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* AKA47: Surprisingly averted, unlike VideoGame/DayZ.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: The hatchet and fire axe can be used to harvest firewood and is equipped as a melee weapon. They’re considered some of the best weapons in the game due to their usefulness for obtaining firewood as well as dealing respectable amounts of damage.
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* {{Broken Bridge}}s. The world is divided into four different islands and the first three have boats to access a new island (but requires certain items to fix them). Once you use them, [[PointOfNoReturn you can't return to the other islands]].

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* {{Broken Bridge}}s. The world is divided into four different islands and the first three have boats to access a new island (but requires certain items to fix them). Once Every new island has better gear and harder enemies and conditions, but once you use them, go there, [[PointOfNoReturn you can't return to the other islands]].
Tabs MOD

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misuse


* ItIsPronouncedTroPAY: According to WordOfGod, the game's name is properly pronounced "Day-Zee".

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Added “Armor is Useless” and made some edits


* ArmorIsUseless: [[ZigZaggedTrope Zig-zagged]], especially in comparison to the original [=DayZ=]. Many body armor vests come with additional inventory slots and do help protect you to a small degree against melee attacks, plus it helps that weight isn’t a factor in this game and thus you have zero reason to not wear a vest if you find one. However, against bullets you’ll still get shredded fast, meaning it’s the utility the vests provide that makes them useful instead of their original purpose: protection against firearms.



** Unlike the original [=DayZ=] the Amphibia (Ruger Standard) and the Sporter 22 aren’t particularly great firearms. While useful on the first island, their damage is weak due to using unimpressive .22lr ammunition and firing them will make enough sound to attract attention from zombies as well as bandits. While the guns are better than nothing, especially for scaring off bandits who aren’t armed with firearms of their own, you should replace these firearms ASAP if you want to survive the later islands.

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** Unlike the original [=DayZ=] [=DayZ=], the Amphibia (Ruger Standard) and the Sporter 22 aren’t particularly great firearms. While useful on the first island, their damage is weak due to using unimpressive .22lr ammunition ammunition, and firing them will make enough sound to attract attention from zombies as well as bandits.bandits within an entire town and then some. While the guns are better than nothing, especially for scaring off bandits who aren’t armed with firearms of their own, you should replace these firearms ASAP if you want to survive the later islands.



** Melee combat in general is this. As fun as it sounds to hack zombies to death with a fire axe or beat them to death with a shovel, your clothing/equipment will take damage and the highest possible block rate for preventing damage with a melee weapon is a mere 35%. Even if you can replenish health over time, replacing damaged clothes to keep yourself from freezing and becoming sick relies heavily on finding decent loot, and the last thing you want is to be stuck in houses for a long period of time just to warm yourself up since you still have to worry about hunger and dehydration.



** Several mundane items that don't seem to be useful at first (a hacksaw, matches, newspaper, among others) are beneficial to your survival. There’s even a crafting guide in-game that teaches you how to use many of these items, and some items have multiple uses as well (e.g. rope).

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** Several mundane items that don't seem to be useful at first (a hacksaw, matches, newspaper, among others) are beneficial to your survival. There’s even a crafting guide in-game that teaches you how to use many of these items, and some items have multiple uses as well (e.g. rope).



** The Mosin Nagant rifle. Besides using a common ammo type (7.62x54) and being found as early as the first island, its long range and high damage makes it easy to take down targets from a safe distance. It has its flaws, namely a slow reloading speed and is tied for the slowest run penalty amongst firearms, but attaching a bandolier solves the reload speed problem and a PU Scope can give the already fast aiming speed on the rifle a lighting quick focus between shots. You can even use a hacksaw to turn it into a sidearm, allowing you to use the high damage while equipping an even more high-powered firearm as your primary, albeit it suffers degradation in performance as a result.
** The IZH-43 double barrel shotgun is a fine choice starting off, but from the second island on you’ll face larger zombie mobs as well as bandits who now have firearms at their disposal. This makes it seem like a terrible choice to continue holding due to slow and frequent reloading, but using a hacksaw shortens the barrel and allows you to hold the shotgun as a sidearm. With its rapid fire speed; high damage; and usage of a common ammo type found everywhere (12 cal. shot shells), it can mop up any target that your new primary firearm(s) failed to kill, making it a powerful burst damage firearm against dangerous individual enemies. Only the tank zombie can survive an initial two-round burst at close range, but even then this firearm is a good choice against it.

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** The Mosin Nagant rifle. Besides using a common ammo type (7.62x54) and being found as early as the first island, its long range and high damage makes it easy to take down targets from a safe distance. It has its flaws, namely a slow reloading speed speed; mediocre aiming speed; and is tied for the slowest run penalty amongst firearms, but attaching a bandolier solves the reload speed problem and a PU Scope can give the already fast aiming speed on gives the rifle a lighting quick focus between shots. You can even use a hacksaw to turn it into a sidearm, allowing you to use the high damage while equipping an even more high-powered firearm as your primary, albeit it suffers degradation in performance as a result.
** The IZH-43 double barrel shotgun is a fine choice starting off, but from the second island on you’ll face larger zombie mobs as well as bandits who now are far more likely to have firearms at their disposal. This makes it seem like a terrible choice to continue holding due to slow and frequent reloading, but using a hacksaw shortens the barrel and allows you to hold the shotgun as a sidearm. With its rapid fire speed; high damage; and usage of a common ammo type found everywhere (12 cal. shot shells), it can mop up any target that your new primary firearm(s) failed to kill, making it a powerful burst damage firearm against dangerous individual enemies. Only the tank zombie can survive an initial two-round burst at close range, but even then this firearm is a good choice against it.

