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Re: DayZ: An open-world, perma-death zombie survival game
Posted: Tue Jun 19, 2012 3:08 pm
by idontreallygiveashit

what an exchange.
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 20, 2012 11:15 am
by oddy
LEEDS
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 20, 2012 3:11 pm
by node
I just tried to install the free version of Arma 2...it told me to log in to the Arma site and get the serial code but when i tried it just said I'd failed to log in :/ I don't know how well I'm going to do against Zombies if I can't even install the damn game...
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 20, 2012 5:59 pm
by Phigure
i just tried as well, it's probably just having issues at the moment
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 20, 2012 7:38 pm
by node
Ah nice one, hopefully not for long
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Thu Jun 21, 2012 5:17 pm
by apmje
JBoy wrote:Oh lovely!! What animals do you care for?
Sorry deadly habit but that did crack me up.
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Thu Jun 21, 2012 5:26 pm
by wobbles
Dis game pissin me right off kid ya dig
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Fri Jun 22, 2012 3:39 am
by grillis
huge session last night.. worked our way back to cherno after scouring the eastern forests' deer stands and barns.. i was stocked for winchester ammo and had no problem escaping back to barns/houses in order to drop piles of zombies that were chasing us.. we were running moderately low on medical supplies and had been cooking pigs to replenish health.. we had enough but needed more. approaching cherno we started to encounter players, most of them had no weapons and those that did we could observe from the tree lines with binoculars until they were safely out of the way... we made it into cherno and started checking out warehouses and apartments, utilizing the new zombie mechanics to sneak around and lose their line of sight if aggro'd. these were tense moments. once upstairs in a set of apartments i spot player movement out the windows.. he's unarmed but checking the apartments for loot and is making his way towards us. i prone, facing the stairs, and wait; handbanana checks the rest of the loot.... the player appears facing me at the top of the stairs holding a newly acquired handgun. fuck. i fire my winchester and it hits, but the rate of fire is far too slow and before i can get another shot off he's unloaded the entire handgun clip into my face... i'm dead. i've learnt a valuable lesson about balancing the threat of zombies against the threat of players... the winchester is perfect for those indoor slow zombies or discreet player shots from afar... point blank range like this i needed something more powerful regardless of how loud it might have been. handbanana has my back though, emerging from the room as my body is being scavanged; his ak47 makes short work of him. in hindsight not only should i have been wielding a more powerful weapon at that moment, but retreating to the room with my team member rather than proning in the hallway should have been my first instinct... hey i thought he was unarmed and was feeling confident. i'm not too disappointed and respawn at elektro.. 20 minutes or so i'm edging on cherno again. i check out some of the familiar territory on the way for any starting weapons or supplies.. a hatchet is all i can muster. there seems to be a distinct lack of zombies and loot at this point.. we did a pretty good job of cleaning this area out a few hours ago and hardly anything has respawed. i get to cherno and follow our footsteps back to the apartment to rendezvous with handbanana.. as i'm approaching the apartment i spot a player seemingly making his way into the city centre.. i stalk him a little bit and the player name appears... it's the same guy who killed me before. he's unarmed but i still can't pass up this rare opportunity.. i run up from behind and hack away with my hatchet. it takes longer than i would have liked to kill him, there's lots of blood and he sort of just looked at me helplessly whilst i performed the deed.. revenge is sweet though. handbanana joins the server again but finds that the majority of my supplies he had scavenged from my body were gone... another important lesson learned- wait five minutes or so before disconnecting so the servers save your gear. it's late, all i have is a hatchet and a bigger albeit empty czech pack that i found in a garage moments before. we decide to try for the hospitals again, as was the plan... players have begun disappearing and zombies seems sparse. the hatchet proves a worthy tool for dealing with those lone zombies who spot us.. we still didn't want to risk letting shots off in the city if it could be avoided. we soon hit a series of five military tents outside the hospital, replenishing ak rounds for handbanana and locating a high powered shotgun with some ammunition. there's an abundance of all types of medical supplies too so we fill our packs and bail to the woods on the outskirts of the city to log off..
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Fri Jun 22, 2012 9:56 am
by Trichome
leeds r dem tingz u pot on dogz gagety fam
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Fri Jun 22, 2012 12:16 pm
by Lucifa
grillis wrote:huge session last night.. worked our way back to cherno after scouring the eastern forests' deer stands and barns.. i was stocked for winchester ammo and had no problem escaping back to barns/houses in order to drop piles of zombies that were chasing us.. we were running moderately low on medical supplies and had been cooking pigs to replenish health.. we had enough but needed more. approaching cherno we started to encounter players, most of them had no weapons and those that did we could observe from the tree lines with binoculars until they were safely out of the way... we made it into cherno and started checking out warehouses and apartments, utilizing the new zombie mechanics to sneak around and lose their line of sight if aggro'd. these were tense moments. once upstairs in a set of apartments i spot player movement out the windows.. he's unarmed but checking the apartments for loot and is making his way towards us. i prone, facing the stairs, and wait; handbanana checks the rest of the loot.... the player appears facing me at the top of the stairs holding a newly acquired handgun. fuck. i fire my winchester and it hits, but the rate of fire is far too slow and before i can get another shot off he's unloaded the entire handgun clip into my face... i'm dead. i've learnt a valuable lesson about balancing the threat of zombies against the threat of players... the winchester is perfect for those indoor slow zombies or discreet player shots from afar... point blank range like this i needed something more powerful regardless of how loud it might have been. handbanana has my back though, emerging from the room as my body is being scavanged; his ak47 makes short work of him. in hindsight not only should i have been wielding a more powerful weapon at that moment, but retreating to the room with my team member rather than proning in the hallway should have been my first instinct... hey i thought he was unarmed and was feeling confident. i'm not too disappointed and respawn at elektro.. 20 minutes or so i'm edging on cherno again. i check out some of the familiar territory on the way for any starting weapons or supplies.. a hatchet is all i can muster. there seems to be a distinct lack of zombies and loot at this point.. we did a pretty good job of cleaning this area out a few hours ago and hardly anything has respawed. i get to cherno and follow our footsteps back to the apartment to rendezvous with handbanana.. as i'm approaching the apartment i spot a player seemingly making his way into the city centre.. i stalk him a little bit and the player name appears... it's the same guy who killed me before. he's unarmed but i still can't pass up this rare opportunity.. i run up from behind and hack away with my hatchet. it takes longer than i would have liked to kill him, there's lots of blood and he sort of just looked at me helplessly whilst i performed the deed.. revenge is sweet though. handbanana joins the server again but finds that the majority of my supplies he had scavenged from my body were gone... another important lesson learned- wait five minutes or so before disconnecting so the servers save your gear. it's late, all i have is a hatchet and a bigger albeit empty czech pack that i found in a garage moments before. we decide to try for the hospitals again, as was the plan... players have begun disappearing and zombies seems sparse. the hatchet proves a worthy tool for dealing with those lone zombies who spot us.. we still didn't want to risk letting shots off in the city if it could be avoided. we soon hit a series of five military tents outside the hospital, replenishing ak rounds for handbanana and locating a high powered shotgun with some ammunition. there's an abundance of all types of medical supplies too so we fill our packs and bail to the woods on the outskirts of the city to log off..
lol. did, not, read.
paragraphs plox
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Fri Jun 22, 2012 12:20 pm
by Electric_Head
I read it, twas a good story.
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Fri Jun 22, 2012 12:59 pm
by Blenky
deadly habit wrote:those thick hairy creatures aka the average person from leeds
I resent this statement. I cannot grow facial hair.
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Sun Jun 24, 2012 5:40 pm
by wobbles
anyone have blood bags an is near the airfield? i have 500 blood

