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Arma 2: Operation Arrowhead

 
Arma 2 Operation Arrowhead Windows 11 Hotfix #2Dec 21, 2021 - Community AnnouncementsThis hotfix for Arma 2: Operation Arrowhead resolves a few issues with the original Windows 11 update and brings a quality-of-life change to the branch configuration. We are adding the new Windows 10 and 11 compatible BattlEye files to Arma 2 OA's /Expansion folder to ensure functionality with older setups. We are also removing password protection from the branch 163_backup which contains 1.63 version of Arma 2 OA. This is to ensure compatibility with Linux servers still running on the 1.63 version. Changelog BattlEye - Added new client binaries and libraries to the Arma 2 Operation Arrowhead Expansion folder. Steam Branch Configuration - Removed password protection from the 163_backup branch, which contains the latest build of Arma 2 OA 1.63.Arma 2 Operation Arrowhead Windows 11 HotfixDec 16, 2021 - Community AnnouncementsIn cooperation with the BattlEye team, we have prepared a hotfix for Arma 2 Operation Arrowhead. This hotfix adds BattlEye support for Windows 11. If you experience issues with this Operation Arrowhead update, we have made a "legacy" version available on Steam. To download this build, please go to your Steam library, right-click on Arma 2: Operation Arrowhead, select "Properties". In the Properties window select the "BETAS" tabs, and use the drop-down menu to select "legacy". After you click on the "Close" button, Steam will automatically begin to download the previous version of the game. Changelog BattlEye - Updated client binaries and libraries. - Updated server libraries for both Windows and Linux. - Support for a new version of Windows 10 and 11 operating systems.Arma 2 Operation Arrowhead 1.64 UpdateNov 7, 2019 - Community AnnouncementsIn cooperation with the CorePatch team, we have prepared update 1.64 for Arma 2: Operation Arrowhead, which takes care of many issues, including Windows 10 support. If you experience issues with the recent Operation Arrowhead update, we have made a "legacy" version available on Steam. To download this build, please go to your Steam library, right-click on Arma 2: Operation Arrowhead, select "Properties". In the Properties window select the "BETAS" tabs, and use the dropdown menu to select "legacy". After you click on the "Close" button, Steam will automatically begin to download the previous version of the game. Changelog Engine - Security fixes - Many crash fixes - Various minor fixes - Several optimizations - Fixed: black eyes on characters - Fixed: multiple VON issues - Fixed: Event Handlers not resetting properly - Fixed: MP Event Handlers re-indexing - Fixed: vehicle turret locality sync in multiplayer - Fixed: drawIcon displaying text - Fixed: isNumber return - Fixed: helicopter rotor speed after MP mission loading from a save - Fixed: laser targets on water surfaces - Fixed: particles drawn near the camera - Fixed: AI gear in another group's vehicle - Added: bonus script commands getHit, addWeaponTurret, removeWeaponTurret - Added: #maxping, #maxpacketloss and #maxdesync commands for admins (for server.cfg too) - Added: kickClientsOnSlowNetwork and disconnectTimeout for server.cfg BattlEye - Newly located /BattlEye/ folder in the root of /Arma 2 Operation Arrowhead/ - Updated client binaries and libraries - Updated server libraries for both Windows and Linux - Support for a new version of Windows 10 OS Allocator - Updated the memory allocator library (same as Arma 3) in /Arma 2 Operation Arrowhead/Dll/: /tbb4malloc_bi.dll Steam - Updated Steam SDK libraries to 1.42 in the root of /Arma 2 Operation Arrowhead/: /steamclient.dll /tier0_s.dll /vstdlib_s.dll /steam_api.dll /steam.dll Data - New version of signed files: /Expansion/Addons/corepatch.pbo /Expansion/Addons/warfare2_e.pbo /Expansion/Addons/warfare2.pbo /Expansion/Addons/modules_e.pbo /Expansion/Addons/language_e.pbo /Expansion/Addons/language.pbo /Expansion/Addons/languagemissions.pbo /Expansion/Addons/languagemissions_e.pbo /Common/modules.pbo /Common/missions.pbo Note: minor tweaks were done to Arma 2 data language files for synchronization with Arma 2 Operation Arrowhead. CorePatch Includes hundreds of various config or script tweaks and fixes from the past years. More details here: https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt Credits: https://github.com/Goliath86/CorePatch/blob/master/Credits.txt Credits & Thanks Goliath86 for all his work