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Added “Lighter and Softer” plus made some edits.


** The Amphibia (Ruger Standard) and the Sporter 22, while useful on the first island, are weak due to using unimpressive .22lr ammunition and are hard to find. While they’re better than nothing, especially for scaring off bandits who aren’t armed with firearms of their own, you should replace these firearms ASAP if you want to survive the later islands.

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** The Unlike the original [=DayZ=] the Amphibia (Ruger Standard) and the Sporter 22, while 22 aren’t particularly great firearms. While useful on the first island, are their damage is weak due to using unimpressive .22lr ammunition and are hard firing them will make enough sound to find. attract attention from zombies as well as bandits. While they’re the guns are better than nothing, especially for scaring off bandits who aren’t armed with firearms of their own, you should replace these firearms ASAP if you want to survive the later islands.



* FluffyTheTerrible: Shares the same meta variant that [=DayZ=] has.

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* FluffyTheTerrible: Shares the same meta variant that [=DayZ=] has.as [=DayZ=], this time adding “mini” to the name to get “mini daisy” when pronounced properly.


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* LighterAndSofter: Downplayed, but the basic 16-bit graphics lessening the sickening appearance of blood/gore and more forgiving gameplay mechanics compared to the original [=DayZ=] will make the experience far less daunting.
** Since it’s an offline only game you don’t have to worry about other players trying to murder you for S&Gs, albeit the NPC bandits will do their best to make your life hell. Also, if you find a friendly survivor, they’ll always be on your side thus you don’t have to worry about potential betrayal on their end.
** The realism in this game is toned down. For instance, you can consume as much food and water at any given time that you want without any penalties, not to mention any canned food you find can be consumed automatically instead of needing a sharpened tool and produce never spoils.
** You don’t have to worry about finding magazines for guns, only the ammunition. Furthermore, guns do not jam in this game.
** Items and equipment are more plentiful in towns, albeit you’ll still have to do a lot of looting to survive even the first hour of the game.
** You can select different difficulties in order to make your first experiences playing the game easier, albeit even the regular difficulty can be tricky.
** Some characters you select start off with perks/equipment that makes your first minutes playing the game easier to survive.
** Cars can sometimes be driven immediately, not requiring any special parts in order to work, and the only two items that can be used on cars (car tool kits and gasoline) do not take up a great deal of space in your inventory. They’re also effective at mowing down zombies as well as unlucky bandits you come across, plus can take quite a beating before they break down. Unless the car you drive gets shot at repeatedly by bandits, the only item you normally have to worry about finding is gasoline. Finally, you cannot get hurt inside a car (since the car instead takes the damage) and it helps protect you from the elements outside.

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Added “Shovel Strike,” “Powerful Pick” and Utility weapon, plus made some edits.


** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). It uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found in a stash near a certain dead tree as part of a randomly generated location.

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** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). It uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, having a larger magazine equipped along with faster aiming, but can only be found in a stash near a certain dead tree as part of a randomly generated location.



* HyperactiveMetabolism: Averted. Consuming food/drink doesn’t heal your health instantly, plus it takes time to do either action and leaves you vulnerable for a few seconds to enemy attacks. Furthermore, consuming raw meat will make your character sick, which will prevent your health from regenerating (unless you have tetracycline or nearly full hunger/thirst bars and aren’t freezing). Finally, health recovery is slow (unless you consume vitamins or gold cloud berries) and you will not heal if your hunger; thirst; and/or body temperature gauge(s) drop below 50%.
* ImprovisedWeapon: Many of the melee weapons you encounter fall under this. In a survival game where melee fighting is the last thing you want to do, the most useful melee weapons tend to be ones that [[UtilityWeapon fulfill a utility role outside of combat (e.g. using an axe to cut down trees for wood items)]].

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* HyperactiveMetabolism: Averted. Consuming food/drink doesn’t heal your health instantly, plus it takes time to do either action and leaves you vulnerable for a few seconds to enemy attacks. Furthermore, consuming raw meat will can make your character sick, which will prevent your health from regenerating (unless you have tetracycline or nearly full hunger/thirst bars and aren’t freezing). Finally, health recovery is slow (unless you consume vitamins or gold cloud berries) and you will not heal if your hunger; thirst; and/or body temperature gauge(s) drop below 50%.
* ImprovisedWeapon: Many of the melee weapons you encounter fall under this. In a survival game where melee fighting is the last thing you want to do, the most useful melee this; in some cases they’re even better than “normal” weapons tend to be ones that [[UtilityWeapon fulfill like a utility role outside of combat (e.g. using an axe to cut down trees for wood items)]].sword.



* PowerfulPick: A pickaxe can be wielded as a melee weapon, and similar to the shovel and pitchfork you can use it to plant seeds/vegetables. Of the three this one deals the most damage, but it’s a bit slower to swing as a trade off.



** Golden Cloud Berries fill your hunger and thirst bars up a small amount as well as regenerate health faster for a short period of time (considering your character is healthy as well).

