Just in case you thought DayZ development was slow (due to the lack of updates during E3 and being that it is done for free), there’s another hotfix out today. For the impatient, just wanting to know what the key changes in DayZ 188.8.131.52, the summary is: Food and other generic loot is spawning again, animals are active and more numerous, night-time rendering has been altered, and there are some experimental melee weapons.
The hatchet and crowbar are experimental, and quite possibly underpowered as melee weapons. Rocket is planning to evaluate them to see whether to continue with them, or drop melee weapons again for the time being.
Want more detail?
The new DayZ code is rolling out to servers now. There’s some great stuff in this release, like (for examples) zombies no longer able to see and attack you through walls and floors/ceilings. You can actually hide from them now.
However, new characters will spawn with just a bandage, painkillers and a flashlight. No ammo, no weapon, no food, no water. Also, the zombies can see better than they used to, and they see based on where they are looking, rather than what direction their bodies are facing in.
Additionally, as some of you have already noticed today, vehicles are being reset with server restarts. Full list of changes and fixes are below.
DayZ, the free-to-play zombie apocalypse survival mod for Arma 2: Combined Operations (Bohemia Interactive Studio, 2009), can be disorienting at first. Gameplay takes place on an open-world map covering 225 square kilometres, built from satellite data of a part of Czechoslovakia. Each time you begin anew, you start without a map, and with little idea about just where you are, and often less idea about where you can find equipment (and more importantly find water).
You’d think there would be some handy online resources to help you out. And you’d be right.
If you want the thrill of discovery, you might want to give the maps part a miss. Otherwise, let’s look at what resources are available to you.
The idea of the DayZ mod is simple enough. Take Arma 2: Combined Operations (Bohemia Interactive Studio, 2009) with its open-world, ground-pounding, all-weather, military simulation chops and refit it as a persistent world multiplayer zombie survival game.
Set in the mythical Eastern European country of Chernarus (where the primary Arma 2 campaign takes place), each player begins with a water bottle, a pistol, a little ammo, a couple tins of beans, a few medical supplies, a handful of flares, no clue and an average life-expectancy of about 28 minutes.
Map? Compass? How about a wristwatch? You don’t start with them. Unless you’re already familiar with the 225 square kilometres of Chernarus, you’ll be learning as you go. Even if you are, you’ll wish you had a map and a compass. Anything and everything beyond your paltry starting equipment, you’ll have to find.