on CorePatch .kju for a very long list of errors Rob Graham (eggbeast) for Dwarden's script to fix the Fire-In-The-Sky bug Dwarden for his Fire-In-The-Sky script bug fix and support OPUSfmSPol for a very long list of errors and their fixes of the Warfare module Wolffy.au for the BIS Module Improvement Project zGuba for the B...Corepatch hotfixDec 21, 2015 - Community AnnouncementsBased on community feedback the Corepatch team has released a small hotfix, which takes care of some of the most prominent issues. If you are having issue with the recent Operation Arrowhead patch or this hotfix, we have enabled "legacy" beta. To download it go to your steam library, click with the right mouse button on Arma 2: Operation Arrowhead, select properties. In the properties window select tab "BETAS" and from the dropdown list choose "legacy". After clicking on the Close button Steam will download the previous version of the game. Changelog: - AS50 sound reverted to original - DMR zeroing removed due to community requests - Burst lengths decreased for aircraft cannons - Lee Enfield zeroing reverted to original state - NVG is now usable with western scopes again - Helicopter side gunners firing angles reverted to original - All An-2 variants are now retexturable through hidden selections - GMG and AGS-30 zeroings fixed, no longer include unusable values - "No Owner" RPT messages should no longer appear - All patches are merged into single addonCorepatch hotfixDec 21, 2015 - Community AnnouncementsBased on community feedback the Corepatch team has released a small hotfix, which takes care of some of the most prominent issues. If you are having issue with the recent Operation Arrowhead patch or this hotfix, we have enabled "legacy" beta. To download it go to your steam library, click with the right mouse button on Arma 2: Operation Arrowhead, select properties. In the properties window select tab "BETAS" and from the dropdown list choose "legacy". After clicking on the Close button Steam will download the previous version of the game. Changelog: - AS50 sound reverted to original - DMR zeroing removed due to community requests - Burst lengths decreased for aircraft cannons - Lee Enfield zeroing reverted to original state - NVG is now usable with western scopes again - Helicopter side gunners firing angles reverted to original - All An-2 variants are now retexturable through hidden selections - GMG and AGS-30 zeroings fixed, no longer include unusable values - "No Owner" RPT messages should no longer appear - All patches are merged into single addonChristmas update combined with CorepatchDec 18, 2015 - Community AnnouncementsAfter a prolonged beta, the latest Arma 2: Operation Arrowhead patch has finally matured and reached its release phase. It includes several engine fixes listed in the changelog below. On top of that, we have included “CorePatch” and “CorePatch2” data patches developed by members of the community. Huge thanks and credits to Goliath and SaMatra and several other devoted community developers (for full credits, please see the changelog). in case you experience any issue, leave us your feedback in this thread. Arma 2: Operation Arrowhead 1.63.131129 engine fixes: added hardcoded query port at UDPport+1 added check NAN (not a number) fixed squad logo/xml crashes and issues fixed CU-RE-L exploit vs BattlEye logging fixed server no more loads client profile fixed destroyed structures damaging JIP clients fixed random server \KEYS\ errors with .bikey files optimized query traffic additional crash fixes CorePatch Changelog is too long for Steam announcement so, please, check it out at our forums CorePatch credits: Goliath6 for his all work on CorePatch for A2, A2: OA Sa-Matra for his support and help on bug fixing (+ all work on CorePatch2) groove_c for his support and help on bug fixing Schatten for his support and help on bug fixing .Kju who provided a (very!) long list of errors Rob Graham (eggbeast) who provided Dwarden's script to fix the Fire-In-The-Sky bug Dwarden for his Fire-In-The-Sky script bug fix and his support OpusFmSPol who provided a very, very long list of errors and their fixes of the warfare module Wolffy.au and zGuba for their BIS Module Improvement Project (https://dev.withsix.com/projects/mip) that even inspired me Defunkt for his Anzins mod included in CorePatch OMAC for his support on bug fixing Dimon for his support on bug fixing Xeno426 (Xenomorph) for his suggestions, improvements and bug fixing in the CCP Project All the