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** Golden Cloud Gold Berries fill your hunger and thirst bars up a small amount as well as regenerate health faster for a short period of time (considering your character is healthy as well).



** If you obtained a radio (or chose Aika as your starting character) you can sometimes find broken down humvees, downed helicopters and destroyed drone planes on the map after using it for a few minutes. These sites typically have high grade loot, making them valuable locations to check.

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** If you obtained a radio (or chose Aika as your starting character) you can sometimes find broken down humvees, downed helicopters and destroyed drone planes on the map after using it for a few minutes. These sites typically sometimes have high grade loot, making them valuable locations to check.check.
* ShovelStrike: A two-handed shovel is wieldable as a melee weapon, but despite its weak damage it’s considered one of the better weapons because of its maxed block damage stat at 35%. There’s also its [[UtilityWeapon original purpose]]: shoveling dirt, in this case so you can plant seeds and vegetables to grow even more.


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* UtilityWeapon: Many melee weapons can be used for other purposes such as digging holes to plant seeds or cutting down trees for fire wood. Since melee fighting is dangerous and not recommended, many players will carry these kinds of weapons around instead purely for the utility they provide.
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Made some more edits.


** The Amphibia (Ruger Standard) and the Sporter 22, while useful on the first island, are weak due to using unimpressive .22lr ammunition and are hard to find. While they’re better than nothing, you should replace these firearms ASAP if you want to survive the later islands.

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** The Amphibia (Ruger Standard) and the Sporter 22, while useful on the first island, are weak due to using unimpressive .22lr ammunition and are hard to find. While they’re better than nothing, especially for scaring off bandits who aren’t armed with firearms of their own, you should replace these firearms ASAP if you want to survive the later islands.



* Many melee weapons besides the aforementioned knives are mundane tools that can be used for various survival purposes, such as planting vegetables to grow more (pickaxe, shovel and pitchfork) and cutting down trees for wood (hatchet and fire axe). It helps to stash one of each type of weapon inside a deployable tent after you set one up, making survival much easier with access to renewable food sources every half day as well as obtaining wood products to mend fences and start bonfires.

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* ** Many melee weapons besides the aforementioned knives are mundane tools that can be used for various survival purposes, such as planting vegetables to grow more (pickaxe, shovel and pitchfork) and cutting down trees for wood (hatchet and fire axe). It helps to stash one of each type of weapon inside a deployable tent after you set one up, making survival much easier with access to renewable food sources every half day as well as obtaining wood products to mend fences and start bonfires.



**

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** Hunting animals for food requires a lot of moving parts to work: a knife, axe, matches, and a long ranged weapon. Shooting animals from a distance is difficult (unless it’s an improvised bow or crossbow, both of which fire arrows silently), you cannot flay animal carcasses without a knife, not having an axe makes you dependent on random loot to set up a bonfire kit, and without matches you cannot cook the meat to prevent your character from getting sick and becoming unable to heal health. However, once you have everything in place, killing deer and/or rabbits rewards you with meat that fills a great deal of your hunger bar as well as a small portion of your thirst. It’s easier to pull this off if you gather the materials and stash them inside a deployable tent.

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Made some edits and added Difficult But Awesome


* AwesomeButImpractical: Military-grade weapons. Powerful, but ammunition can be hard to find (while taking up inventory space). Some examples include:
** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). It uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found in a stash near a certain dead tree as part of a randomly generated location.
** The Amphibia (Ruger Standard). Not quite as rare as the Engraved Colt (but still rare, due to spawning at only certain locations like a military base or police station), but by far the weakest handgun with ammunition that's equally hard to find (.22 LR).
** The Madsen MG is another example of a powerful weapon plagued by rarity.

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* AwesomeButImpractical: Military-grade weapons. Powerful, but ammunition can be hard to find (while taking up inventory space). Some examples include:
** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). It uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found in a stash near a certain dead tree as part of a randomly generated location.
AwesomeButImpractical
** The Amphibia (Ruger Standard). Not quite as rare as Standard) and the Engraved Colt (but still rare, Sporter 22, while useful on the first island, are weak due to spawning at only certain locations like a military base or police station), but by far the weakest handgun with using unimpressive .22lr ammunition that's equally and are hard to find (.22 LR).
find. While they’re better than nothing, you should replace these firearms ASAP if you want to survive the later islands.
** [[InfinityPlusOneSword The Madsen MG sword is another example of a the most powerful melee weapon plagued by rarity.in the game]], but melee combat should always be reserved as a last resort if you cannot outrun your enemies. Furthermore, you can only find it in a secret location unmarked on your map in the wild - an abandoned castle - and many of the more mundane choices for melee weapons double as a UtilityWeapon, making them far more useful for survival. Unless you can set up a base with a deployable tent and stash tools like a shovel and hatchet within the tent there, the sword ends up being a fun LethalJokeWeapon that doesn’t match the usefulness of more practical tools while moving around.



** The “Sprinter” perk, which gives you a mere 10% boost in running speed, allows you to outrun regular zombies as well as hostile bandits. It also allows you to match the running speed of many [[EliteZombie elite zombies]] (granted you aren’t carrying a heavy weapon), meaning only the tank; gray-hooded crawler; and the red hazmat zombie can outrun you at that point. Also, being able to run faster means reaching your destination faster, making it easier to find food/water/loot at a quicker rate before your character succumbs to poor health.

