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* StealthBasedGame: In many ways. The player can lower their profile and move slowly and on soft surfaces to avoid their chances of being seen or heard. Distracting objects like flares, or even empty soda cans, can be thrown to lure away zombies and let the player slip by. Weapon sounds are a major consideration as well, since light and noise attract zombies. Plus other players might be attracted to the sound of gunfire and be looking for an [[PlayerKilling easy mark]]. Recent updates have [[OhCrap removed any starting weapons]] from the player's inventory to encourage this.

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* StealthBasedGame: In many ways. The player can lower their profile and move slowly and on soft surfaces to avoid their chances of being seen or heard. Distracting objects like flares, or even empty soda cans, can be thrown to lure away zombies and let the player slip by. Weapon sounds are a major consideration as well, since light and noise attract zombies. Plus other players might be attracted to the sound of gunfire and be looking for an [[PlayerKilling easy mark]]. Recent updates have [[OhCrap [[WithThisHerring removed any starting weapons]] from the player's inventory to encourage this.



* WithThisHerring: The most recent update spawns new characters with no weapon and minimal supplies

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* WithThisHerring: The most recent update spawns WithThisHerring: Recent updates spawn new characters with no weapon and minimal suppliessupplies.


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** Strangely enough, ship cargo docks are considered "indoors" for this behavior, despite being large unobstructed flat areas open to the sky. Considering players always spawn on the beach, this detail can save a freshly spawned character's life when they are looking for their first supplies.
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''[[http://www.dayzmod.com/ DayZ]]'' is a [[GameMod mod]] for the video game ''{{ARMA}} II'', converting the realistic military sim into a post-apocalyptic zombie-survival simulation.

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''[[http://www.dayzmod.com/ DayZ]]'' is a [[GameMod mod]] for the video game ''{{ARMA}} ''VideoGame/{{ARMA}} II'', converting the realistic military sim into a post-apocalyptic zombie-survival simulation.



* GameMod: One that managed to singlehandedly make ''ARMA II'' extremely popular.

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* GameMod: One that managed to singlehandedly make ''ARMA II'' extremely popular. To the point that Steam's store pages for both ''ARMA II'' and ''Operation Arrowhead'' specifically point out that [=DayZ=] requires both of them to run.
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** At the same time if you can find sufficient rounds for it, or stock up over time, which [[ItemFarming can talk a long time depending on your luck.]] But it can also result in a heavily geared player with enough ammo for more than enough encounters to keep them going and even raid for resupplies, given the few specific locations such Military level gear and ammo drop, and in the process nudging this trope more into the one directly below.
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** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also, with introduction of melee weapons they don't even monopolize totally silent effect anymore.

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** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also, with introduction of melee weapons they don't even monopolize the totally silent effect anymore.
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* AwesomeYetPractical: Crossbows are somewhat slow and have moderate power, but are completely silent, have reusable ammunition, and can kill a zombie in a single headshot.
** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also everything kills anything with a headshot and with introduction of melee weapons they don't even monopolize silence effect.

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* AwesomeYetPractical: Crossbows are somewhat slow and have moderate power, but are completely silent, have reusable ammunition, and can kill a zombie in a single headshot.
shot anywhere on the body.
** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also everything kills anything with a headshot and Also, with introduction of melee weapons they don't even monopolize silence effect.totally silent effect anymore.
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* {{Griefer}}: The nature of the game encourages this, really. Why else kill newly spawned players, especially when your specced out in high-grade military gear?

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* {{Griefer}}: The nature of the game encourages this, really. Why else kill newly spawned players, especially when your you're specced out in high-grade military gear?
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** On the other hand, at the beginning of the game players have so little to lose most just run for it, counting on being able to lose zombies in the cities or find something useful quickly, completely ignoring the much slower, stealthier paths.
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At the moment, the game is still in alpha, so bugs are to be expected. Regardless, ''[=DayZ=]'' has given ''ARMA II'' a huge boost in popularity, shooting it up to one of the top ten games on Steam. On August 7th 2012, the official blog announced that ''[=DayZ=]'' would become a standalone game to be released sometime in 2012.

