What the Hell? Is This For Real? DayZ Standalone

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cojo965

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http://cheezburger.com/147717?ref=whatspopular

What did I just read? Is this actual stuff you can do in the game, or are those quotes even real. If they are, are they just bsing? If that stuff is possible, can anyone show me a clip of it happening?
 

SJXarg

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If someone is restrained you can force-feed them things. Things that include rotten fruit and disinfectant. You can also remove their equipment which includes pants. The handcuffs also allow people to stage executions.
 

cojo965

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SJXarg said:
If someone is restrained you can force-feed them things. Things that include rotten fruit and disinfectant. You can also remove their equipment which includes pants. The handcuffs also allow people to stage executions.
Dude, that's fucked up. Though with the thread question now answered, I forsee a locking in the future.
 

The Wykydtron

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Sep 23, 2010
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The perfect representation of DayZ as a whole right here.


I have to get around to buying the standalone sometime, it looks fun in a really grim kind of way. I didn't know you could use voice chat, that makes the cruelty of other players that much more heartbreaking.
 

SJXarg

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Here's the trailer Rocket posted on Youtube

http://www.youtube.com/watch?v=3ss1dckHhfI

Don't know if the uh... ending... is doable in game yet, but it's been discussed and should hopefully be an option like being able to drink your own disinfectant is (yes, you can drink disinfectant to kill yourself), which would make being in a forest 5km from anything more bearable, unless you're the L4D2 Nick type "I haven't come this far, to die now" .
 

DudeistBelieve

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SJXarg said:
If someone is restrained you can force-feed them things. Things that include rotten fruit and disinfectant. You can also remove their equipment which includes pants. The handcuffs also allow people to stage executions.
For real? Oh man I gotta play this then.

Whats the consequence for dying? Losing items?
 

Roxas1359

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SaneAmongInsane said:
SJXarg said:
If someone is restrained you can force-feed them things. Things that include rotten fruit and disinfectant. You can also remove their equipment which includes pants. The handcuffs also allow people to stage executions.
For real? Oh man I gotta play this then.

Whats the consequence for dying? Losing items?
This article can help with some things.
Pretty much though you must make a new character who is equipped with basically nothing and must do your best in order to survive.
Pretty much this game is the perfect example of showing that actions can have a consequence, as if you die you won't be able to find your old gear most of the time, your corpse has been more than likely pilfered, and you have to scavenge to find something and see if you get lucky.

To have a better analogy, you know how you can spend a couple of hours in a WRPG like Fallout or The Elder Scrolls, and you forget to save and end up dying? Most people can just reload a save and get some of your equipment back, but never all of it. Well in DayZ every time you die it's as if you never saved your game at all and have to restart from scratch every time.

All in all the game is very fun, but it's currently in Alpha right now so there are bugs. The best bet to play the game is through how it originally existed, as a mod for Arma 2.

Edit: Here's the .PDF of the study that Marcus Carter did when playing DayZ, and I think it's pretty interesting.
 

SJXarg

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The penalty for death in DayZ is losing everything. Back to the coast with a flashlight for you. There have been reports of roving death squads on the coast, so beware who you run up to, frantically screaming "I'm friendly!" into your mic, as you might get cuffed, lined up against a brick wall and shot for crimes against Chernarus.

Just to add for anyone quickly skimming the thread,

WARNING: THE GAME IS IN ALPHA AND IS SUBJECT TO A GREAT DEAL OF CHANGE AND DEVELOPMENT. PLEASE DO NOT BUY THE GAME UNLESS YOU YOU WANT TO PARTICIPATE IN THE DEVELOPMENT. PLEASE READ THE STORE PAGE CAREFULLY AND CHECK REVIEWS AND GAMEPLAY STREAMS BEFORE DECIDING TO PURCHASE.

You've been warned.
 

DudeistBelieve

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Neronium said:
SaneAmongInsane said:
SJXarg said:
If someone is restrained you can force-feed them things. Things that include rotten fruit and disinfectant. You can also remove their equipment which includes pants. The handcuffs also allow people to stage executions.
For real? Oh man I gotta play this then.