contributors of the CCP Project All testers and supporters of Corepatch Christmas update combined with CorepatchDec 18, 2015 - Community AnnouncementsAfter a prolonged beta, the latest Arma 2: Operation Arrowhead patch has finally matured and reached its release phase. It includes several engine fixes listed in the changelog below. On top of that, we have included “CorePatch” and “CorePatch2” data patches developed by members of the community. Huge thanks and credits to Goliath and SaMatra and several other devoted community developers (for full credits, please see the changelog). in case you experience any issue, leave us your feedback in this thread. Arma 2: Operation Arrowhead 1.63.131129 engine fixes: added hardcoded query port at UDPport+1 added check NAN (not a number) fixed squad logo/xml crashes and issues fixed CU-RE-L exploit vs BattlEye logging fixed server no more loads client profile fixed destroyed structures damaging JIP clients fixed random server \KEYS\ errors with .bikey files optimized query traffic additional crash fixes CorePatch Changelog is too long for Steam announcement so, please, check it out at our forums CorePatch credits: Goliath6 for his all work on CorePatch for A2, A2: OA Sa-Matra for his support and help on bug fixing (+ all work on CorePatch2) groove_c for his support and help on bug fixing Schatten for his support and help on bug fixing .Kju who provided a (very!) long list of errors Rob Graham (eggbeast) who provided Dwarden's script to fix the Fire-In-The-Sky bug Dwarden for his Fire-In-The-Sky script bug fix and his support OpusFmSPol who provided a very, very long list of errors and their fixes of the warfare module Wolffy.au and zGuba for their BIS Module Improvement Project (https://dev.withsix.com/projects/mip) that even inspired me Defunkt for his Anzins mod included in CorePatch OMAC for his support on bug fixing Dimon for his support on bug fixing Xeno426 (Xenomorph) for his suggestions, improvements and bug fixing in the CCP Project All the contributors of the CCP Project All testers and supporters of Corepatch Minor BattlEye update publishedOct 1, 2015 - Community AnnouncementsA minor BattlEye update has been published to both main and beta version of Operation Arrowhead.Minor BattlEye update publishedOct 1, 2015 - Community AnnouncementsA minor BattlEye update has been published to both main and beta version of Operation Arrowhead.Arma 2: Operation Arrowhead (and DayZ mod) drop GameSpy, move to SteamJul 1, 2014 - PC Gamer GameSpy recently announced its surrender from the world of digital matchmaking, and, as with any wide-ranging defeat, there are bound to be casualties. Not Arma 2: Operation Arrowhead, though. Bohemia have airlifted their expansion to the safety of Steam. And clinging desperately to it is the DayZ Mod, which, as a dependent of Arma 2: OA, has also been secured. "Besides the numerous fixes and optimizations which were introduced during the 1.63 beta program which covered almost a 2 year period for this iteration of the engine, the update focuses on the transition of the multiplayer from GameSpy matchmaking to Steam," writes Bohemia Interactive's Korneel van 't Land. Naturally, the update requires Steam to function. Those with retail copies can now transfer Arma 2, and all of its DLCs and expansions, by adding their CD Key to Steam's Product Activation. While Bohemia's older games won't be transferring to Steam, Bohemia have created a new Master Server list for server owners to join. Using this list, players will be able to directly connect to servers for games such as Arma 1, Arma: Cold War Assault and Take On Helicopters.Arma 2: Operation Arrowhead 1.63 patch transitions online multiplayer to SteamJun 30, 2014 - ShacknewsBohemia Interactive has taken the next step to ensure that Arma 2 survives the Gamespy shutdown. A new 1.63 update for Operation Arrowhead will ensure that online matchmaking survives by formally transitioning from Gamespy to Steam.Reddit compiles terrifying list of games affected by GameSpy shutdownApr 7, 2014 - PC Gamer As we reported last week, online matchmaking client GameSpy will shutdown on May 31. The community at Reddit's /r/Games is compiling a list of games that will be affected, partially affected, or not affected at all. The list is not official by any means, as most publishers have yet to make official comments about the shutdown, and most games have yet to be confirmed one way or another. But it s still a pretty terrifying list. Here are just some of