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'''Note:''' For your own sake, do not mistake ''DayZ'' with it's {{Mockbuster}}, ''The War Z'', made by the same people that made ''[[{{VideoGame/BigRigsOverTheRoadRacing}} Big Rigs]]''.

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'''Note:''' For your own sake, do not mistake ''DayZ'' with it's its {{Mockbuster}}, ''The War Z'', made by the same people that made ''[[{{VideoGame/BigRigsOverTheRoadRacing}} Big Rigs]]''.
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'''Note:''' For your own sake, do not mistake ''DayZ'' with it's {{Mockbuster}}, ''The War Z'', made by the same company that made ''[[{{VideoGame/BigRigsOverTheRoadRacing}} Big Rigs]]''.

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'''Note:''' For your own sake, do not mistake ''DayZ'' with it's {{Mockbuster}}, ''The War Z'', made by the same company people that made ''[[{{VideoGame/BigRigsOverTheRoadRacing}} Big Rigs]]''.

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'''Note:''' For your own sake, do not mistake ''DayZ'' with it's {{Mockbuster}}, ''The War Z''

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'''Note:''' For your own sake, do not mistake ''DayZ'' with it's {{Mockbuster}}, ''The War Z''
Z'', made by the same company that made ''[[{{VideoGame/BigRigsOverTheRoadRacing}} Big Rigs]]''.
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Note: For your own sake, do not mistake ''Day Z'' with it's {{Mockbuster}}, ''The War Z''

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Note: '''Note:''' For your own sake, do not mistake ''Day Z'' ''DayZ'' with it's {{Mockbuster}}, ''The War Z''
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Note: For your own sake, do not mistake ''Day Z'' with it's {{Mockbuster}}, ''The War Z''
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* JustHereForGodzilla: [=DayZ=] has done this to the original ARMA II that the Steam store page for the basic Arma 2 game has a service warning (usually reserved for serious regional compatibility issues or the like) informing the user that the mod requires the game's expansion pack and providing a link to a suitable discount bundle.
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-->''DayZ is, at best, unreasonably cruel.''
-->- [[ZeroPunctuation Ben "Yahtzee" Croshaw]]
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* 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.

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* GridInventory: Two of them. One is your 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.bandages.
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* BoringButPractical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyware that isn't the coast.

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* BoringButPractical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyware anywhere that isn't the coast.
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* BoringButPractical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyway that isn't the coast.

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* BoringButPractical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyway anyware that isn't the coast.
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* BoringButPratical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyway that isn't the coast.

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* BoringButPratical: BoringButPractical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyway that isn't the coast.
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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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** At the same time if you can find sufficient rounds for it, or stock up over time, which [[ItemFarming can talk take 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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** Also be careful of looting bodies, which either could of been a poor soul a sniper just shot and may still be looking around the corpse.
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* BoringButPratical: You have very many small items like matches, a compass, a watch, a map, and others that are utterly vital to your survival for anyway that isn't the coast.
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**Some players pronounce it "Day Zed" to avert this.
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*** They also have a lot more bullets to a clip than any other weapon type, meaning it is possible to carry more rounds on your person and rarely will have to either drop another item or leave the ammo where it is.
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* RealityEnsues: You will die very unexpectedly, often just to random snipers desperate to get a can of beens of your corpse. The zombies themselves are often much less of a problem then actual people with guns.
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* [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Nerf Nerf]]: Noobs and handguns. Players used to spawn on the beach with pistols that could kill other players in 5 or 6 hits and zombies in two. Then ''DayZ'' took their pistols away. Still, if they found a handgun while looting it would take only 1 (if you have a revolver) to 2 (if you have a makarov) shots to kill a zombie. So, after further nerfs, it now takes an entire clip of Makarov bullets to kill a zombie (short of a headshot) and two full clips to kill another player.

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* [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Nerf Nerf]]: {{Nerf}}: Noobs and handguns. Players used to spawn on the beach with pistols that could kill other players in 5 or 6 hits and zombies in two. Then ''DayZ'' took their pistols away. Still, if they found a handgun while looting it would take only 1 (if you have a revolver) to 2 (if you have a makarov) shots to kill a zombie. So, after further nerfs, it now takes an entire clip of Makarov bullets to kill a zombie (short of a headshot) and two full clips to kill another player.
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* FluffyTheTerrible: An unusual and meta variant: "DayZ" is pronounced like "daisy", which is grossly inappropriate for a [[ZombieApocalypse game]] [[CrazySurvivalist like]] [[AHouseDivided this.]]
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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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*** 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. Makes them something of an example of DifficultButAwesome Yet Practical.
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** However, this is played much straighter with cooked meat taken from animals one might come across and slaughter. The large source of fresh protein is much better for restoring lost blood, regaining back four times as much as canned food. A player with low blood and the equipment to do so (a weapon to make the kill, a hunting knife, wood and/or hatchet, and a matchbox) may find themselves gorging after finding a large animal and regaining a substantial blood in a short amount of time by doing so.
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* AnAxeToGrind: The hatchet can be used to harvest firewood, but can also be equipped as a primary weapon.

