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DayZ Mod for ARMA II

  • PogoP
  • May 10, 2012 at 12:47 PM
  • RaVaGe
    • December 16, 2013 at 9:42 PM
    • #141

    This game have so much potential but it looks like they are focusing on nitpick things instead of working on the important things, the aiming system looks terrible, the netcode looks even worse, and I don't even want to talk about their 'level design'.


    Looks pretty terrible imo.

  • Em'
    • December 16, 2013 at 10:07 PM
    • #142

    +1 Ravage.

    I think this is a terrible idea to did this game on arma 2 unfriendly engine.


    I watched some streams, i know this is early alpha but GOD this is so laggy and has such a terrible flow...


    Will still buy it. And laught.... a bit. Then cry. A lot.

  • Buddy
    • December 16, 2013 at 10:34 PM
    • #143

    Looks much better than the mod but they did focus too much on irrelevant stuff like player customization. Zombie ai/path finding looks better but still bad. Bad hit detection, I'm wondering if its just that Bohemia is not capable of delivering at the level we expect?

  • KoKo5oVaR
    • December 16, 2013 at 10:47 PM
    • #144

    Except for the gigantic terrain, the arma 2 engine is just not made for that , i can't imagine the hassle to be a programmer on this. Pretty much pumped to play it though, especially since i didn't played the mod and heard all of these magnificent moments of roleplaying from friends

  • Beck
    • December 16, 2013 at 11:44 PM
    • #145

    Just had a spin on it. None of the servers have had their day/night cycles shifted yet (as far as I can see) so you're probably going to be playing in the dark on a local server.


    Movement is a big improvement over the mod.

    You actually have to search for items in buildings now which is cool and very hard to do in the dark.

    Loot does seem scarce at the moment though.

    Inventory is a big improvement also, though I did drop a torch and lost it on the floor when changing to some cargo pants (Which had more pockets than my jeans. Nice addition)

    Found an axe and killed a couple of zombies which found me. I don't really see any improvement over the hit detection and zombie movement as people have mentioned above.

    There aren't many zombies at the moment. My guess is they're keeping the population low until they get feedback on how the zombies are.


    I've had a new graphics card since I last played the mod so I can't really talk about improvements but for me on a Intel 2600K @ 4.4GHz, 8 GB ram, AMD 7970 3GB and an SSD it ran damn smooth on all max settings


    Hope this helps.


    Any questions just ask!

  • Sjonsson
    • December 17, 2013 at 8:48 AM
    • #146

    Beck, how long did you play without a crash? Did you encounter any bug with the zombies? (I always thought they were the messiest, both in terms of Ai, hitdetection, lag, running through walls, not pathfinding through door openings - the list can just keep going.) Are there more enterable houses than before?

  • Beck
    • December 17, 2013 at 8:54 AM
    • #147

    I played for about 2 hours or so without a single crash. The game felt stable and smooth to me.


    As I said I only encountered a few zombies and it was dark so I might have missed some. I killed two with my hatchet and the experience I had with the zombies wasn't really any different to the mod. I did see a zombie half poking through a wall, tried to kill it but nothing happened.


    As far as I know every house is enterable. At least every one I went to was. There are some new areas (Some large housing blocks just north of the airstrip) and I saw a players torch working it's way up the tower. I'm guessing but you may be able to get to every floor in that building!

  • Jord
    • December 17, 2013 at 10:26 AM
    • #148

    Just bought

  • Em'
    • December 17, 2013 at 10:26 AM
    • #149

    I tried it this morning. As expected, there isn't any improvment over the mod. Its just a mod++ IMO.

    I was expecting some heavy changes, but they just add some more features over an engine and a game not done for that type of game.


    It just look like the same as DayZmod, with minor features that I personnaly don't care if i can't play properly and smoothly.


    Here is a list of what i encounter in 1h :

    - terriblement movement, like i was playing arma 2. Interior walking is just horrible... TP throught walls...

    - lag : still fucking lagging everywhere with my 8go Ram, 3go GPU and quad core 2.7... I can turn all very high or very low, still have a shitty framerate.

    its unplayable for me and for many others (and have the same issue with arma 2/3, but BI did not fix that).

    - inventory lag : items flickering, can use or not ?

    - Bad AI and pathfinding


    But still a nice visual improvment...

    - almost any building enterable at 50%, big buildings have only few floors you can walk on, that's OK. If only the ladder system and collisions weren't that bad...

    - more details over the terrain, but interiors are still empty and terribly lifeless.

