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DayZ - zombie apocalypse online FFA permadeath survival Arma II mod

Yeah if you zig zag between trees and stuff zombies will de-aggro after a certain distance now.

Nice to see DayZ mod on Steam finally.. too bad DayZ Commander makes it completely obsolete.

How so? I used Six Launcher before reinstalling everything through steam.
 
So bohemia on PS4 and this?
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This could be an awesome comfy couch game.

......


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Death and comfy couches don't seem compatible. This reminds me. I hope Rocket and crew figure out a new night time system. The current 24 hour cycle pushes people to daytime servers. Which is unfortunate. Nighttime play is amazing, but not great every single night every week.
 
How so? I used Six Launcher before reinstalling everything through steam.

It's a utility that lets the user take a hands-off approach to file management for DayZ. Tells you when DayZ is out of date, or if there is a new Arma2 beta and will download and install for you with the click of a button. VASTLY superior server browser, search for friends, filter out servers with 3rd person or name plates, built in compatibility with custom maps like Lingor, Namalsk, Origins, 2017 etc etc which it will also install for you automatically.

I used Six Launcher previously as well, for like a week. It's trash in comparison.
 
Yeah if you zig zag between trees and stuff zombies will de-aggro after a certain distance now.

Actually, it's much more playable.. especially on a server that starts you with revolver/hatchet/compass/map/etc... found a server that's not full of griefer's and have had a great time the last 2 days playing again.

Been able to do things I never lasted long enough to do back when this mod really first hit. Having a melee weapon made a huge difference since you're never completely fucked anymore like you were without ammo back in the day.

Just sucks you can't carry a second gun and have the hatchet equipped.. but I realize it's a workaround.
 
Still haven't fixed crap falling damage.. or the fact something like a tractor explodes from the slightest damage.
 
Love that they're still pushing out updates.

Changelog:


* [NEW] - Added a 2 minute delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.
* [NEW] - Added new sfx for chopping wood.
* [NEW] - Started Update for Cherno intro. (map intro)
* [NEW] - Zed attraction, this will draw zeds to loiter closer to players over time.
* [NEW] - BAF_L85A2_RIS_SUSAT - (Heilcrash - HeliCrash_No50s)
* [NEW] - Crossbow Quiver added - 6 arrow mag size.
* [NEW] - WoodenArrow added 6 arrows can be turned into a quiver.
* [NEW] - WoodenArrow can be picked up after use.
* [NEW] - 20% of breaking WoodenArrow when firing it.
* [NEW] - Crowbar now attaches to toolbelt.
* [NEW] - Added Anti teleport script. Reported to server's RPT log
* [NEW] - New models by JoeysLucky22:
- (Soda) Long's Island Iced Tea (Clayton)
- (Soda) Dr. Wasteland (Dr. wasteland)
- (Soda) Mikhail Made Lemonade (-=PA=-Mikhail)
- (Soda) LVG Root Beer (LVG)
- (Soda) Mountain Green
- (Soda) mZLY yZLY (mZLY)
- (Soda) R4Z0R soda (R4Z0R)
- (Soda) Smasht (Smasht)
- (Beer) Rabbitman (Rabbitman)
- (Can) Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
- (Can) Chef Boneboy Ravioli (Boneboys)
- (Can) Curgon's Chicken Noodle Soup (Curgon)
- (Can) Demon Groves Green Beans (DemonGroover)
- (Can) FraggleOs (Fraggle)
- (Can) Griff Black Beans (Griff)
- (Can) Herpy Dooves Canned Muffins (DerpyHooves)
- (Can) Orlok Mixed Fruit (orlok)
- (Can) Powell's New England Clam Chowder (Powell)
- (Can) Unlabeled Can
- (Can) Tyler's Kidney Beans
- (Can) Conrad's Whole Kernel Corn

* [NEW] - New models by Elvaron:
- New melee weapon: Machete - (Farm - Hunting)
- New Food: Pack of pistachios
- New Food: Pack of trail mix
- New Food: MRE military rations (Military Loot)
- New junk loot
- Model for Compass instead of green pouch in loot pile
- 2rnd shells for pellet and slugshot shotgun ammunition (no more 8 bullets shown on ground when it's actually 2 bullets)
- New models and textures for FoodBaconRaw and FoodBaconCooked.
- Model and textures for Quiver.