Whats the consequence for dying? Losing items?
This article can help with some things.
Pretty much though you must make a new character who is equipped with basically nothing and must do your best in order to survive.
Pretty much this game is the perfect example of showing that actions can have a consequence, as if you die you won't be able to find your old gear most of the time, your corpse has been more than likely pilfered, and you have to scavenge to find something and see if you get lucky.

To have a better analogy, you know how you can spend a couple of hours in a WRPG like Fallout or The Elder Scrolls, and you forget to save and end up dying? Most people can just reload a save and get some of your equipment back, but never all of it. Well in DayZ every time you die it's as if you never saved your game at all and have to restart from scratch every time.

All in all the game is very fun, but it's currently in Alpha right now so there are bugs. The best bet to play the game is through how it originally existed, as a mod for Arma 2.

Edit: Here's the .PDF of the study that Marcus Carter did when playing DayZ, and I think it's pretty interesting.
SJXarg said:
The penalty for death in DayZ is losing everything. Back to the coast with a flashlight for you. There have been reports of roving death squads on the coast, so beware who you run up to, frantically screaming "I'm friendly!" into your mic, as you might get cuffed, lined up against a brick wall and shot for crimes against Chernarus.

Just to add for anyone quickly skimming the thread,

WARNING: THE GAME IS IN ALPHA AND IS SUBJECT TO A GREAT DEAL OF CHANGE AND DEVELOPMENT. PLEASE DO NOT BUY THE GAME UNLESS YOU YOU WANT TO PARTICIPATE IN THE DEVELOPMENT. PLEASE READ THE STORE PAGE CAREFULLY AND CHECK REVIEWS AND GAMEPLAY STREAMS BEFORE DECIDING TO PURCHASE.

You've been warned.
feels like it's only a stones throw away from being a Walking Dead simulator, they just need an incentive to not kill everyone you meet.
 

Roxas1359

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SaneAmongInsane said:
feels like it's only a stones throw away from being a Walking Dead simulator, they just need an incentive to not kill everyone you meet.
Well the thing is, survival is the name of the game and it's human nature to often times do what we can to survive, even in simulated environments really. I mean think of it this way, why risk your life scavenging in ruins while trying to not attract zombies when you can just simply mug a new player and take their gear. Over time you may convince others to join your group and you form a raiding band, and it just grows from there. While I hate to say things like this, this game tends to bring out the dark side in humans when it comes to survival, and it's only boosted by the fact that unlike the Walking Dead which has preset characters, you make the character yourself and customize them over time and thus have the chance of growing attached to it. Human nature has proven to be weird at times I say, and just as The Lord of the Flies has taught us, anyone can be evil.

That's not to say that there are people out there who actually do go out of their way to try and help you, be it with food, bullets, weapons, or blood packs. Problem is that sooner or later people seem to hold true to what Two-Face said in The Dark Knight, "You either die a hero, or you live long enough to see yourself become the villain."
 

SJXarg

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Having not played The Walking Dead, I can't really agree or disagree with that, but that PvP element adds a massive amount of tension to the game. If you figured you would never ever consider crouching under a staircase with an M4A1 for 10 minutes as chest-pounding, sweaty palms level intense, you may wish to reconsider when 10 seconds earlier, you and your friend were running into the building with the staircase, before a quick burst of shots from behind hit your friend in the head, and all you saw on the way in were small hills and tufts of grass. Someone else is out there, they know where you are, and they do not want to share a tin of beans over a campfire with you. The flies are buzzing around your friend's corpse, and you can hear the soft crunching of gravel as the unknown assailant is seeking a new angle of fire on you..
 

DudeistBelieve

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Neronium said:
SaneAmongInsane said:
feels like it's only a stones throw away from being a Walking Dead simulator, they just need an incentive to not kill everyone you meet.
Well the thing is, survival is the name of the game and it's human nature to often times do what we can to survive, even in simulated environments really. I mean think of it this way, why risk your life scavenging in ruins while trying to not attract zombies when you can just simply mug a new player and take their gear. Over time you may convince others to join your group and you form a raiding band, and it just grows from there. While I hate to say things like this, this game tends to bring out the dark side in humans when it comes to survival, and it's only boosted by the fact that unlike the Walking Dead which has preset characters, you make the character yourself and customize them over time and thus have the chance of growing attached to it. Human nature has proven to be weird at times I say, and just as The Lord of the Flies has taught us, anyone can be evil.