the possibly affected games that stood out to me: Battlefield 1942 Battlefield 2 Battlefield 2142 Battlefield Bad Company 2 Borderlands Civilization III Civilization IV Crysis Halo: Combat Evolved There are many more, which you can find on the full list. As with the upcoming Games for Windows Live shutdown, it's down to individual publishers as to whether they want to update their games with new server technology. Activision and Capcom said that this will not affect their games, and Bohemia explained that Arma 2: Operation Arrowhead and Arma 3 will migrate to Steamworks, while some of its other games will now have a more limited multiplayer experience. The Company of Heroes games, which appears on that list as affected, actually migrated to Steamworks last year. A couple of the big question marks here are 2K (Borderlands) and Electronic Arts. These publishers (and others) have yet to release official statements. Until they do, the fate of these games remains uncertain.GameSpy multiplayer service shutting down next monthApr 4, 2014 - PC Gamer Online matchmaking client GameSpy is shutting down on May 31st, owners Glu Mobile have announced. On the upside, it means no more games trying to download the hideous GameSpy Comrade launcher. The downside is rather more significant: a lot of games' multiplayer segments are about to become non-functional. As with the upcoming Games for Windows Live shutdown, it's down to individual publishers as to whether they want to update their games with new server technology. "Effective May 31, 2014, GameSpy will cease providing all hosted services for all games still using GameSpy," the company announced on the GameSpy Technologies site. "If you have any questions about how this impacts your favorite title please contact the game s publisher for more information. Thanks for a great ride!" So far, Bohemia Interactive seem to be the only publisher happy to publicly announce how they're handling the shutdown. In a statement on their forum, they say: "This is going to affect multiplayer in our games that use Gamespy for matchmaking, cd keys authentification and NAT traversal from Arma: Resistance to Arma 3. We are planning to introduce an alternative solution using Steam to Arma 2: Operation Arrowhead and Arma 3 users. "Other games (Take On Helicopters, Arma 2, Arma 2: Free, Arma, Arma: Cold War Assault) will have more limited multiplayer experience with loss of server browser, cd key authentification and NAT traversal systems. That said, direct IP connection to servers should work even after Gamespy services are no longer available." GameSpy Technologies were formerly part of the IGN Network, until 2012 when they were eaten by a Glu.Arma 3 reviewSep 13, 2013 - PC Gamer Simulation isn’t the defining aspect of Arma. It’s scale. The enormity of the map is the foundation for the experiences that distinguish Bohemia Interactive’s flagship franchise. It’s what makes radios, topographical maps, binoculars, and compasses practical equipment in an FPS. It’s what allows for kilometer-long headshots and coordinated convoy raids. It’s what makes using your eyes to spot hints of enemies--muzzle flashes, tracers, gunsmoke--as valuable as being a crack shot. The scale of Arma 3 dwarfs everything in the genre, including Arma 2. Altis, a keyhole portion of which is seen in these screenshots, is a Mediterranean island-nation assembled from ruins, airports, coastal villages, solar power plants, military outposts, salt flats, and tank-friendly scrubland. It’s a variegated backyard for you to play war in, but what’s more significant is that Arma’s landscape finally has the technology it deserves. Fictional and adapted contemporary weapons, vehicles, and equipment make up Arma 3's armory. Arma 3 represents an aesthetic overhaul of the series. Unbelievable dynamic lighting, a volumetric cloud system, genuine vehicle physics, 3D weapon optics, ragdoll, noticeably improved weapon audio, and other grainy, eye-level details await scrutiny inside Arma 3’s macro elegance. The best improvement is the merciful cutting of Arma 2’s rigid, Tin-Man-without-oil combat animations, which makes infantry combat more responsive in your hands. A half-year in paid pre-release has given Arma 3 time to gestate, but the final build is far from being a comprehensive reinvention of the series, and some long-standing blemishes that arise from its nature as a gargantuan simulation linger. Even on high-end hardware, my framerate dips under the spectacle of some multiplayer