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New DayZ Mod

The DayZ Mod Website now offers a new version of this mod for Arma II that's caused such a sensation. This tweet mentions the update, which brings the mod to version Thanks Shok.

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36. Re: New DayZ Mod May 23, 2012, 07:55 gray
J wrote on May 23, 2012, 05:15:
I think what bugs me about it are these things:

Town names: You get a brief bit of text when you start, apparently, but beyond that it's hard to figure out where you are. You cannot add markers to a map when you get one. Maps don't show town names. Sign posts are in Russian? I suppose you could take a screenshot of the map and edit in a paint package, but that's still outside of the game which detracts from emersion.

Alliances: How can you trust anybody? You can't. Whilst it adds to the paranoia and atmosphere, it makes it hard to create a community when it just takes one nutter (or one moment of madness) to lose everything and then spawn somewhere totally different with a new life. With the slow build-up, short life expectancy, and easy death, what are the benefits of working together? It's like having a nuclear creeper in minecraft who destroys the whole world when it blows up.

Safe storage: Is there any way to hide/lock away valuables so there's at least some chance of salvage should something go awry? I've not seen anything which suggests that's possible. It wouldn't be easy to get back to the area where the treasure is hidden, but it wouldn't be a total wipeout if you can get back there.

Team chat: Can you form teams and then send messages to only them?

Town names: They are on the map and also signposted on the roads and on entering/leaving every town.

Alliances: It's upto you to forge relationships, the game will not do anything for you.

Safe storage: You can store items in tents, these can be raided so make sure they are well hidden.

It's not supposed to be a console game with flashing markers all over. It's supposed to reflect the harsh reality of a post-apocalyptic world, a simulation hence the use of Arma2 as the platform.
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