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DayZ - zombie apocalypse online FFA permadeath survival Arma II mod

Is bandit status game wide for all profiles or single profile specific?

Having multiple profiles does not change your character. The only way to get a new "character" is to have a second copy of the game. A unique Player ID is associated to your copy of the game.

So, if you're a bandit and create a new profile, it doesn't matter.
 
Pick one.

Tags are stupid. They attract unwanted attention.

I like having a GAF tag in some games. This is one I have a GAF tag because I've met a few GAFers through it.

The weird thing is when people recognise my name from GAF in games when I don't have a GAF tag... freaks me out a bit.
 
Trying to play but I keep getting the 'You can not play/edit this mission; it is dependent on downloadable content that has been deleted' error everytime I try to join a server. Can someone with the retail version tell me what exactly my folder structure should be?
 
Trying to play but I keep getting the 'You can not play/edit this mission; it is dependent on downloadable content that has been deleted' error everytime I try to join a server. Can someone with the retail version tell me what exactly my folder structure should be?



- C:\ArmA II
-- C:\ArmA II\@DayZ
--- C:\ArmA II\@DayZ\Addons
---- C:\ArmA II\@DayZ\Addons\dayz.pbo
---- C:\ArmA II\@DayZ\Addons\dayz.pbo.dayz.bisign
---- Same with the rest of the mod files.

( Obviously replace path with your game path )
 
Having multiple profiles does not change your character. The only way to get a new "character" is to have a second copy of the game. A unique Player ID is associated to your copy of the game.

So, if you're a bandit and create a new profile, it doesn't matter.

well that's lame. Once you commit to bandit I guess there's no easy way of going back.

It's something like that, that would turn me away from a heavy RP type game, the inability to try the game from a different angle if the original angle just wasn't fun.
 
well that's lame. Once you commit to bandit I guess there's no easy way of going back.

It's something like that, that would turn me away from a heavy RP type game, the inability to try the game from a different angle if the original angle just wasn't fun.

That's good. Then people can't just make decisions willy nilly to be a douchebag one moment, then be a good guy the next. Then every decision carries weight and repercussions.
 
I like having a GAF tag in some games. This is one I have a GAF tag because I've met a few GAFers through it.

The weird thing is when people recognise my name from GAF in games when I don't have a GAF tag... freaks me out a bit.

You're in the UK, so you probably weren't playing with us when we kept getting stalked and targeted by other groups. The tag did not help.

Some of us have been changing our profile names to something entirely different for this very reason.
 
- C:\ArmA II
-- C:\ArmA II\@DayZ
--- C:\ArmA II\@DayZ\Addons
---- C:\ArmA II\@DayZ\Addons\dayz.pbo
---- C:\ArmA II\@DayZ\Addons\dayz.pbo.dayz.bisign
---- Same with the rest of the mod files.

So I just put the @DayZ folder into the top ArmA2 folder and not the operation arrowhead or the ArmA2-ArmA2 folder? Then which exe do I launch from?
 
So I just put the @DayZ folder into the top ArmA2 folder and not the operation arrowhead or the ArmA2-ArmA2 folder? Then which exe do I launch from?

Yes, the very first ArmA 2 folder where all the .exe files are located, the .dll etc. to launch the mod ( or any mod you install ) you add -mod=@dayz; to the end of the .exe shortcut target.

"C:\ArmAII\arma2oa.exe" -mod=@dayz;

( I really hope you aren't using some butchered steam version and I'm giving you some completely wrong information here ... )

You can also look into an ArmA II launcher. Means you can tick / untick mods you want to enable and press launch, not having to add or remove target lines.
 
That's good. Then people can't just make decisions willy nilly to be a douchebag one moment, then be a good guy the next. Then every decision carries weight and repercussions.

But what if I want to roleplay as a willy nilly douchebag one moment a good guy the next?

Isn't a big portion of this mod the freedom to play it as you want. If I want to play as a demented sociopath who helps people one minute, but then attempts to murder them, why does the game then ruin this role playing by forcing others to know I kill people.
 
But what if I want to roleplay as a willy nilly douchebag one moment a good guy the next?

Isn't a big portion of this mod the freedom to play it as you want. If I want to play as a demented sociopath who helps people one minute, but then attempts to murder them, why does the game then ruin this role playing by forcing others to know I kill people.

Because being able to just wash your hands whenever makes you take lighter on decisions, removes the element of nerves and trust throughout the world.

When a decision has big consequences, we think twice or even three times before doing it. That's what makes the mod special right now.
 
Because being able to just wash your hands whenever makes you take lighter on decisions, removes the element of nerves and trust throughout the world.