missions. Friendly AI units, though marginally better-behaved, still depend on the player to be their brains, an issue that’s circumvented by playing Arma the way God intended it: cooperatively. A tank percusses the ground after firing. Operation cooperation With voice-connected friends and a good user-created mission, Arma 3 is an unparalleled war story generator. On Operation Fault Line with a gang of Steam pals, I had to drive a clumsy, eight-wheeled transport called a HEMTT across the map. To protect this elephantine truck we had a IFV-6c Panther, an APC with a mounted grenade launcher and 12.7mm MG. Minutes after leaving base, our tanky bodyguard eats a land mine, ruining its left track. As we get out to survey the damage, rockets streak across the valley. Everyone’s okay, but the Panther is immobilized. Dumping the APC is the only option. We clump into the fragile HEMTT, burning diesel to get off the exposed ridge. Green tracers track the truck, eventually pricking some of my tires. The wheels don’t deflate enough to go flat, but the suspension slumps to the left. For the rest of the mission I have to drive lopsided, constantly counter-steering just to keep the truck on the gravel roa...A tour of Altis, Arma 3′s main mapAug 27, 2013 - PC Gamer Arma 3 interview: Bohemia explains the Arma 3 campaignAug 6, 2013 - PC Gamer Late last week we learned that Arma 3 won’t initially release with any campaign content (something that should make it an interesting challenge to review, for one thing). Instead, Arma 3 will launch with 12 single-player showcases, nine multiplayer scenarios, eight firing drills, and its mission editor, while campaign episodes will parachute in shortly after release. This should allow the military sim to emerge from beta sooner at the cost of staggering its content. I got in touch with Joris-Jan van't Land (Project Lead) and Jay Crowe (Creative Director) to learn more about about this decision as well as what we should expect from the content of the campaign. PC Gamer: Help me make sure I’ve got this right: Arma 3 will launch with zero campaign episodes, but you’ll begin releasing them one per month for the three months following release. Is that accurate? Jay Crowe: Spot on, sir. Well, perhaps with the additional note that, of course, they're free. Joris van't Land: We see the launch of the game as a solid starting point. We've focused on creating single-player showcases and challenges, multiplayer modes and, of course, the highly anticipated, Altis terrain, together with the editor and its range of units, vehicles, modules, etc. Crowe: Exactly, we hope that Arma 3's release content provides a big variety of gameplay out of the box. We want to show players what the game is all about—what opportunities it offers—built on a solid platform, which we can gradually extend with free additions like the campaign episodes. van't Land: But, honestly, we will admit that this is not our originally planned release strategy. It is one borne from the problems the project faced over the past years, the insightful experiences of releasing public Alpha and Beta versions, and wanting to deliver a quality campaign. Can you give us an overview of the campaign’s story and the player’s role? Crowe: The player is a regular soldier, a Corporal who's part of a NATO peacekeeping mission in the Mediterranean. Originally deployed in the wake of the total economic collapse of the Republic of Altis—a nation something like the size of Malta—a situation that flared up into a bloody civil war. It's been a couple of years of uneasy peace following a cease-fire. This US-led force is now in the process of a staged drawdown, tasked to decommission the bases and coordinate the scrapping of military equipment and vehicles that they can't afford to ship back home. This withdrawal takes place in the context of decades of recession in the west and a rise in power and ambition of nations under the banner of CSAT, the Canton-Protocol Strategic Alliance Treaty. Stratis—the island where the player's unit is based—is a key strategic position between east and west. But, with the US more concerned about its interests and influence in the Pacific and traditional European powers looking inwards at their flatlining economies and mass unemployment, it's become something of an unaffordable operati...DayZ Arma 3: the reason you should play the DayZ mod againJul 24, 2013 - PC Gamer I’m inside of a wall, inside of a fire station. I see a fellow survivor—only not really, because