That's not to say that there are people out there who actually do go out of their way to try and help you, be it with food, bullets, weapons, or blood packs. Problem is that sooner or later people seem to hold true to what Two-Face said in The Dark Knight, "You either die a hero, or you live long enough to see yourself become the villain."
Sounds like a great Sociology study too, as I imagine these little raiding clans form friendships and bonds... perhaps betrayal as well? Just seems so tribal.

SJXarg said:
Having not played The Walking Dead, I can't really agree or disagree with that, but that PvP element adds a massive amount of tension to the game. If you figured you would never ever consider crouching under a staircase with an M4A1 for 10 minutes as chest-pounding, sweaty palms level intense, you may wish to reconsider when 10 seconds earlier, you and your friend were running into the building with the staircase, before a quick burst of shots from behind hit your friend in the head, and all you saw on the way in were small hills and tufts of grass. Someone else is out there, they know where you are, and they do not want to share a tin of beans over a campfire with you. The flies are buzzing around your friend's corpse, and you can hear the soft crunching of gravel as the unknown assailant is seeking a new angle of fire on you..
only question is how does one save their progress and log off for a day? And whats preventing anyone from doing that if they're fucked?
 

Roxas1359

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SaneAmongInsane said:
Sounds like a great Sociology study too, as I imagine these little raiding clans form friendships and bonds... perhaps betrayal as well? Just seems so tribal.
Pretty much, kinda wish my sister hadn't finished college yet since she was a Sociology major and could've benefited from something like this.
As for your saving question, the game is like an MMO so once you log off your character is off the server, and they are added back in once you log back into the game. At least I believe that's how it works, tis been a while since I played the mod, got killed a lot, and I don't have the Alpha yet.
 

SJXarg

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The way it works in the mod (and in the standalone game) is there are "servers" and "the hive". The hive is a central database that contains your character data - how hurt they are, what items they have, where they are in the world. This means you can log off from an American server, and immediately log into a European server and you will be right where you left off, character persistance. The servers themselves store the "local" items. In the mod, that's tents, vehicles, aircraft etc, in the standalone game that is also true (or will be when the features are implemented), but the local server also saves the zombie counts and rough positions, and what loot spawned where. This stuff does NOT transfer over, so leaving the US server in the above example (you log out in a house, on the floor is a Bible and a rotten banana), and you log into that EU server, the house you logged out in might have different loot, no loot at all, or even another player in the middle of looting the house.

Hopefully that explanation helps
 

SJXarg

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SaneAmongInsane said:
SJXarg said:
Having not played The Walking Dead, I can't really agree or disagree with that, but that PvP element adds a massive amount of tension to the game. If you figured you would never ever consider crouching under a staircase with an M4A1 for 10 minutes as chest-pounding, sweaty palms level intense, you may wish to reconsider when 10 seconds earlier, you and your friend were running into the building with the staircase, before a quick burst of shots from behind hit your friend in the head, and all you saw on the way in were small hills and tufts of grass. Someone else is out there, they know where you are, and they do not want to share a tin of beans over a campfire with you. The flies are buzzing around your friend's corpse, and you can hear the soft crunching of gravel as the unknown assailant is seeking a new angle of fire on you..
only question is how does one save their progress and log off for a day? And whats preventing anyone from doing that if they're fucked?
To save your progress you simply log off. Some of the mod-of-the-mod's for Arma2 put in a log-off timer like more traditional MMO's might have, whereas being in early alpha the standalone game currently does not have that.

What's preventing anyone from doing that if they're screwed? Well as far as the standalone goes, nothing mechanics wise does as of yet (there have been dev posts pondering several ways to deal with this problem), but you'd hope whoever you just gunned down/axed in cold blood would want to see the experience through to the end. Really though, that as a problem is almost exclusively caused by people breaking the first rule of DayZ. Do not get attached to your gear. Hell it's not even yours, you're just borrowing it for a while. The duration of the borrowing is up to you, it's your story, so write something.
 