When a decision has big consequences, we think twice or even three times before doing it. That's what makes the mod special right now.

Hopefully it remains this way, but it sounds like the bandit skin is being removed.
 
Because being able to just wash your hands whenever makes you take lighter on decisions, removes the element of nerves and trust throughout the world.
In a real life crisis situation would you know who was a psychopath and who was a potential ally from a distance? If you shoot a man in an abandoned barn in a real zombie apocalypse, you think you wouldn't get away from it?

If everyone is attacking everyone, it might turn into a gang war situation and honestly that is more realistic than auto-changing the skin of a character after x amount of kills.

You shouldn't know who your enemies and allies are in a game that attempts to take a realistic spin on a crisis situation, because you would not know that information in the real world.


The Bandit mechanic seems like such a "video gamey" element in a game that tries to push away a lot of those norms.

Instead of artificially forcing stuff like this, he needs to balance the mechanics that encourage working together, rather than mindless looting. Make banditry difficult to do well. I think a high zombie count does this, but understand a game like this always needs an element of people committing crime and looting bodies. But there's no reason roving bands of good people can't co-exist in a world where nobody knows who is their friend or not from a distance.
 
In a real life crisis situation would you know who was a psychopath and who was a potential ally from a distance? If you shoot a man in an abandoned barn in a real zombie apocalypse, you think you wouldn't get away from it?

If everyone is attacking everyone, it might turn into a gang war situation and honestly that is more realistic than auto-changing the skin of a character after x amount of kills.

You shouldn't know who your enemies and allies are in a game that attempts to take a realistic spin on a crisis situation, because you would not know that information in the real world.


The Bandit mechanic seems like such a "video gamey" element in a game that tries to push away a lot of those norms.

Instead of artificially forcing stuff like this, he needs to balance the mechanics that encourage working together, rather than mindless looting. Make banditry difficult to do well. I think a high zombie count does this, but understand a game like this always needs an element of people committing crime and looting bodies. But there's no reason roving bands of good people can't co-exist in a world where nobody knows who is their friend or not from a distance.


This is, surprisingly a video game and you can't compare this to all the factors of real-life psychology. You need more obvious signs to state what would otherwise be subtle. In real life, you can learn a lot by reading people, how they act and behave - That isn't exactly the case in an online game where everybody is playing to have fun and then "Ohhh I shot you in the back hehehehe". Needs a more defined segregation in my opinion. The game anonymity factor can just easily turn this into a douchebag fest of people working together as a group and then just shooting each other in the back - Can already see it happening. As there's no true end goal, there is no amazing benefit of working together and the result of dying isn't that bad the repercussions are so small and the reward for being a dick for 10 minutes is too big. Without a bandit skin, I'd only work with my close friend and we'd blast down anyone we see, just to be safe.
 
Hey guys, I have a new idea for the BEST MOD: Let's mod reality. We just all buy guns and go into the woods; everybody who isn't with us is a zombie. GO

Don't do that

Seriously, this is a video game, it's okay if there's video-gamey aspects to it.
 
This is, surprisingly a video game and you can't compare this to all the factors of real-life psychology. You need more obvious signs to state what would otherwise be subtle. In real life, you can learn a lot by reading people, how they act and behave - That isn't exactly the case in an online game where everybody is playing to have fun and then "Ohhh I shot you in the back hehehehe". Needs a more defined segregation in my opinion. The game anonymity factor can just easily turn this into a douchebag fest of people working together as a group and then just shooting each other in the back - Can already see it happening. As there's no true end goal, there is no amazing benefit of working together and the result of dying isn't that bad the repercussions are so small and the reward for being a dick for 10 minutes is too big. Without a bandit skin, I'd only work with my close friend and we'd blast down anyone we see, just to be safe.

true
 
You're in the UK, so you probably weren't playing with us when we kept getting stalked and targeted by other groups. The tag did not help.

Some of us have been changing our profile names to something entirely different for this very reason.

That just sounds fucking cool to me :P

If anyone reading this wants to stalk me on DayZ, go for it. Would make it more tense!
 
This is, surprisingly a video game and you can't compare this to all the factors of real-life psychology. You need more obvious signs to state what would otherwise be subtle. In real life, you can learn a lot by reading people, how they act and behave - That isn't exactly the case in an online game where everybody is playing to have fun and then "Ohhh I shot you in the back hehehehe". Needs a more defined segregation in my opinion. The game anonymity factor can just easily turn this into a douchebag fest of people working together as a group and then just shooting each other in the back - Can already see it happening. As there's no true end goal, there is no amazing benefit of working together and the result of dying isn't that bad the repercussions are so small and the reward for being a dick for 10 minutes is too big.