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At the moment, the game is still in alpha, so bugs are to be expected. Regardless, ''[=DayZ=]'' has given ''ARMA II'' a huge boost in popularity, shooting it up to one of the top ten games on Steam. On August 7th 2012, the official ''[=DayZ=]'' blog announced that ''[=DayZ=]'' would become a standalone game to be released sometime in 2012.
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At the moment, the game is still in alpha, so bugs are to be expected. Regardless, ''[=DayZ=]'' has given ''ARMA II'' a huge boost in popularity, shooting it up to one of the top ten games on Steam.

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At the moment, the game is still in alpha, so bugs are to be expected. Regardless, ''[=DayZ=]'' has given ''ARMA II'' a huge boost in popularity, shooting it up to one of the top ten games on Steam.
Steam. On August 7th 2012, the official blog announced that ''[=DayZ=]'' would become a standalone game to be released sometime in 2012.
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* CoOpMultiplayer/CompetitiveMultiplayer: The game walks a balance between the two. On the one hand, pretty much everyone is liable to kill you, if only because they're afraid you'll kill them. On the other hand, teaming up with others makes things much easier, especially in terms of having someone to watch your back. Fixing vehicles also basically requires teammates, in that the vehicles tend to spawn in high traffic areas, often because of the vehicle, and the items needed to repair and fuel them take up large amounts of space.

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* CoOpMultiplayer/CompetitiveMultiplayer: CoOpMultiplayer / CompetitiveMultiplayer: The game walks a balance between the two. On the one hand, pretty much everyone is liable to kill you, if only because they're afraid you'll kill them. On the other hand, teaming up with others makes things much easier, especially in terms of having someone to watch your back. Fixing vehicles also basically requires teammates, in that the vehicles tend to spawn in high traffic areas, often because of the vehicle, and the items needed to repair and fuel them take up large amounts of space.
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* CoOpMultiplayer/CompetitiveMultiplayer: The game walks a balance between the two. On the one hand, pretty much everyone is liable to kill you, if only because they're afraid you'll kill them. On the other hand, teaming up with others makes things much easier, especially in terms of having someone to watch your back. Fixing vehicles also basically requires teammates, in that the vehicles tend to spawn in high traffic areas, often because of the vehicle, and the items needed to repair and fuel them take up large amounts of space.
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* {{Griefer}}: The nature of the game encourages this, really. Why else kill newly spawned players, especially when your specced out in high-grade military gear?
** A truly epic example in players going out of their way to screw with others: [[http://www.youtube.com/watch?v=oQQ4N1kMv9o&feature=player_embedded My DayZ Story]].
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** You can find a lot of Coke and Pepsi but Mountain Dew, ''forget about it''.

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** You can find a lot of Coke and Pepsi but Mountain Dew, ''forget about it''. (The differences are only cosmetic in their item icon.)
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*** They have their own problems, however, where there's a hard to hit sweet-spot distance to killing them in one hit, and the melee range means you're likely to get swarmed if there's more than one zombie after you.
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** Word of God actually says the mod is aimed at being "Authentic" ''rather than'' realistic: There is, however, a great deal of noise that splints should be added, make from bandages and chopped wood.
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** Hatchets, however, really shine in any situation where other players aren't a problem. They're ultra-quiet, instantly fatal to zombies, never run out of ammo, and don't aggro more zombies when they're used.
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* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory. A small bottle of painkillers take up the same space as a STANAG magazine for an AR platform rifle.]])

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* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory. A small bottle of painkillers take taking up the same space as a STANAG magazine for an AR platform rifle.]])
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* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory. A small bottle of painkillers take up the same space as a STANAG magazine for an AR platform rifle.)

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* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory. A small bottle of painkillers take up the same space as a STANAG magazine for an AR platform rifle.)]])
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* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory. A small bottle of painkillers take up the same space as a STANAG magazine for an AR platform rifle.)
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* StandardStatusEffects: In addition to food and water, players may also need to scavenge for supplies to deal with these, such as heat packs for hypothermia, morphine for broken legs, antibiotics for infections, bandages to stop bleeding, and painkillers to... [[ExactlyWhatItSaysOnTheTin kill pain]].

