Arma 3
[SP] DeadlandZ [Survival]
 This topic has been pinned, so it's probably important
CaptainX11  [developer] 5 Jan, 2021 @ 8:47am
SUGGESTIONS
Please use this thread to share any ideas to improve or change the scenario.

Thank you for your assistance!
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Showing 1-15 of 21 comments
witchking 9 Jan, 2021 @ 9:43am 
Any chance you could create another similar scenario for one of the CUP maps? This looks really fun but I don't have Arma 3 Contact and I'm sure many don't either.
CaptainX11  [developer] 9 Jan, 2021 @ 10:38am 
@Witchking
You might want to take a look at DayZero then, which is a very similar scenario I have created.
Dakosadboy 10 Jan, 2021 @ 12:47am 
Will there be any kind of building aspect added in at some point? I feel it would be great to be able to hunker down in a good area or even build near a trader camp so as to add a aspect of defense or shelter.
CaptainX11  [developer] 10 Jan, 2021 @ 2:35am 
@Dako
This is a planned feature. However, I do not know if there would be any suitable script framework that I could use. No promises at this point.
Dakosadboy 10 Jan, 2021 @ 2:56pm 
Is it possible to run a mod like eden which I believe has building or would it conflict and cause issues with the scenario? @CaptainX11
Dakosadboy 10 Jan, 2021 @ 2:59pm 
I meant epoch not eden
CaptainX11  [developer] 10 Jan, 2021 @ 3:54pm 
@Dako
Epoch would bring too many scripts that would conflict with my scenario. I'll keep an eye out for other, script-based options.
Snotfox 11 Jan, 2021 @ 11:51pm 
Any thoughts about maybe releasing a CUP Version in conjunction with the RHS or perhaps inter-splicing both of them so they can be in the same scenario?
CaptainX11  [developer] 12 Jan, 2021 @ 2:34am 
@Snotfox
Thank you for the suggestion. The DeadlandZ mission content is built upon many classes (3d objects), which were hand-picked and tested before being added to the mission (as in loot or vehicles, for example). Most classes also have a particular spawn chance. This means adding any other big modification's classes would mean a lot of work for me and would require me to rebalance the entire mission. Therefore I must disappoint you. DeadlandZ will not support any other big mods in the future.
WengPadu 12 Jan, 2021 @ 3:25am 
can u make view TPP please
CaptainX11  [developer] 12 Jan, 2021 @ 3:48am 
@[GSF] Weng
You can change the game difficulty settings on your own. Thank you.
can you increase or create a limit on the zombies spawn radius, it annoying to have a zombie to spawn right on you while your waking up from sleeping bags or in a middle of a gunfight and your in a good spot but very low health :/
i also noticed that when you reach bravo bunker exit, you end up getting swarm with bandits if you stay the night and the bandits spawn rate just end up become 1500% since no matter how i play anymore, the bandits are infront and all around me shooting while i stuck crawling around sniping one or two only to see another 7 come up behind, i suggest you check that as well pls if you can :(
CaptainX11  [developer] 31 Jan, 2021 @ 5:46am 
@General Jame Michael
Thanks for your feedback. I figured it's very hard to find the perfect balance. The minimum spanw distance seems to be ignored by the script at times. The same goes for the bandit spawn. I will keep working on this.
Sgt Bombadil  [developer] 22 Mar, 2021 @ 12:03pm 
@General, we have updated the Zombie and Bandit systems in the release that went public today. The minimum spawn distance is now being adhered to (unless you're running on 2x or 4x) and an hourly unit schedule has been setup so you'll notice the intensity changing throughout the day. Let us know what you think.
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