And those people who shot each other leaving one left is now alone in a world full of hungry zombies and a group of soon to respawn players who hate him for it.

I think once a costume/clothing element gets added (if it ever is) it will work out nicely. I can see someone walking by a group of friendly people, and warning them of a man in a red hat and tan camo pants who tricks people then murders them.

Play with the social aspects and constant threat and fear of zombies.


The bandit skin breeds now a permanent state of bandit. If you have the skin, why bother trying to get back to normal, as everyone will instantly mistrust you, whether you plan on hurting them or not. People start shooting you and you shoot back and it perpetuates the banditry, rather than allowing the player to decide how they want to treat each encounter with a player.
 
And those people who shot each other leaving one left is now alone in a world full of hungry zombies and a group of soon to respawn players who hate him for it.

I think once a costume/clothing element gets added (if it ever is) it will work out nicely. I can see someone walking by a group of friendly people, and warning them of a man in a red hat and tan camo pants who tricks people then murders them.

Play with the social aspects and constant threat and fear of zombies.


The bandit skin breeds now a permanent state of bandit. If you have the skin, why bother trying to get back to normal, as everyone will instantly mistrust you, whether you plan on hurting them or not. People start shooting you and you shoot back and it perpetuates the banditry, rather than allowing the player to decide how they want to treat each encounter with a player.

I could agree on a easier way to get back to a regular skin, time based or otherwise but it'd still have to be a nuisance to get the bandit skin, anything that stands as a true punishment making you think twice about being a douchebag. I just can't agree with either in-game chat info exchange as that'd only work for the server your on, as long as the people you killed / witnessed it are online ( Another "online" factor that detracts from the 'let's guess who is the killer' psychology ) or being able to just start a fresh character whenever as that removes all tension and repercussions.

Needs to be a server global consequence that actually makes you think twice about doing it.
 
Yes, the very first ArmA 2 folder where all the .exe files are located, the .dll etc. to launch the mod ( or any mod you install ) you add -mod=@dayz; to the end of the .exe shortcut target.

"C:\ArmAII\arma2oa.exe" -mod=@dayz;

( I really hope you aren't using some butchered steam version and I'm giving you some completely wrong information here ... )

You can also look into an ArmA II launcher. Means you can tick / untick mods you want to enable and press launch, not having to add or remove target lines.

Thanks for the help I finally got it working. Is anybody here playing right now? I would like my first experience not to be terrible.
 
This is, surprisingly a video game and you can't compare this to all the factors of real-life psychology.

In addition, what happens in real life with murderers? The rest of society puts them in prison for years, or for say, a serial killer, they might get the death penalty.

What happens in DayZ? Well, if the rest of society bands together, finds who was a murderer, and kills them, they...immediately respawn and start doing it again. Not having that player permanently removed from ever playing again is a gamey mechanic, and I don't mind having a gamey solution for it.
 
I could agree on a easier way to get back to a regular skin, time based or otherwise but it'd still have to be a nuisance to get the bandit skin, anything that stands as a true punishment making you think twice about being a douchebag. I just can't agree with either in-game chat info exchange as that'd only work for the server your on, as long as the people you killed / witnessed it are online ( Another "online" factor that detracts from the 'let's guess who is the killer' psychology ) or being able to just start a fresh character whenever as that removes all tension and repercussions.

Needs to be a server global consequence that actually makes you think twice about doing it.

you can cause tension and have repercussions without changing a player model. Make the repercussions part of the gameplay and not an artificial mechanic.

From watching extensive playthroughs of DayZ, the most tense moments for me came from two groups meeting each other and not knowing each other, who was friendly, why they were there or anything. Instead the two groups had to get close enough to communicate, both with their weapons lowered to convey peace, and they both need to watch each other carefully until they depart, and even after, be more cautious in case they are now stalking them.

Compare that tension to seeing 2 dudes in a bandit skin running away from a city. Your choices are basically fire at them or ignore them. No real tension unless they get close enough for you to fear for your life, but even so, I think the social tension of approaching without knowledge of a person's intentions to be pretty powerful.

You shouldn't be able to wander the world alone and collect all the guns and enough food to last forever, just by yourself. That tells me something is broken when behavior like that requires an artificial means to punish it. But I think it is fixable.
 
you can cause tension and have repercussions without changing a player model. Make the repercussions part of the gameplay and not an artificial mechanic.