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* StandardStatusEffects: In addition to food and water, players may also need to scavenge for supplies to deal with these, such as heat packs for hypothermia, morphine for broken legs, antibiotics for infections, bandages to stop bleeding, and painkillers to... [[ExactlyWhatItSaysOnTheTin kill pain]].to stop the [[InterfaceScrew screen from shaking]].
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* CallAHitPointASmeerp: See CriticalExistenceFailure below.

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* CallAHitPointASmeerp: Your health is measured in "Blood." See CriticalExistenceFailure below.



* DeliberatelyMonochrome: Happens at low blood.

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* DeliberatelyMonochrome: Happens at low blood.Colors dull as your Blood (health) drops. Lose enough blood and all color is lost.



* EverythingsDeaderWithZombies: Natch

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* EverythingsDeaderWithZombies: NatchOf course.
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*** Somewhat justified, Mountain Dew is apparently much harder to find in Europe than in the US while Coke and Pepsi are common.
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** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also everything kills anything with a headshot and with introduction of melee weapon they don't even monopolize silence effect.

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** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also everything kills anything with a headshot and with introduction of melee weapon weapons they don't even monopolize silence effect.

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* CrapsackWorld: The ZombieApocalypse has happened, society has collapsed and people will kill you over a tin of beans if they're desperate enough.



* DoomyDoomsOfDoom: Sums up much of the feeling of playing the game. The game is unbearably tense and features a soundtrack with heavy use of the ScareChord. Combine that with the CrapsackWorld where people kill each other over tins of beans and you have the makings of a truly Doomy experience.
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Had to add the Doomy Dooms of Doom entry too!

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* DoomyDoomsOfDoom: Sums up much of the feeling of playing the game. The game is unbearably tense and features a soundtrack with heavy use of the ScareChord. Combine that with the CrapsackWorld where people kill each other over tins of beans and you have the makings of a truly Doomy experience.
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added Drone of dread entry

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* DroneOfDread: Pure, unadulterated NightmareFuel.
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!!''[=DayZ=]'' provides examples of the following tropes

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\n!!''[=DayZ=]'' provides examples of the following tropes\n!!Provides Examples Of:
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* DeathIsASlapOnTheWrist: Averted. [[NintendoHard Hard]]. You will lose everything you looted and respawn at the starting location, probably far away from any friends you may have been with. However, you can store equipment in a tent to resupply yourself; but you better pray no one came across it or [[ObviousBeta that the server doesn't delete it]].

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* DeathIsASlapOnTheWrist: Averted. [[NintendoHard Hard]]. You will lose everything you looted and respawn at the starting location, probably far away from any friends you may have been with. However, you can store equipment in a tent to resupply yourself; but you better pray no one came across it or [[ObviousBeta that the server doesn't delete it]].



* HollywoodDarkness: Averted ''hard''. Nighttime is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game.

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* HollywoodDarkness: Averted ''hard''.Averted. Nighttime is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game.
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* WizardNeedsFoodBadly: Characters need both food and water to survive. Occasionally certain status ailments will require different medicines as well.
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''[[http://www.dayzmod.com/ DayZ]]'' is a [[GameMod mod]] for the video game ''{{ARMA}} II'', converting the realistic military sim into a post-apocalyptic zombie-survival simulation.

The game takes place in a fictional 225 square kilometer post-Soviet state called Chernarus after an outbreak of an [[TheVirus unknown infection]] that has wiped out most of the world's population. Players can stay out of the way and fend for themselves, team up with other survivors, or be a bandit and murder everybody they come across, or anywhere in between. Whichever they choose, they will also have to contend with what's left of the indigenous population, turned into shambling infected.

At the moment, the game is still in alpha, so bugs are to be expected. Regardless, ''[=DayZ=]'' has given ''ARMA II'' a huge boost in popularity, shooting it up to one of the top ten games on Steam.