* [UPDATED] - BoltsSteel replaced with WoodenArrows.
* [UPDATED] - BAF_L85A2_RIS_Holo Removed from crash site's added to Military tables
* [UPDATED] - loot weighted array generation fixed.
* [UPDATED] - Updated logout system to check radius of zeds from 50 meters to 35 meters (30 sec count)
* [UPDATED] - Player range on logout to 6 meters. (30 Sec count)
* [UPDATED] - Max Range of targets 120 meters down from 300 meters. (this should help long range agro, This is zeds max target range).
* [UPDATED] - AI behavior updated to try making them zigzag less.

* [UPDATED] - Added push bikes to the zeds pull from vehilce list.
* [UPDATED] - Epeen key moved to Custom Controls - Use action key 20 (No default key needs setting up)
* [UPDATED] - Zeds Targets array modified
* [UPDATED] - Weapon fire sounds divided by 2 (This will help us settle zeds hearing a little more) (107_DZ Zed pull range 450 meters / 2 = 225 meters (capped 120 meters aboue for now))
* [UPDATED] - Max local zeds per client now fixed at 40 zeds, Global at 40 +10 foreach player within 400 meters and total 500 zeds max.

* [UPDATED] - Added some Czech language
* [UPDATED] - Updated zed attraction to dead players from 50 meters to 20 meters.
* [UPDATED] - Players will now drop empty cans after consumption to nearest lootpile or creates new one.
* [UPDATED] - Updated Infection to cough, shake camera and loose blood.
* [UPDATED] - Updated russian string tables.
* [UPDATED] - Backpack Spawns should now see higher grade backpacks more.
* [UPDATED] - Deer stands has it's own loot table (Hunting).
* [UPDATED] - Reduced Zed Running Speed.


* [FIXED] - Zeds talk, lowed to 80 meters down from 200 meters this will stop any zeds targeting for sight/noise outside of this radius
* [FIXED] - CookedBeef StringTables now added.
* [FIXED] - Spanish, French StringTables updated.
* [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.
* [FIXED] - Zeds should no longer walk though all objects. (Some objects can still be walked thought)
* [FIXED] - Updated refuel to attract zeds. (3-6 Meters)
* [FIXED] - EH's updated to work with Battleye filters.
* [FIXED] - Ammo counts now fixed on dc.
* [FIXED] - Zeds will no longer magically hit players just because they're within 3 meters. ( Zeds can no longer dmg without running the attack animations. (running into zeds will no longer dmg the player))
* [FIXED] - Fixed some base class's for vehicles reporting issues with crew
* [FIXED] - You can now logout with a broke leg.
* [FIXED] - Temperature icon should not disappear anymore.
* [FIXED] - Humanity should now work increase again.
* [FIXED] - Chemlights and flares now work again.
* [FIXED] - time is now set on startup.
* [FIXED] - Hatchet and crowbar don't require reload anymore.
* [FIXED] - Hatchet and crowbar no longer overwrite each other.

* [FIXED] - Exploit when converting Mags into other mags (Example - DMR to M24 then back)
* [FIXED] - Blood particles not shown for player.
* [FIXED] - Hide body animation not shown for player.

Combat Roll
* [Fixed] - No longer possible to combat roll with broken leg
* [Fixed] - Added 4 sec delay to multiple rolls.
* [Fixed] - No longer possible to combat roll over player created objects (tents, sandbags so on)
* [Fixed] - No longer combat roll in buildings.