From watching extensive playthroughs of DayZ, the most tense moments for me came from two groups meeting each other and not knowing each other, who was friendly, why they were there or anything. Instead the two groups had to get close enough to communicate, both with their weapons lowered to convey peace, and they both need to watch each other carefully until they depart, and even after, be more cautious in case they are now stalking them.

Compare that tension to seeing 2 dudes in a bandit skin running away from a city. Your choices are basically fire at them or ignore them. No real tension unless they get close enough for you to fear for your life, but even so, I think the social tension of approaching without knowledge of a person's intentions to be pretty powerful.

You shouldn't be able to wander the world alone and collect all the guns and enough food to last forever, just by yourself. That tells me something is broken when behavior like that requires an artificial means to punish it. But I think it is fixable.

I've also seen bandits among regular players and even be part of a normal squad. Lots of tension not knowing whether they will attack, shoot anyone in the back etc. the current tension is based solely on the fact that there IS repercussions in a severe form. People don't really want to shoot, they can obviously see the people are friendly but there's lots of stuff in the background that are viable concerns - New players that might go rampage, converted from bandits, are they looking to be bandits? You can actually put some trust in people right now, because you know they have little to gain by killing you and they'd have to be very sure if they want to kill.

Without a consequence, groups can and will just pick off each other because trust is right out the window in my opinion, there's about a 300% bigger chance of them being regular online douchebags trying to gain some trust, then killing and looting your stuff. Hell, that's what I'd do if they removed the consequence.

There will be too many trolling kills if the consequence is removed and lots of the trust just dies as that's EXTREMELY hard to maintain in a game. maybe, just maybe they can get that system working when teamwork actually feels extremely important. Right now, me and a friend can sneak post most zombies and get our stuff, we can easily back each other up and stay clear of villages with the fast spawns and overpopulation of zombies.
 
That just sounds fucking cool to me :P

If anyone reading this wants to stalk me on DayZ, go for it. Would make it more tense!

Everything sounds great on paper. I had a process written out for how it went, but it pretty much stopped me from streaming the game because people we're "tracking" us through it. It's not cool at all and it doesn't add anything to the game because they used other means to find us.

Personally I don't like it, but to each their own.

Also, from the forums regarding vehicles being enabled on all servers:

"We'll be processing servers one by one once we sort some issues. Vehicles arent currently being processed until we fix these problems."

Legacy servers have them enabled, new ones don't. This is why its been so hit or miss with finding them.

Fake edit: Also seems like there's a respawn bug on vehicles after they're destroyed for servers that do have them enabled.
 
EDIT: Just figured out how to handle aggro'd zombies.. yes!!

Ironically, this is the area I could use some work on. Chalk it up to playing too much Metal Gear in my lifetime, but I'm definitely better at avoiding the zombies in the first place than getting away from them when aggro'd.

With that being said, what IS everyone doing to get away from the hoarde of undead chasing after you?

...running into a defensive position and / or luring them into a bottleneck proving only somewhat effective. Usually end up losing a few K's of blood and racking up a 25+ killcount whenever that happens.
 
Sweet! I'm looking forward to your impressions on it with DayZ, I've been thinking of one myself, but dont know if i can justify it for just DayZ.

THIS IS SO WEIRD!! BUT AWESOME! Not sorry for caps

I still need to tweak it etc but its great. Going to take awhile to untrain myself from pressing the ALT key.
 
There's a forum goer with some rack space selling DayZ servers for $45/month. Is there still interest in getting one? I've started talking to him.
I'll chip in. Maybe we can get a group of us together to all throw in and have at least 3 months worth of server access as opposed to paying for it monthly. Thoughts?
 
I'll chip in. Maybe we can get a group of us together to all throw in and have at least 3 months worth of server access as opposed to paying for it monthly. Thoughts?

I'd be more comfortable signing with the guy if this happened. Then I'd know I at least have 3 months to prepare for the pain if everyone bails on the mod.
 
I'd be more comfortable signing with the guy if this happened. Then I'd know I at least have 3 months to prepare for the pain if everyone bails on the mod.
That was my thought process. I know we'd get an influx of people initially but just like everything else, the excitement would taper off for most and then some people would be stuck footing the bill based off of commitments from those who quit playing. Either way, $135 for 3 months shouldn't be hard to do from all of us as a combined whole. What's the next step?
 
That was my thought process. I know we'd get an influx of people initially but just like everything else, the excitement would taper off for most and then some people would be stuck footing the bill based off of commitments from those who quit playing. Either way, $135 for 3 months shouldn't be hard to do from all of us as a combined whole. What's the next step?

As long as people are comfortable with sending money by Paypal to me then I can proceed. Found another host with a cheap option (50/month). Haven't heard back from him yet.