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* AnAxeToGrind: The hatchet can be used to harvest firewood, but can also be equipped as a primary weapon. Considering how easy it is to find in common areas like barns, and that it is completely silent, kills in one or two hits, and has virtually unlimited uses, it can be a freshly-spawned character's best friend.
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* EarnYourFun: Since the game is designed around the realistic scenario of a zombie outbreak, new players may be overwhelmed with the concept of trying to gather supplies to stay alive and trying to avoid other players due to high paranoia amongst everyone else. Unless you're friends with other players, the only way to acquire better loot is to keep playing and wandering around until you can find better gear. Assuming that the zombies and other players don't kill you first.


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* SchmuckBait: Invoked by the players where they can drop their items on the ground to lure other players into a trap.
** The game's chat feature is also this. Since anything that is said in chat can be seen by everyone, new players tend to be hunted down when they stupidly reveal their location in the chat console. Because of this, most players that quickly adapted to the game don't use the in game chat at all and use 3rd party chat clients like Skype.
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** [[http://www.youtube.com/watch?v=ZAa14HpM-1o&feature=player_embedded Don't get on strange helicopters.]]
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* UndeathlyPallor: All the zombies look as though they have white paint caked to their faces, with dirt and grim elsewhere, and blood on their hands.

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** Partially played straight, however, with regard to most anything with a scope. Sniper rifles usually kill in two hits anywhere and the AS50 and M107 will kill you from 3 to 15 times over ... if they hit you in the toe.

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** Partially played straight, however, with regard to most anything with a scope. Sniper rifles usually kill in two hits anywhere and the AS50 [=AS50=] and M107 will kill you from 3 to 15 times over ... if they hit you in the toe. But then, those [[JustifiedTrope weapons are designed]] for "[[InstantDeathBullet one shot, one kill]]".
* DaylightHorror: The game during the daytime, which is when most players are likely to be playing. Especially so with high dynamic range lighting. Going out of a building or treeline into direct sunlight will briefly light-blind the player, particularly if they face a sun low in the sky. Likewise, going from outside indoors will briefly plunge the player into darkness. Trying to stick one's face out of cover to see if the coast is clear when one hear's zombies about can be a tense experience.
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* [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Nerf Nerf]]: Noobs and handguns. Players used to spawn on the beach with pistols that could kill other players in 5 or 6 hits and zombies in two. Then ''DayZ'' took their pistols away. Still, if they found a handgun while looting it would take only 1 (if you have a revolver) to 2 (if you have a makarov) shots to kill a zombie. So, after further nerfs, it now takes an entire clip of Makarov bullets to kill a zombie (short of a headshot) and two full clips to kill another player.
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** Road flares. While they make you zombie bait while you hold them and a walking target for bandits, they can light up half the town when thrown (even through walls), are catnip to zombies, and zombies have a habit of dying when they get too close. Did I mention they are the most commonly found non-weapon item in the game and you can fit 10 in a slot?
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** A subverted inversion? Tents are persistent across server resets and an infinite number can be placed on an infinite number of servers. At this point in the game they are so common that a new player can fully arm themselves in a matter of minutes on a high-population server and veteran players are more worried about their tents being found than they are about being killed -- [[NotTheWayItIsMeantToBePlayed in a game where permadeath is the cost for failure]. While some of this is [[ObviousBeta the result of a recent bug]], there has been a steady sea-change away from risk and consequences for some time.

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** A subverted inversion? Tents are persistent across server resets and an infinite number can be placed on an infinite number of servers. At this point in the game they are so common that a new player can fully arm themselves in a matter of minutes on a high-population server and veteran players are more worried about their tents being found than they are about being killed -- [[NotTheWayItIsMeantToBePlayed in a game where permadeath is the cost for failure].failure]]. While some of this is [[ObviousBeta the result of a recent bug]], there has been a steady sea-change away from risk and consequences for some time.
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** Partially played straight, however, with regard to most anything with a scope. Sniper rifles usually kill in two hits anywhere and the AS50 and M107 will kill you from 3 to 15 times over ... if they hit you in the toe.


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** A subverted inversion? Tents are persistent across server resets and an infinite number can be placed on an infinite number of servers. At this point in the game they are so common that a new player can fully arm themselves in a matter of minutes on a high-population server and veteran players are more worried about their tents being found than they are about being killed -- [[NotTheWayItIsMeantToBePlayed in a game where permadeath is the cost for failure]. While some of this is [[ObviousBeta the result of a recent bug]], there has been a steady sea-change away from risk and consequences for some time.

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