    - the 8 characters you can choose are visually 'good enought'... Not fantastic but way better than arma 2.

    - lighting seems better, but i noticed a lot of flickering shadows and in lower settings than high, you have no shadow after 60m....


    I know this is an early alpha, ok.

    But as far as we can see, they won't change engine or try to create a better movement system for characters, or have better collisions, etc...

    I think the main reason why they encounter many difficulties is that they made the decision to not throw arma 2 and start from scratch. BI isn't the right company to make such a great game.


    Oh and btw, i so hate to see "property of DEAN HALL" on every single screen of that game, even in the menu, its written. This is like those rappers who sing their names in their songs. Ima gonna say Kanye is not da best, Dean iz da best.

  • Jord
    • December 17, 2013 at 10:34 AM
    • #150

    Hoping it's success inspires a company to do it properly. The ARMA 2 engine really isn't the right engine for it, I wish they'd have started from scratch with it.


    Crashes and server issues were my main complaints about DayZmod really so as long as they're fixed it should be fun for a while.

  • Pampers
    • December 17, 2013 at 11:22 AM
    • #151

    It's not the arma 2 engine, it's made from a branch of the arma 3 engine.

  • Chimeray
    • December 17, 2013 at 5:38 PM
    • #152
    Quote from Pampers

    It's not the arma 2 engine, it's made from a branch of the arma 3 engine.

    Nope: DayZ will utilize the Take On Helicopter engine, which is a branch of the Arma II Operation Arrowhead engine Real Virtuality.[4] The engine is being heavily modified, including code from Arma III.


    It's sad to hear these negative responses but it was what I was expecting :s Too bad, so much potential... It could've been really awesome but I'm not really interested in a second buggy experience. Might wait a couple of months and see where it goes, ya never know.

  • Puddy
    • December 17, 2013 at 5:55 PM
    • #153

    I think the "we'll see where it goes"-part is fairly obvious. The current version is probably shit, outright shit. The hope is that the devs play their cards right and get it right, eventually...

  • KoKo5oVaR
    • December 17, 2013 at 6:04 PM
    • #154

    I enjoy arma a lot with its obnoxious 150 keys to prone and the bug legion since operation flashpoint; i guess i won't be disorientated. How the melee fights works btw ? is it shitty ? it's hard to figure out melee combat in arma

  • Em'
    • December 17, 2013 at 6:28 PM
    • #155
    Quote from KoKo5oVaR

    I enjoy arma a lot with its obnoxious 150 keys to prone and the bug legion since operation flashpoint; i guess i won't be disorientated. How the melee fights works btw ? is it shitty ? it's hard to figure out melee combat in arma


    The main problem with melee is your moves, i feel like the famous Unity basic-capsule-wasd-movement-script ... Rigid and limited. So melee weapon are rigid and limited too.

  • dux
    • December 18, 2013 at 12:55 AM
    • #156

    I don't think anyone was expecting this to be anything other than a mess on its initial alpha release?

  • Mazy
    • December 18, 2013 at 8:14 AM
    • #157

    http://www.eurogamer.net/articles/2013-…ple-in-12-hours


    172.000 sold in 24 hours, pretty damn impressive, guess people are still excited about it. I just wish this had come out like a year earlier, never have had more zombie fatigue than I do now.

  • Puddy
    • December 18, 2013 at 8:24 AM
    • #158

    That's quite a lot.


    Use dat moneh to make it good!

  • Em'
    • December 18, 2013 at 9:06 AM
    • #159

    Or at least give it to someone that can actually make it good !

  • Jord
    • December 18, 2013 at 9:43 AM
    • #160

    So I was playing this for a few hours last night.


    It's largely exactly the same as the mod in my opinion. There are some improvements that justify the purchase for me though.


    • The crashing is a lot better as I haven't crashed once yet after a good 4-5 hours of play.
    • Connection issues are mostly gone, didn't see any lag and didn't get any disconnects or have trouble connecting to servers as I often did in the mod.
    • More buildings can be entered than in the mod and there seems to be more loot to be found, with more variety.
    • More items in the game with more options how to use them such as tearing a shirt in to rags to be used as bandages.

    At present there doesn't seem to be many zombies at all in the game, I only saw 4 but wasn't really exploring towns much. It's still impossible to find your friends, I couldn't find 3 of mine the entire time we were playing, I did find other players though.


    I wouldn't recommend people to buy it if they already have the mod, but I don't regret buying it as I much prefer to have it on steam and not suffer the connection issues. I was expecting more really, but we'll see how this goes.

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