Just waiting to find out from both whether or not we can moderate the server just because we've seen a lot of idiots around and I don't want to be stuck paying for a server where I can't create an atmosphere that's fun for all.

Gibs is banned from the get-go.
 
I thought you couldn't have password servers though? Or would this be just one we know is updated and always try to play on vs. an 'exclusive' server




Other news running with the new beta patch I get like 15fps increase with the same settings as before. :D
 
I'll chip in. Maybe we can get a group of us together to all throw in and have at least 3 months worth of server access as opposed to paying for it monthly. Thoughts?

I'd chip in too, it'd be good to have a place where gaffers could go regularly and not all be lost across different servers.
 
As long as people are comfortable with sending money by Paypal to me then I can proceed. Found another host with a cheap option (50/month). Haven't heard back from him yet.

Just waiting to find out from both whether or not we can moderate the server just because we've seen a lot of idiots around and I don't want to be stuck paying for a server where I can't create an atmosphere that's fun for all.

Gibs is banned from the get-go.

Well once you get the final word post details. I don't think most would mind a PayPal option seeing as that's the only viable solution I could think up anyways. Can't wait to learn more. Gibz? He is the resident griefer, but man is it hilarious hearing him "work." I just give him a wide berth and stay out of his way. He's been pretty good about not "accidentally" TK us for the most part.

;p
 
I thought you couldn't have password servers though? Or would this be just one we know is updated and always try to play on vs. an 'exclusive' server




Other news running with the new beta patch I get like 15fps increase with the same settings as before. :D

The former is what it would be. Really it's just to make sure we have a server that has the settings we like and has daylight without us sacrificing ping to get it. The guy said he can't switch the time zone on the server, but he can configure our to "reverse" it. So if it's 5PM, it just flips it to 5AM on our set up.

We can admin the server (kick/ban/reboot) and request changes (settings..etc).

Well once you get the final word post details. I don't think most would mind a PayPal option seeing as that's the only viable solution I could think up anyways. Can't wait to learn more. Gibz? He is the resident griefer, but man is it hilarious hearing him "work." I just give him a wide berth and stay out of his way. He's been pretty good about not "accidentally" TK us for the most part.

;p

I was kidding about Gibs haha.

Guy is sending me the info for what we need to sign up now.

Edit: The guy prefers a per month basis, but said he won't stop us if we want to lock ourselves in for multiple months. Whoever wants to chip in can PM me and I'll give them my paypal email.
 
I just hope this mod has enough longevity to warrant a GAF server. I'm already slowing down a lot on the amount of time I play/can play.

But I'd be willing to pitch in.
 
I tried to play this a couple days ago. The Arma 2 engine is so goddamned horrible. Is there any way to decrease the mouse-lag? It's insane, and I have a pretty powerful machine so I feel like I shouldn't have to turn the settings down so low.

V-sync and such things are off.
 
I just hope this mod has enough longevity to warrant a GAF server. I'm already slowing down a lot on the amount of time I play/can play.

But I'd be willing to pitch in.

We were playing quite a bit last week, possibly more than is healthy. But the amount we all continue to play might warrant it.
 
I tried to play this a couple days ago. The Arma 2 engine is so goddamned horrible. Is there any way to decrease the mouse-lag? It's insane, and I have a pretty powerful machine so I feel like I shouldn't have to turn the settings down so low.

V-sync and such things are off.

Did you turn off mouse smoothing?

We were playing quite a bit last week, possibly more than is healthy. But the amount we all continue to play might warrant it.

I'm impatient and impulsive. We have a server paid for for the next month. Let's see how it goes and we can decide if we want to rent it for longer.
 
I tried to play this a couple days ago. The Arma 2 engine is so goddamned horrible. Is there any way to decrease the mouse-lag? It's insane, and I have a pretty powerful machine so I feel like I shouldn't have to turn the settings down so low.

V-sync and such things are off.

Try turning down mouse smoothing in options for one. Mouse lag isn't exactly a problem with the RV engine, so don't blame it on that, sounds more like on your end.
 
Did you turn off mouse smoothing?



I'm impatient and impulsive. We have a server paid for for the next month. Let's see how it goes and we can decide if we want to rent it for longer.

Buahahaha.

...........................................................................When does it launch?!

G. Newell is going to find it easy peasy to stalk us now.
 
Did you turn off mouse smoothing?



I'm impatient and impulsive. We have a server paid for for the next month. Let's see how it goes and we can decide if we want to rent it for longer.

Shit son! Will i ping okay to the server from the UK? Please say yes!
 
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