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** The “Sprinter” perk, which gives you a mere 10% boost in running speed, allows you to outrun regular zombies as well as hostile bandits. It also allows you to match the running speed of many [[EliteZombie elite zombies]] (granted you aren’t carrying a heavy weapon), meaning only the tank; gray-hooded crawler; crawlers; and the red hazmat zombie can outrun you at that point. Also, being able to run faster means reaching your destination faster, making it easier to find food/water/loot at a quicker rate before your character succumbs to poor health.



* Many melee weapons besides the aforementioned knives are mundane tools that can be used for various survival purposes, such as planting vegetables to grow more (pickaxe, shovel and pitchfork) and cutting down trees for wood (hatchet and fire axe). It helps to stash one of each type of weapon inside a deployable tent after you set one up, making survival much easier with access to renewable food sources every half day as well as obtaining wood products to mend fences and start bonfires.



* DifficultButAwesome
** Military-grade weapons. While powerful, ammunition can be hard to find (while taking up inventory space) until you reach the later islands where good quality loot becomes easier to find. Finding a radio with a working battery makes it easier to find abandoned humvees/helicopters/drone planes where these items can be safely found, otherwise looting military bases is your best bet [[EliteMook (albeit the zombies there are hard to kill)]].
** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). It uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found in a stash near a certain dead tree as part of a randomly generated location.
**



** Runners: Without the “Sprinter” perk unlocked you can only match the speed of the slowest zombie in the game (the regular UndeadMooks), but gray-hooded crawlers; red hazmats; and tanks will always outrun you regardless.

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** Runners: Without the “Sprinter” perk unlocked you can only match the speed of the slowest zombie in the game (the regular UndeadMooks), but gray-hooded crawlers; red hazmats; and tanks will always outrun you regardless.



** Hunters: The crawler zombies. While the regular ones can be matched speed-wise if you have the “Sprinter” perk unlocked, the grey-hooded variant cannot be outrun.

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** Hunters: The crawler zombies. While the regular ones can zombies, both of which cannot be matched speed-wise if you have outrun even with the “Sprinter” perk unlocked, the grey-hooded variant cannot be outrun.active.



* HyperactiveMetabolism: Averted. If your hunger and/or thirst levels drop far enough you cannot regenerate health, not to mention you slowly lose health if your character suffers from starvation and/or dehydration due to one of those gauges being empty.

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* HyperactiveMetabolism: Averted. If Consuming food/drink doesn’t heal your hunger and/or thirst levels drop far enough you cannot regenerate health, not to mention you slowly lose health if instantly, plus it takes time to do either action and leaves you vulnerable for a few seconds to enemy attacks. Furthermore, consuming raw meat will make your character suffers sick, which will prevent your health from starvation regenerating (unless you have tetracycline or nearly full hunger/thirst bars and aren’t freezing). Finally, health recovery is slow (unless you consume vitamins or gold cloud berries) and you will not heal if your hunger; thirst; and/or dehydration due to one of those gauges being empty.body temperature gauge(s) drop below 50%.
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Made a quick edit.


** Knives may deal the lowest amount of damage in game and have terrible blocking chances, but their true usefulness is the utility they provide for hunting. You can craft arrows for an improvised bow as well as crossbow by carving wooden sticks, plus a knife is necessary for flaying an animal carcass. Once you established a base, can chop trees down for wood with an axe, and have an improvised bow or crossbow, you can hunt animals for above average hunger recovery as well as a near limitless ammo supply so long as the knife remains intact.

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** Knives may deal the lowest amount of damage in game and have terrible blocking chances, but their true usefulness is the utility they provide for hunting. You can craft arrows for an improvised bow as well as crossbow by carving wooden sticks, plus a knife is necessary for flaying an animal carcass. Once you established a base, base with a deployable tent, can chop trees down for wood with an axe, and have an improvised bow or crossbow, you can hunt animals for above average hunger recovery as well as craft a near limitless large ammo supply cache so long as the knife remains intact.

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* BoringButPractical: Mundane items that don't seem to be useful at first (a hacksaw, matches, newspaper, among others) but are beneficial to your survival.

