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| 20. |
Re: DayZ Modification for Arma II |
May 16, 2012, 12:30 |
Bhruic |
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My mini-review:
A game about atmosphere and perception more than gameplay. I don't say that in a negative way, but it's the grand concept that grabs you with this game. Mundane tasks like running from point A to point B become more stressful with the worry that there could be a zombie over the next hill. Or even worse, a bandit. Bandits being the PvP focused players in the game, they take what could be a simple "avoid the zombies" game and turn it up a notch. If you're in the city, looting a supermarket, and you spot another survivor walking down the street, what do you do? Sure, he might be friendly, and be willing to help you face the zombie horde, but he might also think that shiny new rifle you picked up would be a nice addition to his stash.
The principle of the game is simple - survive at any cost. How you do that is up to you. But it's not just the zombies and survivors you have to worry about, hunger and dehydration play a critical role. Run out of food or water, and you may end up collapsing in the street.
This is not a game for people who enjoy jumping in to play a quick round, and then leaving. Shanks mare is the travel system of choice - while there are vehicles (even helicopters) - they tend to require a great deal of time and effort to get fixed up and running again. You'll spend most of your time hoofing it. And with a 15km x 15km (or 225km2) map size, there's plenty of walking to be done. It's been described as a walking simulator almost as much as a zombie survival game, and not without some justification. If you can't afford to dedicate some time to a play session, this might not be the game for you.
For those with the time to spare, there are other issues to overcome. Zombies can attack you through walls if you are too close, and can even walk through them occasionally. Bandits enjoy hanging around the popular spawn locations, so a quick death is common. Attracting one zombie will often bring a horde down on you that it's almost impossible to take down yourself. But a good way to deal with that problem is to team up with others. Unfortunately, game spawns are random, meaning that if you want to play with a friend, you'll have to find them first. That can involve a great deal of running (or walking) through zombie-infested towns and cities.
These flaws are easily forgiven with the understanding the game is still in alpha stages. Changes are being made frequently, with patches coming out weekly if not faster. But even if that weren't the case, the flaws don't detract from the scope of the game. The game has captured the feeling of a survival game. It's a genre that hasn't had many successes, so this one is noteable.
Tips: The most important thing to remember is that your location is persistent across servers. If you log out of the game in a city, the next time you go to play, regardless of what server you choose, you'll be (or should be) in the same location. Try not to logout in areas zombies spawn, or where bandits are prevalent.
When you first spawn in the game, your location is briefly displayed in the bottom right-hand corner. Note that location, and consult a map (one's already posted in this thread) to get an understanding of your surroundings.
If you play later in the day, be careful - servers tend to follow the same clock, meaning you could be playing when it's night on the server too.
Zombies are attracted to sound and sight, the faster you are moving, and the bigger your profile, the more like you are to be spotted. Crouch-running is a good way to cover distance with a fairly minimal profile. When around zombies, either walk, or crawl to avoid being detected. Fighting the zombies should generally be your last resort.
When you log off, your character's dehydration and hunger levels continue to increase. Make sure that you have something to drink and eat for when you log in next time, or you could spawn in dire straights.
Barns are generally the best place to look for early weapons - you can find crossbows, lee enfields, winchesters and cz550s (a sniper rifle) in them. Generally these will be better than your starting pistol. You'll also find decent amounts of bandages, food and water.
If you get shot, or attacked by a zombie, even if you fight them off, check your hud to see if you are bleeding. If you see a flashing cross symbol in the icon that looks like a drop of blood, bandage yourself asap! Your blood level will continue to drop while bleeding. If you hit a negative number, you are dead.
In most towns and cities, the majority of buildings aren't enterable. Almost all loot is found in buildings. An important survival tool is quickly learning what buildings you can enter and what ones you can't.
