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Thread: DayZ Zombie RPG (Unofficial Mod) Alpha

  1. #751
    Master Gunnery Sergeant SFG's Avatar
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    I've been having tons of fun with this mod.
    I thought I'd take a stab at some music for the main menu. If you don't fancy it, it won't hurt my feelings. If you do enjoy it however, you're free to use it.

    SFG

    Invasion 1944 | Composer

  2. #752
    Hi Rocket.

    For an alpha release this is really good quality.
    When I first started playing it (Have been for a week solid now) I thought the game-play was excellent.

    I've done the zombie killing/looting bit. Done the pvp bit, located and collected all the best gear, albeit a set of NVG's.
    Worked with a bunch of team mates on teamspeak, had some fun moments surrounding bandits in shops etc.
    Night time gaming is by far the most ambient

    Unfortunately a week in and I'm losing interest in it, and the reason for this is lack of a higher goal. There is no end aim other than to get high on the score board and the only teamplay that can be created is limited to a small team via teamspeak or sidechat looting towns or ambushing bandits.

    I hope you are willing to address this in the near future and if so I may replay it or even host a server for it.

    I do wish you all the best in this venture and I think I can speak for the entire community in thanking you for revitalising Arma2 at the backend of its life.

  3. #753
    I think Terox is hitting the nail on the head here - without a purpose (or the ability to easily join with friends to co-operate) I don't see this mod having much longevity. Why would a Unit/clan blow server money on running something that seems to attract mostly non-team players? I can't see my team blowing $60+ a month to host something that doesn't bring in new members (we're a co-op group) and sadly a lot of the players of this mod are not the type I'd want in my group in the first place. We're not rolling in dough or into hosting something with no return (meaning new members for our team) as a public service.

    Apocalypse missions usually involve some form of cooperation with the survivors - the present style of play does nothing to encourage that and worse, makes it very difficult if not impossible, to join up with like-minded folks in a timely fashion (I spent hours trying to join up with a few buddies to no avail). This means for me at least, that my interest has dropped to 'nil' in a very short period of frustrating time.

    I hope to see some changes in this mod - especially in the terms of co-op play which I feel is very much lacking. Til then I'll leave it to the lonewolves - you've won boys! Now how about chipping in for that server you've spent the last week 'owning'?

  4.   Click here to go to the next Developer post in this thread.   #754
    BI Developer
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    Author of the Thread
    Please remember, it's an Alpha. I'm following the traditional software development life-cycle, i.e. Alpha will end with a feature freeze. My focus up until this point was on core technology components such as zombie spawning, persistence, and the hackery needed to get it all working. As I've said in all the interviews so far, this was never really meant to be fun as such, because my focus was on the core components with no thought to longevity or replayability.
    "He will come to death. An image of the splendor of the kings of men in glory, undimmed before the breaking of the world."

  5. #755
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by Rocket View Post
    Please remember, it's an Alpha. I'm following the traditional software development life-cycle, i.e. Alpha will end with a feature freeze. My focus up until this point was on core technology components such as zombie spawning, persistence, and the hackery needed to get it all working. As I've said in all the interviews so far, this was never really meant to be fun as such, because my focus was on the core components with no thought to longevity or replayability.
    In fact you indeed owe us nothing so it is a bit pointless to ask for more than we get.

  6. #756
    I like DayZ -- sure my interest has waned but that happens with everything.

    It's definitely a great mod and I appreciate all the work put into it.

  7. #757
    @Rocket,
    I'm sure you wasn't expecting it to take off like it has, and hats off to you for bumping ArmA2 sales the way you have. I'm sure your boss is very pleased it has.
    You have in effect created a master of an alpha which is much better than most beta's and its popularity has most likely slowed you down somewhat on the development side, having to deal with the mass of emails and pm's you must be receiving.
    I'm sure that mission developers will take it to a place that you probably don't have the time to develop it too anyway once you have the core stuff finalised.
    You have done a great job and made something that is fun to play and different to the type of mods we generally see.

    As Serf stated though, it is bringing in the type of player from outside of Arma, that we are not used to seeing, this is most likely a negative aspect of it
    Last edited by Terox; May 13 2012 at 21:30.

  8. #758
    The more I play Dayz I'm starting to really like the eat&drink system or that we can gut and cook an animal.I think these two elements could have worked nicely in single pl too and give us a reason to stuff up our backpacks with other things instead of grenades,clips,rockets or take hunting trips.

  9. #759
    not to start a flaming wars or anything but I think this alpha will prove to be better and more stable then the arma III open-BETA XD, can't wait what you add after this! some objectives or tasks to get speciality items would make it even better!
    STAR CITIZEN

    INFO about the game


  10. #760
    just some random places to be found which makes exploring inland more rewarding.

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