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* BoringButPractical: Mundane BoringButPractical:
** Several mundane
items that don't seem to be useful at first (a hacksaw, matches, newspaper, among others) but are beneficial to your survival.survival. There’s even a crafting guide in-game that teaches you how to use many of these items, and some items have multiple uses as well (e.g. rope).
** The “Sprinter” perk, which gives you a mere 10% boost in running speed, allows you to outrun regular zombies as well as hostile bandits. It also allows you to match the running speed of many [[EliteZombie elite zombies]] (granted you aren’t carrying a heavy weapon), meaning only the tank; gray-hooded crawler; and the red hazmat zombie can outrun you at that point. Also, being able to run faster means reaching your destination faster, making it easier to find food/water/loot at a quicker rate before your character succumbs to poor health.
** Knives may deal the lowest amount of damage in game and have terrible blocking chances, but their true usefulness is the utility they provide for hunting. You can craft arrows for an improvised bow as well as crossbow by carving wooden sticks, plus a knife is necessary for flaying an animal carcass. Once you established a base, can chop trees down for wood with an axe, and have an improvised bow or crossbow, you can hunt animals for above average hunger recovery as well as a near limitless ammo supply so long as the knife remains intact.
** The Mosin Nagant rifle. Besides using a common ammo type (7.62x54) and being found as early as the first island, its long range and high damage makes it easy to take down targets from a safe distance. It has its flaws, namely a slow reloading speed and is tied for the slowest run penalty amongst firearms, but attaching a bandolier solves the reload speed problem and a PU Scope can give the already fast aiming speed on the rifle a lighting quick focus between shots. You can even use a hacksaw to turn it into a sidearm, allowing you to use the high damage while equipping an even more high-powered firearm as your primary, albeit it suffers degradation in performance as a result.
** The IZH-43 double barrel shotgun is a fine choice starting off, but from the second island on you’ll face larger zombie mobs as well as bandits who now have firearms at their disposal. This makes it seem like a terrible choice to continue holding due to slow and frequent reloading, but using a hacksaw shortens the barrel and allows you to hold the shotgun as a sidearm. With its rapid fire speed; high damage; and usage of a common ammo type found everywhere (12 cal. shot shells), it can mop up any target that your new primary firearm(s) failed to kill, making it a powerful burst damage firearm against dangerous individual enemies. Only the tank zombie can survive an initial two-round burst at close range, but even then this firearm is a good choice against it.



* HyperactiveMetabolism: Averted. If your hunger and/or thirst levels drop far enough you cannot regenerate health, not to mention you slowly lose health if your character suffers from starvation and/or dehydration.
* ImprovisedWeapon: Many of the melee weapons you encounter fall under this. In a survival game where fighting is typically the last thing you want to do, the most useful melee weapons tend to be ones that fulfill a utility role outside of combat (e.g. using an axe to cut down trees for wood items).

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* HyperactiveMetabolism: Averted. If your hunger and/or thirst levels drop far enough you cannot regenerate health, not to mention you slowly lose health if your character suffers from starvation and/or dehydration.
dehydration due to one of those gauges being empty.
* ImprovisedWeapon: Many of the melee weapons you encounter fall under this. In a survival game where melee fighting is typically the last thing you want to do, the most useful melee weapons tend to be ones that [[UtilityWeapon fulfill a utility role outside of combat (e.g. using an axe to cut down trees for wood items).items)]].

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Added more tropes and made some changes.


* EliteZombie:
** Runners: Without the “Sprinter” perk unlocked you can only match the speed of the slowest zombie in the game (the regular UndeadMooks), but gray-hooded crawlers; red hazmats; and tanks will always outrun you regardless.
** Possums: Black hooded zombies that act as if they’re dead on the ground, but will stand up and chase you down if you get too close. They make a signature sound similar to grass-rustling if you’re near one.
** Brute: The tanks, giant humanoid zombies that move around like a gorilla. [[LightningBruiser They’re the fastest enemy in the game, hit hard]], are [[SuperToughness tough to kill]], and will continue to bash on any structure you hide in, [[ItCanThink which means it knows you’re hiding and will wait for you to run outside]].
** Hazmat Zombies: Combined with Boomer Zombies, they come in green and red variants - both of which spill a massive amount of poisonous liquids when killed. However, the red variant is much faster; leaks poison in their trail; and makes a larger explosion when killed. If you come into contact with the poison, your character becomes sick and cannot regenerate health until cured (either using tetracycline or having your hunger/thirst/body temperature gauges nearly filled).
** Hunters: The crawler zombies. While the regular ones can be matched speed-wise if you have the “Sprinter” perk unlocked, the grey-hooded variant cannot be outrun.
** Screamers: Slow, barely moving zombies wearing a white lab coat who yell out loud if they see a human (either you or an NPC) and attracts the attention of all zombies within a wide area. They also automatically wake up any Possum zombies within the area.



* FryingPanOfDoom: The player can wield one, provided they find a secret cooking site as part of a randomly generated location.

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* FryingPanOfDoom: The player can wield one, provided they find a secret cooking site as part of a randomly generated location. It has decent damage (33); maxed crit chance (40%); maxed block chance (35%) and the second fastest attack speed in the game (0.9 seconds), making it a [[LethalJokeWeapon surprisingly viable melee weapon]]. It’s only downside is that it’s only used for melee combat in-game, something you want to avoid if you can help it.



* ImprovisedWeapon: Some of the melee weapons you encounter can fall under this.

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* ImprovisedWeapon: Some Many of the melee weapons you encounter can fall under this.this. In a survival game where fighting is typically the last thing you want to do, the most useful melee weapons tend to be ones that fulfill a utility role outside of combat (e.g. using an axe to cut down trees for wood items).



* ProceduralGeneration

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* ProceduralGenerationProceduralGeneration: You’ll notice many of the locations share similar features, making it easier to grab loot if you know where they’ll spawn, but the actual spots of the locations vary with each island.
* RandomlyGeneratedLevels: No two islands are ever the same.
* RandomlyGeneratedLoot: While the locations of where the loot spawns in a given location doesn’t change, which loot appears there will vary. Some of the higher quality/exotic loot can only be found in increasingly dangerous spots (e.g. hidden underground bunkers), but you’ll often need to visit them if you want to survive the more dangerous islands.



