniped you from the bushes doesn’t care. He wants your beans. What’s really special about DayZ, though, is how it can create memorable moments without set-pieces or scripted events. It’s the players that create the drama."


Most people will die from starvation, hunger, zombie-ism, or by Will Smith in an apocalypse. I died of naivety and gunshots. Day Z Mod for Arma II reworks the 225km island of Chernarus into a terrifying survivalist nightmare: you’re dropped alone, with meagre supplies, somewhere in the wilderness. There is no goal, no end-game. You just need to stay alive. There are zombie NPCs and other players. With the undead you know where you stand, but other players pose the greatest threat.
With no map or compass, all I had to go on are the road signs and landmarks. It was midnight when I logged in, and the server has a real-time day and night cycle so the only light was the moon filtering through the high clouds. Removed of all context, I went with my instincts: I found a road and walked along it, crouching-walking and scanning left and right for signs of life. This is how you’ll spend most of Day Z: isolated and paranoid. I strolled for half-an-hour, not seeing anyone or hearing the telltale grunt of the undead before I came up on some buildings, darker squares against the grey night sky.

Decision time: buildings are more likely to have food, water, bandages, but they also spawn zombies. I was alone, I couldn’t see anything. I could feel the malevolent coldness of the world in my bones. I walked on, terrified of the unknown, but for some reason turned around to look back.

 What was that? Then a noise like a twig snapping and another white flash lighting up the nearby buildings. Zombie don’t shoot guns. Someone was down there, and in a fight. Two things passed through my mind: if I rushed in I could help and make a new friend; but if I instead approached cautiously he might be killed and I could loot the corpse. I’d only been in the game for about an hour, so I let my heart rule my head and sprinted in. The flashes resumed every few seconds, and as I approached I kept to the shadows. He was Gord, and he was standing over a corpse looting it. I chose this moment, where he was a bit vulnerable, to approach. He couldn’t shoot me on sight that way. I could see he was looting a zombie and not another player, and that his outfit matched mine: kill enough players and you end up wearing a Bandit outfit. It could be in self-defense, or you might be a killer: the other player will never know. He looked up and we said hellos, keeping our guns trained on each other. A cautious alliance formed and he led me to some bandages stored in a nearby building. Then we headed out of town.

“Hurrrrr.”
Fuck. My first experience of the undead was against the red glow of the flare Gord tossed: three of the things came sprinting out of the dark, running in jagged lines. I don’t need this kind of shit at one in the morning: I crouched and rapidly fired. The last zombie fell just as my gun was making the hideous click of an empty magazine. Phew.


Just as Gord’s noise and gunfire drew my attention, our fight was noticed by Red. He asked us over the chat channel if he could join our group. Gord and I’d fought off zombies together, so we were sure we could count on one another: we agreed to wait for Red and then all three of us headed away from town.
With a solid little group, we were more confident, so when we arrived at a small city, gas towers and tall buildings dominating the sky, we ventured in. There was no sign of other players: no gunshots, no flares. Just an empty city for us to scavenge. By now all of us were low on supplies, so it was vital we brave the death trap.
We’d had a few skirmishes and lit the area up with three flares. We found a body at the bottom of one of the gas towers. “What’s an Alice pack?”, Red asked. He was looting the corpse and talking about what was inside the pack: supplies, ammo, food in the chat channel. I started to wonder how exposed we all were: we were blazing red against the pitch black in a major city. How wise were we being in a world of scare supplies and murderers?
Red’s night was coming to an end, and he offered to kill himself and let me loot his corpse, which I did as I needed ammo. Just as he left Gord crashed out. I was left alone, in a pool of light, full backpack, the occasional groan of a zombie prodding me to get the hell away.


I backed out of the city. I couldn’t see much of it the night was so pervasive, just shapes on the horizon. I turned and spotted someone at the top of the hill. There was no way he couldn’t have seen me walking up the road, but hadn’t said anything. He was just standing and watching. I got out a “Hel-” into the chat when a bullet hit me. And another. Bleeding is bad in ArmA II, and doubly so in Day Z where the game keeps track of your blood. I tried to duck, but it didn’t matter: I was dying and there was more than one of them. The figure was walking down towards my body. He walked up, calmly typed “I was the decoy” and put a bullet in my head.

Rocket Goes Full Time

                                                         
The creator of DayZ and Bohemia Interactive employee, Rocket, has been instructed by Bohemia to work on the mod full-time. That’s according to an account of a fan who chatted with him at E3 earlier today, spotted by Craig over on the DayZ subreddit. The account says that Rocket believes that DayZ is “the first step towards Bohemia gearing up to make it into a full standalone game.”

He goes on to say that Rocket talked about having already ported the mod over to the Arma 3 engine, and that “it works great.” Rocket also reportedly said that DayZ has been tested internally with the new tech, and can “handle 100-200 players easily” on a server.

This qualifies as a rumour for now, as the comments are second hand, but Graham will be meeting Rocket at E3 tomorrow. We’ll have solid answers then.


Do you think its true???

IMPORTANT: Tents will be wiped in update 1.7.1.5



 

 Just to give you guys a heads up, Rocket has decided to wipe tents during the next update, so if you’ve got stuff on UK5, UK6, or UK9 stored in tents, you better grab all the important bits.