* [REMOVED] - Chase combat logging systems removed. (Removed due to ealry warning of agro)
* [REMOVED] - Debriefing window has started to be cleaned up. (blank box on dc)
* [REMOVED] - BearTrap Due to issues with the trap still staying active after removal.
* [REMOVED] - DZ_Patrol_Pack_EP1 Due to us no longer planing to remove backpacks from new spawns.
* [REMOVED] - All chance based systems for sight and sound from zeds they will now only agro if in view or your making noise. Should allow more freedom to move.

Some pretty awesome changes! Lots of nerfs to zeds though, hope the game doesn't feel too easy...should make for more encounters in high zed population areas, though.
 
- (Soda) Long's Island Iced Tea (Clayton)
- (Soda) Dr. Wasteland (Dr. wasteland)
- (Soda) Mikhail Made Lemonade (-=PA=-Mikhail)
- (Soda) LVG Root Beer (LVG)
- (Soda) Mountain Green
- (Soda) mZLY yZLY (mZLY)
- (Soda) R4Z0R soda (R4Z0R)
- (Soda) Smasht (Smasht)
- (Beer) Rabbitman (Rabbitman)
- (Can) Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
- (Can) Chef Boneboy Ravioli (Boneboys)
- (Can) Curgon's Chicken Noodle Soup (Curgon)
- (Can) Demon Groves Green Beans (DemonGroover)
- (Can) FraggleOs (Fraggle)
- (Can) Griff Black Beans (Griff)
- (Can) Herpy Dooves Canned Muffins (DerpyHooves)
- (Can) Orlok Mixed Fruit (orlok)
- (Can) Powell's New England Clam Chowder (Powell)
- (Can) Unlabeled Can
- (Can) Tyler's Kidney Beans
- (Can) Conrad's Whole Kernel Corn
So I guess the community is up in arms over the new cans/food. I really dont get why they are so heated over it but whatever. Change Ahhhhhhhhhh!
 
Looks good, can't wait to get a GAF posse together again when the stand alone is out. Even rolling around on a field for an hour was fun with a good group of people :P (when waiting for everyone to get back in after a server restart) .
 
Anyone know if the standalone will incorporate all these recent beta updates, or if it will have its own rules, etc. ?

I know for sure it won't include all content from DayZ--they've said as much, at least related to weapons. However, I am hoping that the DayZ mod is a testing ground for a lot of the game behavior changes they've been making.
 
Tons of toilet paper for loot in the latest build. I was very disappointed that when I right-clicked it in my inventory that there was no "wipe ass" option. Maybe in the standalone.
 
So I guess the community is up in arms over the new cans/food. I really dont get why they are so heated over it but whatever. Change Ahhhhhhhhhh!

It's because they're all based on the names of forum mods that had nothing to do with the creation of any of the assets in the game. Everyone thinks it's unprofessional and in bad taste.
 
It's because they're all based on the names of forum mods that had nothing to do with the creation of any of the assets in the game. Everyone thinks it's unprofessional and in bad taste.

The forum mods still represent the developers in the online community.

mods that had nothing to do with the creation of any of the assets in the game

True. However the assets were made BY the developers who wanted to give a friendly nod to the mods while still keeping in line with the games feel. Sounds to me like a lot of people are just butt hurt
 
People (including me) got a bit angry because this is a game based on realism. Most of the names are fine and actually pretty good but some of them...

- (Soda) mZLY yZLY (mZLY)
- (Soda) R4Z0R soda (R4Z0R)
- (Can) FraggleOs (Fraggle)
- (Can) Herpy Dooves Canned Muffins (DerpyHooves)

That just completely breaks emmersion in the game
 
People (including me) got a bit angry because this is a game based on realism. Most of the names are fine and actually pretty good but some of them...

- (Soda) mZLY yZLY (mZLY)
- (Soda) R4Z0R soda (R4Z0R)
- (Can) FraggleOs (Fraggle)
- (Can) Herpy Dooves Canned Muffins (DerpyHooves)

That just completely breaks emmersion in the game

I highly doubt these will transfer to the stand alone, since they where talking about starting from scratch in terms of items on that one. To me this looks like some dev fun with the mod in its last couple of months.

edit: nice vids littleworm, the haunted hatchback was hilarious!