* ShortRangeShotgun: All shotguns have a wide and unpredictable spread. While it’s possible for some of the pellets to hit hostile targets, it’s recommended to be up close to maximize damage.
* SurvivalSandbox

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* ShortRangeShotgun: All shotguns have a wide and unpredictable spread. While it’s possible for some spread, making them unreliable from a distance.
* SurvivalSandbox: The whole point
of the pellets to hit hostile targets, it’s recommended to be up close to maximize damage.
* SurvivalSandbox
game.



* ZombieApocalypse: Yup, though how long it’s been since the zombie apocalypse actually began is never explained in-game.

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* ZombieApocalypse: Yup, though how long it’s been since the zombie apocalypse actually began is never explained in-game.in-game.
* ZombieGait: Averted. The regular UndeadMooks run just like they did in real life, and the [[EliteZombie elite versions]] have their own styles.

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Added more tropes and made some changes.


* CatchYourDeathOfCold: If your body temperature gauge drops to zero, your character becomes sick and can no longer regenerate health, even if they have sufficient food/water to prevent starvation and dehydration. And unlike getting sick by being poisoned by hazmat zombies, tetracycline will not be effective if you cannot warm yourself up since you’ll just become sick shortly after; you have to find a way to warm yourself up or suffer the consequences. And if it starts to rain; snow; or nighttime begins, the temperature drops even further, making it imperative for you to find good quality clothing/equipment that is warm since your beginning gear won’t cut it at later islands.
** Zombie attacks have a good chance of damaging your clothes, making it important to find guns/bows and fight from a distance so you can keep your clothes in good condition.
** Getting hit by gunfire will also damage your clothing. Wearing body armor will shield most of the damage from your clothing, but its rare to find one (though the character Aika starts off with a press vest).
** Drinking whiskey and using heat packs will raise your body temperature by a small amount.
** Staying inside buildings/structures with roofs will raise your body temperature unless your clothing is too damaged. The “Sweet Home” perk gives a 50% boost to raising your body temperature when unlocked, though Lee starts off with this perk as well if you select him.



* HyperactiveMetabolism: Averted. If your hunger/thirsts levels drop far enough you cannot regenerate health, not to mention you slowly lose health if your character suffers from starvation and/or dehydration.

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* HyperactiveMetabolism: Averted. If your hunger/thirsts hunger and/or thirst levels drop far enough you cannot regenerate health, not to mention you slowly lose health if your character suffers from starvation and/or dehydration.



* InfinityPlusOneSword: The sword. It can only be found in a crumbling castle as part of a randomly generated location out in the wild, plus it’s not marked on the map, which means it’s usually found completely by chance or if a player combs the entire island if they have enough supplies to last the journey. It deals the highest melee damage in the game (75); has the second highest crit chance (35%); and has a respectable block chance (25%), but its only uses is melee combat. If a player doesn’t have a deployable tent in order to store items/equipment/weapons, some will ditch the sword in order to carry a weapon that can be doubled as a utility tool (fire axe, hatchet, pickaxe and pitchfork), not to mention melee combat carries the risk of damaging any gear/clothing the character is wearing at the time.

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* InfinityPlusOneSword: The sword. It can only be found in a crumbling castle as part of a randomly generated location out in the wild, plus it’s not marked on the map, which means it’s usually found completely either by chance or if a player combs you make an effort to explore the entire island if they have enough supplies to last the journey.island. It deals the highest melee damage in the game (75); has the second highest crit chance (35%); and has a respectable block chance (25%), but its only uses is melee combat. If a player doesn’t have a deployable tent in order to store items/equipment/weapons, some will ditch the sword in order to carry a weapon that can be doubled as a utility tool (fire axe, hatchet, pickaxe and pitchfork), not to mention melee combat carries the risk of damaging any gear/clothing the character is wearing at the time.



* NonPlayerCharacter

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* NonPlayerCharacterNonPlayerCharacter: You’ll find several running around, most of them neutral parties who provide you with optional tasks in exchange for a valuable reward of sorts (loot or interesting locations) as well as opportunistic bandits. On rare occasions you can find friendlies who will travel with you and shoot at all hostile enemies. Also, if you have the Scout perk, you can pick up their locations on your HUD, making it easier to prepare for them (except the friendly helpers who will remain unmarked, that being your only clue that it’s worth approaching them).



* SecretLevel: There are many buildings/locations not marked on your map that has increased chances for better loot as well as exclusive gear (e.g. a sword and knight helmet located in a broken down castle). On occasion, completing a neutral party’s request may have them mark one of these locations on your map.
** If you obtained a radio (or chose Aika as your starting character) you can sometimes find broken down humvees, downed helicopters and destroyed drone planes on the map after using it for a few minutes. These sites typically have high grade loot, making them valuable locations to check.



* ShortRangeShotgun: Averted.

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* ShortRangeShotgun: Averted.All shotguns have a wide and unpredictable spread. While it’s possible for some of the pellets to hit hostile targets, it’s recommended to be up close to maximize damage.



* UnlockableContent
* ZombieApocalypse: Yup.

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* UnlockableContent
UnlockableContent: You can unlock characters who start off with different gear/items/perks and powerful firearms that can only be found on rare occasions in select locations (e.g. gun shops).
* ZombieApocalypse: Yup.Yup, though how long it’s been since the zombie apocalypse actually began is never explained in-game.