This comment was edited on May 16, 2012, 12:35. |
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Author |
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1. |
May 16, 10:05 |
Re: DayZ Modification for Arma II |
Mad Max RW |
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2. |
May 16, 10:08 |
Re: DayZ Modification for Arma II |
ASeven |
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4. |
May 16, 10:55 |
Re: DayZ Modification for Arma II |
Shok |
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32. |
May 16, 14:47 |
Re: DayZ Modification for Arma II |
SM0k3 |
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3. |
May 16, 10:53 |
Re: DayZ Modification for Arma II |
TheFragMan |
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5. |
May 16, 10:58 |
Re: DayZ Modification for Arma II |
loomy |
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6. |
May 16, 11:03 |
Re: DayZ Modification for Arma II |
LittleMe |
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7. |
May 16, 11:03 |
Re: DayZ Modification for Arma II |
Techie714 © |
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8. |
May 16, 11:07 |
Re: DayZ Modification for Arma II |
Fly |
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9. |
May 16, 11:17 |
Re: DayZ Modification for Arma II |
PHJF |
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10. |
May 16, 11:26 |
Re: DayZ Modification for Arma II |
SpectralMeat |
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12. |
May 16, 11:37 |
Re: DayZ Modification for Arma II |
LgFriess |
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14. |
May 16, 11:45 |
Re: DayZ Modification for Arma II |
Frijoles |
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13. |
May 16, 11:41 |
Re: DayZ Modification for Arma II |
Dmitri_M |
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11. |
May 16, 11:36 |
Re: DayZ Modification for Arma II |
TheFragMan |
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28. |
May 16, 13:43 |
Re: DayZ Modification for Arma II |
xXBatmanXx |
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29. |
May 16, 13:49 |
Re: DayZ Modification for Arma II |
LittleMe |
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37. |
May 16, 18:10 |
Re: DayZ Modification for Arma II |
Sir Graves |
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38. |
May 16, 18:40 |
Re: DayZ Modification for Arma II |
Raptor |
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40. |
May 16, 19:34 |
Re: DayZ Modification for Arma II |
PHJF |
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41. |
May 16, 20:00 |
Re: DayZ Modification for Arma II |
ASeven |
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54. |
May 17, 02:57 |
Re: DayZ Modification for Arma II |
Raptor |
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47. |
May 16, 21:54 |
Re: DayZ Modification for Arma II |
Squirmer |
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49. |
May 17, 02:30 |
Re: DayZ Modification for Arma II |
Dmitri_M |
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44. |
May 16, 20:41 |
Re: DayZ Modification for Arma II |
Dev |
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45. |
May 16, 20:50 |
Re: DayZ Modification for Arma II |
Mad Max RW |
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46. |
May 16, 21:00 |
Re: DayZ Modification for Arma II |
Orogogus |
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48. |
May 16, 22:55 |
Re: DayZ Modification for Arma II |
Jerykk |
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50. |
May 17, 02:35 |
Re: DayZ Modification for Arma II |
Dev |
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52. |
May 17, 02:44 |
Re: DayZ Modification for Arma II |
DangerDog |
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53. |
May 17, 02:51 |
Re: DayZ Modification for Arma II |
Jerykk |
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51. |
May 17, 02:43 |
Re: DayZ Modification for Arma II |
Dev |
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55. |
May 17, 03:54 |
Re: DayZ Modification for Arma II |
Bhruic |
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56. |
May 17, 04:38 |
Re: DayZ Modification for Arma II |
Jerykk |
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58. |
May 17, 08:19 |
Re: DayZ Modification for Arma II |
Dev |
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61. |
May 17, 13:03 |
Re: DayZ Modification for Arma II |
DG |
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62. |
May 17, 13:09 |
Re: DayZ Modification for Arma II |
DG |
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57. |
May 17, 08:09 |
Re: DayZ Modification for Arma II |
Dev |
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59. |
May 17, 08:35 |
Re: DayZ Modification for Arma II |
Bhruic |
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63. |
May 17, 14:18 |
Re: DayZ Modification for Arma II |
Dev |
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64. |
May 17, 15:02 |
Re: DayZ Modification for Arma II |
DG |
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65. |
May 17, 16:10 |
Re: DayZ Modification for Arma II |
PHJF |
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15. |
May 16, 11:51 |
Re: DayZ Modification for Arma II |
Fly |
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33. |
May 16, 14:49 |
Re: DayZ Modification for Arma II |
DesolateShroud |
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16. |
May 16, 12:00 |
Re: DayZ Modification for Arma II |
Beelzebud |
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17. |
May 16, 12:14 |
Re: DayZ Modification for Arma II |
JayDeath |
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19. |
May 16, 12:26 |
Re: DayZ Modification for Arma II |
Dmitri_M |
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34. |
May 16, 14:52 |
Re: DayZ Modification for Arma II |
Dev |
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18. |
May 16, 12:23 |
Re: DayZ Modification for Arma II |
StaticRandomNumber |
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20. |
May 16, 12:30 |
Re: DayZ Modification for Arma II |
Bhruic |
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21. |
May 16, 12:54 |
Re: DayZ Modification for Arma II |
SpectralMeat |
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22. |
May 16, 12:57 |
Re: DayZ Modification for Arma II |
Quboid |
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25. |
May 16, 13:14 |
Re: DayZ Modification for Arma II |
TheFragMan |
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26. |
May 16, 13:24 |
Re: DayZ Modification for Arma II |
Quboid |
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23. |
May 16, 13:07 |
Re: DayZ Modification for Arma II |
Sleep |
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24. |
May 16, 13:12 |
Re: DayZ Modification for Arma II |
StreetPreacher |
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27. |
May 16, 13:36 |
Re: DayZ Modification for Arma II |
Dmitri_M |
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30. |
May 16, 13:58 |
too many zombies |
RailWizard |
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31. |
May 16, 14:11 |
Re: DayZ Modification for Arma II |
xXBatmanXx |
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35. |
May 16, 16:10 |
Re: DayZ Modification for Arma II |
DangerDog |
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36. |
May 16, 16:21 |
Re: DayZ Modification for Arma II |
RailWizard |
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39. |
May 16, 19:32 |
Re: DayZ Modification for Arma II |
Cutter |
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42. |
May 16, 20:10 |
Re: DayZ Modification for Arma II |
MajorD |
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66. |
May 20, 14:29 |
Re: DayZ Modification for Arma II |
xXBatmanXx |
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43. |
May 16, 20:16 |
Re: DayZ Modification for Arma II |
DangerDog |
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60. |
May 17, 11:50 |
Re: DayZ Modification for Arma II |
Chromius |
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