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!!''[=DayZ=]'' provides examples of the following tropes

* AfterTheEnd: Just you, a few other people who may or may not be out to kill you, and the zombies.
* AnAxeToGrind: The hatchet can be used to harvest firewood, but can also be equipped as a primary weapon.
* ArtificialBrilliance: Zombies don't just run straight at you, instead zig-zagging in an unpredictable pattern making it very difficult to get a headshot.
* ArtificialStupidity: Zombie pathing still has some issues. Zombies will occasionally get stuck on the smallest of obstacles.
* AwesomeButImpractical: Military grade weapons. Sure, they are powerful, but good luck finding ammo for them, and even if you do, that will eat a bunch of inventory space. They are loud, overkill for dealing with zombies, and greedy players might even [[PlayerKilling kill you]] to nab them.
* AwesomeYetPractical: Crossbows are somewhat slow and have moderate power, but are completely silent, have reusable ammunition, and can kill a zombie in a single headshot.
** [[ShortRangeLongRangeWeapon Albeit they also have horrible range,]] [[PixelHunt bolts aren't that easy to retrieve]] [[GridInventory and single bolt takes whole inventory slot.]] Also everything kills anything with a headshot and with introduction of melee weapon they don't even monopolize silence effect.
* {{BFG}}: The anti-materiel rifles and light machine guns are extremely powerful, but the tradeoff is that they are extremely loud, giving away your position immediately.
* BilingualBonus: Actually has an effect on gameplay. All road signs are in Russian and, naturally, being able to read them is a big help when trying to get your bearings.
* BoomHeadshot: The most efficient way to kill zombies. Even the extremely weak Makarov PM can achieve a OneHitKill this way.
* CallAHitPointASmeerp: See CriticalExistenceFailure below.
* CommonPlaceRare: Antibiotics, justified in that during a zombie outbreak demand will be high. So, if you get an infection then you better get used to the symptoms.
** You can find a lot of Coke and Pepsi but Mountain Dew, ''forget about it''.
* CriticalExistenceFailure: Averted. Health is measured by the amount of blood in your body. As it gets lower, [[InterfaceScrew your vision deteriorates, your character begins breathing harder]], and at the lowest levels may begin to randomly fall unconscious and eventually die. Blood can be raised by eating or having another player give you a blood transfusion.
* DeathIsASlapOnTheWrist: Averted. [[NintendoHard Hard]]. You will lose everything you looted and respawn at the starting location, probably far away from any friends you may have been with. However, you can store equipment in a tent to resupply yourself; but you better pray no one came across it or [[ObviousBeta that the server doesn't delete it]].
* DeliberatelyMonochrome: Happens at low blood.
* EasterEgg: Down that chimney is... [[spoiler:''[[http://i.imgur.com/BW1C6.jpg ZOMBIE SANTA!]]'']]
* EveryoneChasingYou: One of the easiest ways to achieve this is to use a loud weapon in a zombie-infested town. This is one of the most common mistakes made by newer players.
* EverythingsDeaderWithZombies: Natch
* GameMod: One that managed to singlehandedly make ''ARMA II'' extremely popular.
* GridInventory: Two of them. One is your vest pouch, meant for easy access to things like ammo and bandages. The other is your backpack, which is upgradeable and can hold more, but requires more time to get to, which means it should be used for things that you won't need immediate access to, such as food, water, and possibly spare weapons.
* HollywoodDarkness: Averted ''hard''. Nighttime is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game.
* HollywoodSilencer: Mostly averted. The silenced M9, the Bizon and the [=MP5SD=] are extremely quiet, but the [=M4A1 CCO SD=] can still easily give away your position; all of them however ''do'' follow the trope in that zombies do NOT "hear" suppressed weapon shots at all.
* HyperactiveMetabolism: Largely averted. The measure of "[[HitPoints health]]", if you can call it that, is how much blood is in the player's body. To the extend that this is played straight, eating food does restore a small amount of blood, but not enough to use it as a quick healing method, and food is rare enough that a player will not want to chomp it down unless they are also hungry. This practically insures that healing is done slowly over time.
* InstantDeathBullet: Averted in most cases. Headshots with most weapons, as well as most hits from the most powerful weapons can still down you instantly. However, players hit with less powerful weapons may still take anywhere from a few seconds to a few minutes to bleed out. Certain mid-range weapons may also knock you unconscious without immediately killing you. However, in the latter case, [[YouAreAlreadyDead you're dead anyway]] without a friend nearby to give you a bandage and a blood bag.