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Made changes and added several tropes.


* AfterTheEnd
* AllDeathsFinal: Once you die in a normal survival mode, you lose that world alongside any progress made (Subverted in the [[AntiFrustrationFeatures Casual mode]] where you respawn in the coast of your current Island but without any of your current gear).
* AnAxeToGrind: The hatchet can be used to harvest firewood, but can also be equipped as a primary weapon.

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* AfterTheEnd
AfterTheEnd: A ZombieApocalypse example. Exactly how long it’s been since the apocalyptic events began is never explained, leaving it up to player interpretation.
* AllDeathsFinal: Once you die in a normal survival mode, you lose that world alongside any progress made (Subverted made. [[SubvertedTrope Subverted]] in the [[AntiFrustrationFeatures Casual mode]] where you respawn in the coast of your current Island island but without any of your current gear).
previous life’s gear.
* AnAxeToGrind: The hatchet and fire axe can be used to harvest firewood, but can also be firewood and is equipped as a primary weapon.melee weapon. They’re considered some of the best weapons in the game due to their usefulness for obtaining firewood as well as dealing respectable amounts of damage.
* ApocalypticLogistics: Perishable items like gasoline are still usable, despite the amount of carnage and devastation found throughout the island(s). Depending on your take on the story, the island(s) may have only recently suffered devastation and thus [[SubvertedTrope subverting]] this, but there’s little plot to speak of in this game.



** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). Uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found [[spoiler: in a stash near a certain dead tree.]]

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** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). Uses It uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found [[spoiler: in a stash near a certain dead tree.]]tree as part of a randomly generated location.



* BrokenBridge
* EarlyGameHell: Depending on your difficulty or mode, it can become this.
* EverythingsDeaderWithZombies: Duh.

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* BrokenBridge
BrokenBridge: In order to enter a new island, you need to find a broken down boat on the east coast of the map as well as re-service it using different items (log piles for the first, duct tape for the second, gasoline for the third).
* EarlyGameHell: Depending on your difficulty or mode, difficulty; mode; and selected character, it can become this.
* EverythingsDeaderWithZombies: Duh.Wouldn’t be a [=DayZ=] game without them.



* FryingPanOfDoom: The player can weld one of those [[spoiler: proving that they have found a secret cooking site.]]
* GoodOldFisticuffs: Your default melee weapon, though some playable characters can avert this.
* {{Hammerspace}}: Averted, like [=DayZ=]. Backpacks can carry more stuff than some of your clothes.
* HyperactiveMetabolism: Also averted.

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* FryingPanOfDoom: The player can weld one of those [[spoiler: proving that wield one, provided they have found find a secret cooking site.]]
site as part of a randomly generated location.
* GoodOldFisticuffs: Your default melee weapon, though some playable characters can avert this.
do start off armed. In order to unlock Dave, you have to kill ten zombies using your fists as well.
* {{Hammerspace}}: Averted, like [=DayZ=]. Backpacks can carry more stuff than some of your clothes.
clothes, but proper inventory management is still crucial to surviving.
* HyperactiveMetabolism: Also averted.Averted. If your hunger/thirsts levels drop far enough you cannot regenerate health, not to mention you slowly lose health if your character suffers from starvation and/or dehydration.


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* InfinityMinusOneSword: The fire axe. It’s a somewhat rare find, only located in fire stations as well as carried by other survivors, but it deals great damage (60); has improved damage blocking chances due to being a two-handed melee weapon (25%); and can be used to cut down trees for wood items, making it an all-around useful tool.
* InfinityPlusOneSword: The sword. It can only be found in a crumbling castle as part of a randomly generated location out in the wild, plus it’s not marked on the map, which means it’s usually found completely by chance or if a player combs the entire island if they have enough supplies to last the journey. It deals the highest melee damage in the game (75); has the second highest crit chance (35%); and has a respectable block chance (25%), but its only uses is melee combat. If a player doesn’t have a deployable tent in order to store items/equipment/weapons, some will ditch the sword in order to carry a weapon that can be doubled as a utility tool (fire axe, hatchet, pickaxe and pitchfork), not to mention melee combat carries the risk of damaging any gear/clothing the character is wearing at the time.


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* PowerUpFood:
** Energy drinks fill your thirst bar up a small amount as well as makes your character run faster for a handful of seconds.
** Vitamins do not restore health, but when healthy your character regenerates health faster for a moderate period of time.
** Golden Cloud Berries fill your hunger and thirst bars up a small amount as well as regenerate health faster for a short period of time (considering your character is healthy as well).
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Currently, a sequel is in the [[https://minidayz.com/blog/mini-dayz-future-and-further-development developments]].

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Currently, Now has a sequel is in the [[https://minidayz.com/blog/mini-dayz-future-and-further-development developments]].
sequel, Mini DAYZ 2.
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* Broken Bridge

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* Broken BridgeBrokenBridge
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* NonPlayerCharacter NPC Survivors are in lieu of an MMO-based server. They still function the same way as their ''[=DayZ=]'' counterparts, be it in the form of a neutral party, an ally, or pesky bandits.

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* NonPlayerCharacter [[NonPlayerCharacter NPC Survivors Survivors]] are in lieu of an MMO-based server. They still function the same way as their ''[=DayZ=]'' counterparts, be it in the form of a neutral party, an ally, or pesky bandits.