I’m inside of a wall. Mashing V repeatedly, I slowly slide down to the ground floor of the four-story tower. As my feet touch the floor, I sprint back into the traversable interior of the fire station and begin the hunt. I step outside and immediately spot N3m3sis. Zeroing in on his head, I pull the trigger and he drops to the ground. DayZ players everywhere anxiously await the impending launch of the DayZ Standalone’s alpha. People aren’t content with the dated graphics, the endless list of bugs, and the general state of the DayZ mod. DayZ Arma 3 is here to change that. The Zoombies team has ported the DayZ mod straight into Arma 3. You’ll be seeing the exact same models, zombies, and weapons rendered in the full glory of the Arma 3 engine. Let me be the first to say that it looks absolutely amazing. Can something so beautiful really be the backdrop for a zombie game? On my rig, DayZ Arma 3 runs much better than the standard DayZ mod—a credit to Bohemia’s Arma 3 optimization. Even if many of the textures are just upscaled, the difference in lighting and detail is terrific. Even the guns look amazing. In the DayZ mod, the Lee Enfield is abhorred by experienced players everywhere for being an aural flare gun. Shooting it alerts every zombie within an almost ridiculously large radius. In DayZ Arma 3, that same gun transforms into a beautiful amalgamation of wood and metal. It's not functionally different, but it looks amazing. Throw in Arma 3's improved physics and all the weapons feel as powerful as they look. I hope he has knee pads. The ragdoll physics of Arma 3 are hilariously applied to the zombies. One minute they’re alive and well, zigzagging across Chernarus for a chance to take a swipe at you. The next, they're somersaulting backwards into the pavement. Seeing a zombie faceplant is inherently satisfying and makes killing zombies so much more fun. Although the zombie animations are still awkward because of their tendency to random stop, player animations have seen some subtle improvements. There's a distinct sense of weight that accompanies each stance—running, walking, or sprinting. I noticed each and every step that I took which is important in a game where being seen or heard is tantamount to being dead. Although many of the animations look nearly identical to their Arma 2 versions, additions like prone sprinting and a better walk animation go a long way towards making the game look tighter. The Arma 3 inventory: I would be happy even if he didn't have two guns. There’s one thing that makes DayZ Arma 3 infinitely better than the original DayZ mod—inventory. Arma 2’s inventory system was never to meant to support a loot-driven game like DayZ. Zoombies has fully integrated Arma 3’s glorious, low-input inventory system with multiple inventory spaces (backpack and vest) as well as near instant interaction. Picking up an item isn’t nearly as har...Midweek Madness - Arma II: Complete Collection, 50% off!Jun 25, 2013 - AnnouncementSave 50% on Arma II: Complete Collection during this week's Midweek Madness*! Building on 10 years of constant engine development, ARMA II boasts the most realistic combat environment in the world. It models real world ballistics & round deflection, materials penetration, features a realtime day/night cycle and dynamic wind, weather and environmental effects. The simulation of a combat environment is so effective, the engine forms the basis for training simulators used by real armies the world over. *Offer ends Thursday at 4PM Pacific Time Interview: Dean Hall on his next game, and when he’ll stop working on DayZJun 21, 2013 - PC Gamer Dean Hall during his Everest ascent. Image via @rocket2guns. We learned during E3 that Dean “Rocket” Hall wants to make a game about mountaineering. The DayZ creator, who climbed Mount Everest in May, tells me it’s a concept he’s wanted to pursue for years, and one he somehow found time to iterate on while ascending Earth’s hat. In this conversation with Hall, I ask what he imagines his mountaineering game will be like and get him to consider the future of DayZ will look like without his direct involvement. PCG: Tell me about your idea for a mountaineering game. The concept didn’t originate while you were on Everest, right? Dean Hall: No, I was actually at university. Since university. There’s a game called Everest, a really shitty game, that I played a long time ago, and I was like, “God damn, why don’t they just make this properly?” When I played that game I was like… I’ve always