Re: DayZ: An open-world, perma-death zombie survival game
Posted: Mon Jun 25, 2012 7:38 am
by ThomasEll
Got this a couple of days ago, and I'm starting to get the hang of it, although I've made a ton of rookie errors... So far my favourite being yesterday, when I happened across a mighty stash (for a freshly spawned guy) on top of a roof. Picked it all up and was then trying to work out how the hell to pick up the rucksack that was also there (Having looked at pictures I think it was an ALICE pack). Thinking I would be safe (given that I was up a ladder on a nearly empty server, I alt tabbed out to find out how to swap rucksacks. Tabbed back about a minute later to find a horde of zombies munching on my corpse...
Also got murdered for the first time today.. Was getting chased by zombies, and was trying to kite them while I took shots at them with my makarov, when I heard a burst of assault rifle fire... Kind of hoped the guy was being nice and just carried on running around (although if I had shot at him I would have just been munched on).. He just shot me and then ran off...

Re: DayZ: An open-world, perma-death zombie survival game
Posted: Mon Jun 25, 2012 10:16 am
by idontreallygiveashit
I CAN'T UPDATE THIS SHIT. What do i do????????
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Mon Jun 25, 2012 10:26 am
by pete_bubonic
Since 1.7.1.5, I think this is my game of the year.
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Mon Jun 25, 2012 5:41 pm
by HamCrescendo
once I have 514 english pounds (sterling) I will be buying a computer that will be able to play this. been watching streams and such for a while.
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 27, 2012 1:04 am
by deadly_habit
damn it stuck at a barn in the middle of nowhere with a broken leg and no morphine
actually have some decent kit as well

Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 27, 2012 1:14 am
by wobbles
stuck in the void again :/
Re: DayZ: An open-world, perma-death zombie survival game
Posted: Wed Jun 27, 2012 1:21 am
by Phigure
wobbles wrote:stuck in the void again :/
damn i thought that wasnt supposed to happen anymore