Oh btw, what are your specs? since your framerate looks silky smooth while still having high quality settings from the looks of it.
 
littleworm, your game is a blurry mess :P .

I guess some people are fine with the bad motion blur and all that other blur (I don't even know what to call it, heh. It's like a bad depth of field effect) that the arma 2 engine has unless you disable it from the options (I think it's the post processing option, it's been a while so I'm not sure).
 
I'm playing again after a long time (basically I was playing during the initial exploit of the mod, following the "The Days Ahead" videos from CHKilroy).

I'm very resilient to clunkyness but undoubtedly it is still over the top: moving inside small rooms-corridors, climbing/descending ladders, deadly 1m falls, framerate woes. I really hope this gets fixed in the stand alone but.. the engine is going to be the same, so I have may doubts.

Also the game now is: deathmatch. The thrill of encountering a new player "will he be friendly or not?" is lost, everyone is unfriendly, nobody seeks collaboration anymore and people just kill on sight. So I hope the standalone offers more meaningful enticements to a different behavior than "everybody dieee".

Also: don't you think that Chernarus map is too large for 50 (server average) players?
 
I'm playing again after a long time (basically I was playing during the initial exploit of the mod, following the "The Days Ahead" videos from CHKilroy).

I'm very resilient to clunkyness but undoubtedly it is still over the top: moving inside small rooms-corridors, climbing/descending ladders, deadly 1m falls, framerate woes. I really hope this gets fixed in the stand alone but.. the engine is going to be the same, so I have may doubts.

Also the game now is: deathmatch. The thrill of encountering a new player "will he be friendly or not?" is lost, everyone is unfriendly, nobody seeks collaboration anymore and people just kill on sight. So I hope the standalone offers more meaningful enticements to a different behavior than "everybody dieee".

Also: don't you think that Chernarus map is too large for 50 (server average) players?
actually its not.. its a mixture of arma 2 and arma 3 tech, put into its own branch. so they have their own dedicated dayz branch of the "Real Virtuality engine". This means that they can modify the engine from the ground up and modify it to fit the requirements they think it needs to fit the game.

I fully believe the dayz stand alone will be a totally different game in the way it feels, behaves and looks then the arma 2 version.

check out their development blog for some more information about this.
 
actually its not.. its a mixture of arma 2 and arma 3 tech, put into its own branch. so they have their own dedicated dayz branch of the "Real Virtuality engine". This means that they can modify the engine from the ground up and modify it to fit the requirements they think it needs to fit the game.

I fully believe the dayz stand alone will be a totally different game in the way it feels, behaves and looks then the arma 2 version.

check out their development blog for some more information about this.
I understood it was still arma2 engine, just upgraded to its latest version, the one from Take on Helicopters (so, something like half life 2 source vs portal 2 source: improvement but still the very same engine).

I'd like to be as positive as you are, but I can't after all; I hope I am totally wrong of course.
 
I understood it was still arma2 engine, just upgraded to its latest version, the one from Take on Helicopters (so, something like half life 2 source vs portal 2 source).

I'd like to be as positive as you are, but I can't after all; I hope I am totally wrong of course.

You are correct that its the Take On Helicopters engine at its core, but they've modified it immensely for DayZ, from what it sounds like, you could almost say it's a different engine. And I do think they are incorporating some aspects of ArmA3 into it, though I doubt any of its graphics in nature. At the end of the day I think it will be a marked improvement over DayZ mod and ArmA2/ToH in all areas but still noticeably below that of ArmA3 visually and probably performance wise, but hopefully not by much in that respect.
 
I highly doubt these will transfer to the stand alone, since they where talking about starting from scratch in terms of items on that one. To me this looks like some dev fun with the mod in its last couple of months.

edit: nice vids littleworm, the haunted hatchback was hilarious!

Oh btw, what are your specs? since your framerate looks silky smooth while still having high quality settings from the looks of it.

I5-2500k
GTX 670 FTW
8 GB RAM
 
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