wanted to make this Everest game, so… I look at the Kerbal guys and I look at the Prison Architect guys and I’m like, “I want to make a game like that. A different game.” "It’s not an action game. It’s more of a strategy game, because that’s really where a lot of the challenges with climbing happen—the logistics and that kind of stuff." Something people don’t expect? Hall: Yeah, something people don’t expect. Something quite indie and fun and maybe do it in Unity or something like that, or maybe not. I don’t know. There’s still a lot of stuff to figure out with it. But yeah, that was something I was very interested in. Do you have a sense of what kind of experience you want the player to have? Is it a single-player game? Is it a co-op game? Hall: I’m best noted for multiplayer, and I love cooperative and stuff like that. But I’ve also been really interested in other… I was talking about this with Patrice , from Assassin’s Creed, last night. And so… What I want to do is, I think this kind of game needs a single-player element. So I look at something like Dungeon Siege, which is great, where you can actually do stuff with your friends in multiplayer, even though you’re mainly playing a single-player game. That was the kind of idea. A lot of the experience would be single-player, but players can maybe invite their friends to come in and help them. It’s not an action game. It’s more of a strategy game, because that’s really where a lot of the challenges with climbing happen—the logistics and that kind of stuff. So I was looking at that. Then I thought it would be great to have online-only mountains, like Everest would be a classic one, where if you want to climb that, you have to compete with a bunch of other people for space and logistics and all that stuff. I’m trying to see what that would look like. Do you see it as a first-person game, a third-person game…? Hall: No, I don’t. I see it as more of an isometric type of… Being able to go into first-person is good. But I definitely see it as, you have your avatar and you control him, but you’re basically guiding some lit...DayZ creator Dean Hall answers a slew of questions, from suicide to safe zonesJun 17, 2013 - PC Gamer In a special interview during E3, DayZ creator and lead designer Dean Hall sat down and answered questions submitted and voted on by the r/DayZ community. Reddit user DrBigMoney compiled the questions and sent them around to media outlets, and VG24/7 managed to get Hall on camera to answer. Since r/DayZ is one of the most active segments of the DayZ community, the questions all concern hotly anticipated and wished-for features as the wildly successful Arma 2 mod transitions to becoming a standalone game. One of the earliest questions tested Hall’s devotion to the survival-horror theme: will suicide be allowed? “Suicide will be an option, most likely in the form of right-click on a weapon and then click ‘suicide,’” Hall said. “Obviously there’s some controversial elements to that, but we really felt that it’s a major part of the apocalypse. If you read a book like The Road you can see that it’s very important there. And I think if it’s alright for a literary work then it’s something that we need to seriously consider.” Hall also discussed players building bases: “What I really want to do is an instance-style, like Skyrim, walk up to a grate in the ground, go into a cavern, and then from there Red Faction-style digging out the cavern. It might not be possible for technical reasons with multiplayer.” Some of the other features Hall discussed were: Clothing and equipment degradation: being injured will damage clothing, and walking will damage shoes. Walking without shoes will cause injury. Random public game events: the team doesn’t want to manufacture anything in the game, so what happens in the game will be caused entirely by players. Barricades: barricades will be included, but they aren’t implemented yet. Safe zones: zombies will not respawn once they’ve been cleared from an area, but wandering zombies will reinfest a zone if it isn’t secured. Players who jump from server to server will be warned and then stopped. “One of the things we’re doing is really going back to basics,” Hall said. “The overarching theme of this is we’re going to tidy up what is in the alpha at the moment and actually allow people to give us feedback.” The DayZ standalone version is currently in development. We recently covered news of diseases in the world of DayZ and explored some footage of the new game.