Twixx (DayZ)
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Everything posted by Twixx (DayZ)
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This has been in my mind for awhile, we have bandit campfire and survivor HQ, why's there no Hero section though? I feel discriminated as a hero myself =(
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Not really, survivors are different from heros.
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Crafting Suggestions (no discussion)
Twixx (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (Air Freshner, Ductape, Lighter) Output (Improvised flamethrower) Tools (Lighter) FailChance 0 Enchantments = Chance for air freshner to blow up when using. ActionType = Sets zombies/players on fire. _________________________________________________ Input (2x Air Freshner, Ductape, String) Output (Improvised bomb) Tools (Lighter/Box of matches) FailChance 0.10 Enchantments = Chance to blow up before able to throw away. ActionType = A throwable/placeable bomb that explodes after awhile. -
Fairly simple suggestion for standalone, if you're in shadows your visibility to zombies should decrase slightly. What do you think? It would create an interesting aspect for the game imo.
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From what I've heard that in standalone there's gonna be alot of graphics that you can't modify, if shadows are always forced to be on then this suggestion is valid, if not, then it's not valid.
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Sometimes.. you need to include some unrealistic stuff to prevent other unrealistic stuff (bandit skins for example). If there weren't bandit skins, everyone would be a bandit. Realism? No. I must admit the gore part is pretty hawt though.
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+++ GenesisPC DayZ Server +++ 150+ Vehicles 20+ Helis, Custom CRASHSITES, CAREPACKS, BARRACKS, Auto Refuel
Twixx (DayZ) replied to Tang0ed's topic in Mod Servers & Private Hives
Still going stong, <3 this server. -
+++ GenesisPC DayZ Server +++ 150+ Vehicles 20+ Helis, Custom CRASHSITES, CAREPACKS, BARRACKS, Auto Refuel
Twixx (DayZ) replied to Tang0ed's topic in Mod Servers & Private Hives
Must admit this server is fucking amazing. This have gave me brand new DayZ experience, and I've been playing alot. So many epic moments happening just as if they were scripted, but they were not! People should really try this server out, it's amazing. -
|||||Welcome to the Crazy Lounge!!! - 100+ vehicles + heli's - Full Moon Nights - NEW PLAYERS WELCOME!!!|||||
Twixx (DayZ) replied to k3nax's topic in Mod Servers & Private Hives
Do you realize you bumped your thread 37 times? -
Topic title speaks for itself. Adding a flare gun into standalone. You would need flares as ammo for it, it would mostly be effective against zombies to distract them or set them on fire if you hit them, or give somebody a signal, perhaps? We just need it! :D
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It shouldn't really be intented as weapon against players, more against zombies. It would set them on fire :P
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Suggestions for where the shipwreck should be placed
Twixx (DayZ) replied to Chicken-Hawk's topic in DayZ Mod Suggestions
I don't think it should be too far in water, since the screenshot's show that it's ripped apart in two pieces. If it was too far in water, it would sink instantly (duh). -
Hello. I've had this idea for quite a long time. This is more of a suggestion for future DayZ standalone versions though. If you take a look at the DayZ/ArmA map: You can see that there is a huge area outside the map on the left side of it, and also on top of it (which all of it can not be seen, it's even bigger) That free land only has either flat fields or pine-tree forests. That land could be used to expand the map, add more cities, villages, etc. The trees could be removed if necessary aswell, new roads built and such. If all of that are woudl get re-worked and turned into actual map, it'd make Chernarus 2x bigger which would be pretty hawt. Obiously, it wouldn't come straight along with DayZ standalone, that could be future update for the standalone. Then players would actually have new areas to explore and feel lost, not knowing what they might come across.
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True, there could also be one huge, like 3x bigger city than Cherno somewhere far away from spawns :P
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True, it would give DayZ whole new feel, new places to explore, not knowing what you might come across, also it would incrase places to spawn so you don't know where to go straight away.
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Oh well, that is still very large area.
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You know, that free space is 30000m long to each side, so yeah ^_^
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http://www.youtube.com/watch?v=l5psJQwaxsE
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Name: [Twixx] Location: Latvia, GMT +2 Role: Private, Hero. Tell us about youself: Basicly, I'm a lone hero in Chernarus wasteland. Been playing for several months now, helping players and earning the hero skin. After I got it, helping because slightly easier but bandits now became a bigger threat. I'm fairly good in PVP, navigating, flying and driving. Form of communication: Skype - jaanisgrinvalds10 xFire - evildevil10 Why would you be suited for this role?: Well, I picked two roles because I love creating camps and stocking them up with loot aswell as helping players in any manner I can. (optional) Age?: 16
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DayZ Combat/Firefight guide(?)
Twixx (DayZ) replied to vaalea (DayZ)'s topic in New Player Discussion
If you encounter a sniper firing upon you, it's best to zig-zag into a city/woods. Thereafter try to find out where the shots came from (usually from hills). Then just go around the hill and sneak up behind the sniper and take him out. That's what I usually do, they never watch their back.. -
Hello. If you're a bandit, don't proceed on reading :D. So, an idea came in my mind after I killed a bandit in forest while being a hero myself. The idea is to make a Hero Nation. You wonder what that is, right? Well, basicly, Hero Nation would hunt for bandits and hostile players, set up safezones with supplies for players and try to make Chernarus safer. The requirements would be Skype, mic and a Hero Skin ingame.. What do you guys think about this? Is this a good idea or bad idea?
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Hero Nation - Good or bad idea?
Twixx (DayZ) replied to Twixx (DayZ)'s topic in DayZ Mod General Discussion
Hm, if we get like 10-20 hero's, I doubt bandits would stand a chance to attack the base. -
Hero Nation - Good or bad idea?
Twixx (DayZ) replied to Twixx (DayZ)'s topic in DayZ Mod General Discussion
Well, I was thinking that we set up temperioral safe-zones. Such as we arrive in Chernogrosk with our vehicles, and create a safezone in a warehouse, for example, guarded by sandbags and wire fences, after that we'd place afew tents inside the warehouse, place guards around the perimitter, then send out some people to go scavengate, scout and help people. After some time, we gather all the stuff and move on to next location. -
Hello. Recently I've experienced very annoying bug. As debug screen is removed in default now, you can re-add it in Game Options menu (3 opinions, Default (Shows only blood/hunger/thirst/noise/vision/etc), None, and DeBug (which shows both debug screen and blood/hunger/thirst/noise/vision etc/). But when I select the one which shows debug screen, the blood/hunger/thirst/noise/vision etc do not work. They simply stay as green icon and these '' ( ( ( ( '' slashes do not appear near vision and noise, If I switch back to default one where it shows only blood/hunger/thirst/etc, it's all fine. But when I switch to debug, it won't work (DeBug screen itself works, though). Any advice? Is it fixable?