** It's not uncommon to come across areas with several bodies of players strewn around and nobody has been looted. This can happen if several players get into a firefight and the survivors succumb to their wounds immediately after taking out their opponents, and thus never getting the chance to loot the spoils. Use caution when trying to claim the loot however; as areas like these can be used as bait by bandits, especially in cities and military bases.
* InterfaceScrew: Happens at lower blood levels.
* LightningBruiser: some of the zombies
* MoreDakka: The light machine guns. Recoil is high however, so too much dakka will result in not being able to hit anything; this is right out of vanilla ''ARMA 2'' though.
* NobodyPoops: But they do eat, drink, and try to stay warm.
** Mind you, someone actually suggested this on their forums...
* [[ObviousBeta Obvious Alpha]]: To be expected. The mod is still in Alpha and still immensely popular.
** Its original incarnation was a "proof of concept" of the persistence aspect which was tried out by an ARMA 2 player community to test server implementation and capacity, only for word-of-mouth and hype to spread before he'd implemented much of anything else about the mod.
* OurZombiesAreDifferent: Generally Type F.
* PlayerKilling: A big part of the game. Much of your time will be spent defending against bandits or being one yourself. See ParanoiaFuel on the [[YMMV/DayZ YMMV page]].
* ScavengerWorld: Weapons, ammo, and other supplies are scarce and often found in abandoned houses, warehouses and such. The best weapons and equipment are found in abandoned military bases which are usually overrun with [[PlayerKilling bandits]].
* SeriousBusiness: Occasionally happens when you kill another survivor.
** In one case, on the mod's forums a gaming clan demanded a ransom in the form of handing over a number of in-game guns and ammo magazines, threatening their target with kill-on-sight status.
* StandardStatusEffects: In addition to food and water, players may also need to scavenge for supplies to deal with these, such as heat packs for hypothermia, morphine for broken legs, antibiotics for infections, bandages to stop bleeding, and painkillers to... [[ExactlyWhatItSaysOnTheTin kill pain]].
* StealthBasedGame: In many ways. The player can lower their profile and move slowly and on soft surfaces to avoid their chances of being seen or heard. Distracting objects like flares, or even empty soda cans, can be thrown to lure away zombies and let the player slip by. Weapon sounds are a major consideration as well, since light and noise attract zombies. Plus other players might be attracted to the sound of gunfire and be looking for an [[PlayerKilling easy mark]]. Recent updates have [[OhCrap removed any starting weapons]] from the player's inventory to encourage this.
* [[WizardNeedsFoodBadly Survivor Needs Food Badly]]: Emphasizing the CentralTheme of survival, players must find food and water, lest they die of hunger or thirst. Some of these values go down faster than others, and the rate at which they decrease can shift depending on how active the player is being. Running around everywhere will dehydrate the player faster than walking at a modest pace, for example. A series of gauges in the corner of the screen will change color to indicate how desperately the survivor needs these, [[CriticalAnnoyance blinking red]] when really low.
* TechnicallyLivingZombie: As good an in-universe explanation as any for headshots not being essential to kill them.
* VideoGameCaringPotential: Helping other survivors out by bandaging them up, giving them blood bags, etc can gain you a valuable ally...
* VideoGameCrueltyPotential: ... or you can just murder them and steal their stuff.
* ViolationOfCommonSense: Despite the mod's efforts at being as "realistic" as possible, morphine somehow fixes broken legs as good as new.
* WithThisHerring: The most recent update spawns new characters with no weapon and minimal supplies
* WizardNeedsFoodBadly: Characters need both food and water to survive. Occasionally certain status ailments will require different medicines as well.
* ZergRush: Can and will happen if you get too trigger happy with zombies nearby.
* ZombieApocalypse: But of course.
* ZombieGait: Averted most places outdoors, where zombies will run around in a serpentine pattern, but played straight indoors, where they slow down and shamble in a straight line toward the player, or when they are climbing up steep hills.
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