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SaneAmongInsane said:
Neronium said:
SaneAmongInsane said:
SJXarg said:
If someone is restrained you can force-feed them things. Things that include rotten fruit and disinfectant. You can also remove their equipment which includes pants. The handcuffs also allow people to stage executions.
For real? Oh man I gotta play this then.

Whats the consequence for dying? Losing items?
This article can help with some things.
Pretty much though you must make a new character who is equipped with basically nothing and must do your best in order to survive.
Pretty much this game is the perfect example of showing that actions can have a consequence, as if you die you won't be able to find your old gear most of the time, your corpse has been more than likely pilfered, and you have to scavenge to find something and see if you get lucky.

To have a better analogy, you know how you can spend a couple of hours in a WRPG like Fallout or The Elder Scrolls, and you forget to save and end up dying? Most people can just reload a save and get some of your equipment back, but never all of it. Well in DayZ every time you die it's as if you never saved your game at all and have to restart from scratch every time.

All in all the game is very fun, but it's currently in Alpha right now so there are bugs. The best bet to play the game is through how it originally existed, as a mod for Arma 2.

Edit: Here's the .PDF of the study that Marcus Carter did when playing DayZ, and I think it's pretty interesting.
SJXarg said:
The penalty for death in DayZ is losing everything. Back to the coast with a flashlight for you. There have been reports of roving death squads on the coast, so beware who you run up to, frantically screaming "I'm friendly!" into your mic, as you might get cuffed, lined up against a brick wall and shot for crimes against Chernarus.

Just to add for anyone quickly skimming the thread,

WARNING: THE GAME IS IN ALPHA AND IS SUBJECT TO A GREAT DEAL OF CHANGE AND DEVELOPMENT. PLEASE DO NOT BUY THE GAME UNLESS YOU YOU WANT TO PARTICIPATE IN THE DEVELOPMENT. PLEASE READ THE STORE PAGE CAREFULLY AND CHECK REVIEWS AND GAMEPLAY STREAMS BEFORE DECIDING TO PURCHASE.

You've been warned.
feels like it's only a stones throw away from being a Walking Dead simulator, they just need an incentive to not kill everyone you meet.
There actually is a bit of an incentive to not kill everyone you meet. You see, your health in this game is measured by blood, and getting hurt takes away blood and makes you bleed. Bandaging the wound causes you to stop bleeding, but does not restore your blood level and the only thing that can restore your blood level is using a blood pack, which can only be administered to you by another player. This means that if you're playing alone and near death the only way to survive is to hope that the next player you run into will be willing to help you. Conversely if you decide to help someone who needs help with a blood transfusion you have to hope that the person you're helping won't immediately kill you once they're back to full health. It can create some interesting tension, though I imagine that 99 times out of 100 someone who asks for help with a blood transfusion will be gunned down on the spot since they'll be admitting to being easy to kill and loot.
 

SJXarg

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That's how health worked in the mod anyway, a "pool" of 12,000 blood. They've changed that a up a fair bit in the standalone, where you now have blood and health. Taking damage reduces health, and blood if you're bleeding (which is most of the time), what's new is you have to have enough liquid (water/soda etc) and energy (soda and some foods) in your body to regenerate blood, when you're done regenerating blood you're supposed to regenerate the health stat. I can't confirm that part is working, as I seem to be a wound magnet.
 

Dragonlayer

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Hey my younger brother was telling me about this! He and his chums have been setting up checkpoints, kidnapping whoever happens to come across them and then tying them down and force-feeding them bleach and shooting them if they survived, stealing all their stuff.

Day Z: Iraqi Insurgency Simulator.
 

Jaeke

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Feb 25, 2010
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Yes is this all actually stuff that can happen in the game.
I've heard a story where a bunch of people got together and started handcuffing/transporting new spawned players into the middle of the woods to force them to fight eachother to the death.

I myself drank Alcohol Tincture, was knocked unconscious, brought back into consciousness by a friend but then died because my he gave me a blood transfusion and our blood-types were incompatible.

True story.

10/10.
 

Savagezion

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LOL, I can't wait to play this game but I want it further along in the development process before I do.