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Much like ''[=DayZ=]'', the player has to survive in a fictional world after ab outbreak of an [[TheVirus unknown infection]]. Of course, there are a few differences that separate it from its brother game:

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Much like ''[=DayZ=]'', the player has to survive in a fictional world after ab an outbreak of an [[TheVirus unknown infection]]. Of course, there are a few differences that separate it from its brother game:


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* Broken Bridge


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* NonPlayerCharacter


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* UnlockableContent
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* [[ProceduralGeneration The map is randomly generated for every new game.]]

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* [[ProceduralGeneration The map is randomly generated for every new game.]]]] And with it, the world has [[SecretLevel many different secret locations]] not seen on the in-game map.




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* Mini DAYZ has [[UnlockableContent unlockable characters and weapons]].

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*[[ProceduralGeneration The map is randomly generated for every new game.]]



* {{Broken Bridge}}s. The world is divided into four different islands and the first three have boats to access a new island (but requires certain items to fix them). One you use them, [[PointOfNoReturn you can't return to the other islands]].

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* {{Broken Bridge}}s. The world is divided into four different islands and the first three have boats to access a new island (but requires certain items to fix them). One Once you use them, [[PointOfNoReturn you can't return to the other islands]].



!!Mini [=DayZ=] provides examples of:

to:

!!Mini [=DayZ=] provides examples of:of:
* AfterTheEnd
* AllDeathsFinal: Once you die in a normal survival mode, you lose that world alongside any progress made (Subverted in the [[AntiFrustrationFeatures Casual mode]] where you respawn in the coast of your current Island but without any of your current gear).
* AnAxeToGrind: The hatchet can be used to harvest firewood, but can also be equipped as a primary weapon.
* AwesomeButImpractical: Military-grade weapons. Powerful, but ammunition can be hard to find (while taking up inventory space). Some examples include:
** The Engraved Colt (similar to [[https://www.personaldefenseworld.com/2016/10/colt-model-1911-engraving/ this 1911 model]]). Uses the same type of ammunition (.45 ACP) as a regular Colt while dealing more damage, but can only be found [[spoiler: in a stash near a certain dead tree.]]
** The Amphibia (Ruger Standard). Not quite as rare as the Engraved Colt (but still rare, due to spawning at only certain locations like a military base or police station), but by far the weakest handgun with ammunition that's equally hard to find (.22 LR).
** The Madsen MG is another example of a powerful weapon plagued by rarity.
* BoringButPractical: Mundane items that don't seem to be useful at first (a hacksaw, matches, newspaper, among others) but are beneficial to your survival.
* EarlyGameHell: Depending on your difficulty or mode, it can become this.
* EverythingsDeaderWithZombies: Duh.
* FluffyTheTerrible: Shares the same meta variant that [=DayZ=] has.
* FryingPanOfDoom: The player can weld one of those [[spoiler: proving that they have found a secret cooking site.]]
* GoodOldFisticuffs: Your default melee weapon, though some playable characters can avert this.
* {{Hammerspace}}: Averted, like [=DayZ=]. Backpacks can carry more stuff than some of your clothes.
* HyperactiveMetabolism: Also averted.
* ImprovisedWeapon: Some of the melee weapons you encounter can fall under this.
* ItIsPronouncedTroPAY: According to WordOfGod, the game's name is properly pronounced "Day-Zee".
* NoBikesInTheApocalypse: Played straight unlike its bigger brother.
* NoPlotNoProblem: Also played straight like [=DayZ=].
* NobodyPoops: But they do eat, drink, and try to stay warm.
* OneBulletClips: Averted.
* OurZombiesAreDifferent: Generally FleshEatingZombie.
* ProceduralGeneration
* SimpleYetAwesome: The Backpacks, much like [=DayZ=].
* ShortRangeShotgun: Averted.
* SurvivalSandbox
* ZombieApocalypse: Yup.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mini_dayz_app_22.png]]
[[caption-width-right:350:[[{{Tagline}} There are no rules, except one: to survive]]]]

[[https://www.bohemia.net/games/minidayz Mini DAYZ: Zombie Survival]] is a [[ReformulatedGame reformulated]] offline, 16-bit top-down version of its bigger [[SurvivalSandbox post-apocalyptic zombie-survival simulation]] brother ''VideoGame/DayZ'', developed by the same company Bohemia Interactive.

Much like ''[=DayZ=]'', the player has to survive in a fictional world after ab outbreak of an [[TheVirus unknown infection]]. Of course, there are a few differences that separate it from its brother game:
*NonPlayerCharacter NPC Survivors are in lieu of an MMO-based server. They still function the same way as their ''[=DayZ=]'' counterparts, be it in the form of a neutral party, an ally, or pesky bandits.
* You can do tasks with survivor parties (normally in the form of a FetchQuest for specific supplies) in exchange for other supplies or co-ordinations to special places.
*{{Broken Bridge}}s. The world is divided into four different islands and the first three have boats to access a new island (but requires certain items to fix them). One you use them, [[PointOfNoReturn you can't return to the other islands]].

Currently, a sequel is in the [[https://minidayz.com/blog/mini-dayz-future-and-further-development developments]].

Needs more wiki love.
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!!Mini [=DayZ=] provides examples of:

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