Author Topic: ARMA2 Dayz  (Read 21843 times)

[GIT]Fairy

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Re: ARMA2 Dayz
« Reply #75 on: May 20, 2012, 11:22:06 AM »
SaS clan have a server up, suggest that should be our day time home.  Boards.ie server also in the works.

[TiG]Boru

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Re: ARMA2 Dayz
« Reply #76 on: May 20, 2012, 01:08:45 PM »
Will i drop a tent on the uk7 server and move to the sas one and pitch the tent there then?

Rev Hellfire

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Re: ARMA2 Dayz
« Reply #77 on: May 20, 2012, 04:09:55 PM »
Ohh shiney,
Didn't realise you guys where playing this.

[GIT]Fairy

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Re: ARMA2 Dayz
« Reply #78 on: May 20, 2012, 04:19:27 PM »
Yeah totally amazing gameplay, your life really means something now.  Theres actual sadness from the other players when you die.

[GIT]Fairy

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Re: ARMA2 Dayz
« Reply #79 on: May 21, 2012, 08:58:35 AM »
1.5.8 Changelog.  Change of tacs needed lads....

* [NEW] Server cleanup system replaced with a more agressive one
* [NEW] Inventory Interaction system (right-click on items in gear screen to bring up interactions)
* [NEW] Temperature System now implemented (effects are limited)
* [NEW] Water can be filled in ponds, all water pumps, wells, but not the sea
* [NEW] Forced disconnection saving for abort and alt+F4
* [NEW] Zombie's will investigate player deaths
* [NEW] Adrenaline rush from panicing causes greately increased hunger for a while
* [NEW] PROTIP: Use Global Chat/VOIP in populated areas
* [FIXED] Helicopter loot despawning too fast
* [FIXED] Climbing a ladder with a pistol will cause you to fall
* [FIXED] Zombies not attracted to Flares and Chemlights
* [FIXED] Panic noises going ape**** all the time

Bandits will stay till Thursday.

BUILD 1.5.8 will be soaking until I wake up for work in four hours. Screw you guys, I'm going home.

[GiT] Karma

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Re: ARMA2 Dayz
« Reply #80 on: May 21, 2012, 10:29:49 AM »
What does it mean, Zeds will investigate player deaths?

[GIT]Fairy

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Re: ARMA2 Dayz
« Reply #81 on: May 21, 2012, 10:52:07 AM »
Say we had sneaked into a town and one of us fell and died, that will then draw in more zeds.  With the patch you now wont be able to log out and survive, we will have to deal with the horde......

[GiT] Karma

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Re: ARMA2 Dayz
« Reply #82 on: May 21, 2012, 10:59:42 AM »
Shouldn't affect our tactic of hospital runs in Brez though. And a disconnect, should still reset aggro I hope.

[GIT]Fairy

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Re: ARMA2 Dayz
« Reply #83 on: May 21, 2012, 11:26:42 AM »
Would expect that * [NEW] Forced disconnection saving for abort and alt+F4 would force a save, meaning you may well respawn back into aggro, who knows.  Actually considering taking a day off to really enjoy this game.  Many of you guys around on Friday?

[TiG]JimeatsLans

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Re: ARMA2 Dayz
« Reply #84 on: May 21, 2012, 12:11:19 PM »
Nay. I have today and tomorrow off.

[GiT] Karma

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Re: ARMA2 Dayz
« Reply #85 on: May 21, 2012, 12:14:38 PM »
Would expect that * [NEW] Forced disconnection saving for abort and alt+F4 would force a save, meaning you may well respawn back into aggro, who knows.  Actually considering taking a day off to really enjoy this game.  Many of you guys around on Friday?

I doubt that Derm, what would the point of playing the game be then? Means that if you aggro one Zed then no matter what you do ingame he will forever chase you. I think that fix is more to do with making sure you don't beat the save timer if you just got killed.

[GIT]Fairy

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Re: ARMA2 Dayz
« Reply #86 on: May 21, 2012, 12:17:59 PM »
Aye prob Kev.  Hospital raids continue so!

[TiG]JimeatsLans

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Re: ARMA2 Dayz
« Reply #87 on: May 21, 2012, 12:23:01 PM »
Well that's how the game is intended to work. There is no way to lose agro. I doubt disconnecting is an "intended" feature to lose it.

[TiG]JimeatsLans

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Re: ARMA2 Dayz
« Reply #88 on: May 21, 2012, 03:37:33 PM »

[TiG]ABE

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Re: ARMA2 Dayz
« Reply #89 on: May 21, 2012, 06:07:24 PM »
lol class

 

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