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joeyslucky22

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Everything posted by joeyslucky22

  1. please use search http://dayzmod.com/forum/index.php?/topic/38248-warz-chit-chat/
  2. Off-Topic http://dayzmod.com/f...warz-chit-chat/
  3. joeyslucky22

    Hidden Basements

    This is quite similar to how I imagined the "underground bunkers/basments" could work. My disagreements would be: - No 'rare loot' inside the cellar, strictly used for player shelter - No way to open a "locked" hatch To expand on the idea: - Lock yourself or friends inside a bunker for protection - It's a one-way lock so there would be no way to leave your hatch while keeping it locked - No way to get in from the outside if someone has locked the hatch (maybe it can be blown open with a satchel charge?) - Build up some cover (sandbags, etc..) - Stash all your beans (maybe have some kind of trunk or boxes to open and put items in) - Portable generators can power a basement light - A power box in the basement to turn the basement light (and house lights) on / off But there are some problems with this idea: What if players in a locked basement logged out and logged back into a different server? ( a ) they can only log back into the server they left from ( b ) they can only log back into the server they left from or a server with an opened hatch and the server they locked their hatch in would now have to be opened So, I agree. I too would like to see cellars/basements/bunkers as a future addition to DayZ!
  4. joeyslucky22

    The War Z

    http://dayzmod.com/forum/index.php?/topic/38248-warz-chit-chat/
  5. joeyslucky22

    Pack noises when being opened

    Bringing this thread back as I too was ninja looted by a "friend" and feel this is a nice, simple way to go about it :)
  6. joeyslucky22

    War Z thread admin request!

    Merged with WarZ Discussion http://dayzmod.com/forum/index.php?/topic/38248-warz-chit-chat/
  7. joeyslucky22

    New sense: Smell?

    This has been suggested before (please, use the search before suggesting something) http://dayzmod.com/f...nse#entry179010 But I will say that I too would like to see this feature tested in the future. It should take a considerable amount of days before your character's smell starts to attract zombies however (just from running around / not bathing). Stuff that could add to your scent meter: - Looting a player's corpse - Looting a player's corpse you recently murdered (additional) - Hiding a player's corpse - carrying meat/cooked meat - bleeding
  8. joeyslucky22

    Some feature ideas requesting feedback

    I had this thought mulling in my head for quite a while as well. It would require quite a lot of work and time to set up but gives clans something to do (and everyone else something to infiltrate :)) not sure "jamming your spawn signal" would be the proper message... Maybe something like: "It's not safe here... Walk north / south / east / west?" and give the player an option where to spawn on the outskirt radius. - Limit 1 radio tower assigned per player. Would hate to see map griefing by a single player / hacker. - Should disconnecting disable a radio tower? I feel they should be turned on / off manually by anyone or until the generator powers off?
  9. joeyslucky22

    Body Carrying (already in arma2)

    Bringing this topic back as I too would like to see this added as well! :) (more specifically, carrying/dragging the dead)
  10. joeyslucky22

    Leaving Trash After Eating/Drinking

    Was just thinking of this concept so I did a search and came across this thread. I agree with the OP. While there would never really be a true "tracking" mechanism in-game, this is the next best thing. Having to drop an empty tin can or soda can after consuming them would cause some players to be a little more cautious as to where they leave their trash :emptycan: :) No sane being would be out scouring the forests for tin cans but just happening upon an empty can where loot would not usually spawn would suggest a recent visitor was in the area (maybe player's dropped cans would disappear on a disconnect?) :beans:
  11. joeyslucky22

    New Forum Rank Titles

    Love it. Done! On the coast - 0 posts Scavenger - 10 posts Woodland Warrior - 30 posts Helicopter Hunter - 50 posts Survivor - 100 posts Bean King - 500 posts
  12. joeyslucky22

    High loot ship off the map

    And here we all thought the NWA was as bad as it could get...
  13. joeyslucky22

    New Website!

    Here's a fix: Get a REAL browser. Kidding, sorry guys, thought we fixed that long ago. Should be good now ;)
  14. joeyslucky22

    New Website!

    Oh my, Thanks for the amazing feedback on the new design everybody! I wasn't expecting it to be implemented so quickly (or even at all!) so it came as a bit of a shock to me when I heard they wanted to use it! :P But hey, we hammered it out in less than 9 hours! w00t! Big thanks to Tyler for the new kick-ass logo design, Adam for webicizing the design so quickly, and Rocket for his all around awesomeness. Great job everyone! Really.
  15. joeyslucky22

    New website design

    Hey guys, I'm having a blast with this mod and love the execution thus far. So much so that right after I finished work today, I couldn't stop until I had something to show (finished in about 7 hours, phew that's a whole nother work day!): Your feedback is greatly appreciated! I left the "leaderboards" button in an ON state to show what a button highlight would look like. This isn't much as of right now. I just grabbed a few in-game images and slapped them on but hopefully it doesn't look too awful. This is the only page I have done currently but I could tackle the others tomorrow night. I'm also willing to mock this up on HTML/PHP as well! Thanks guys! Keep up the great work with this mod!
  16. joeyslucky22

    Infection Feature? Anyone?

    To clarify, we're not talking about eventually "playing" as a zombie correct? You would get the disease, have time to look for the cure, die and your player model would become one of the AI infected. I'm completely on board for this. The "cure" would have to be so seldom found that there's almost no chance of getting one if you don't have one already (spawning in one location per week or something). Perhaps there could even be a specific kind of zombie which spreading the disease is its trait?
  17. joeyslucky22

    New website design

    Wow thanks for all the support everyone! I'll post another update tonight. Question for developers: If I designed it, would it be possible to show a player's current inventory / health / hunger / thirst status on an 'player account page' or something of the such?
  18. joeyslucky22

    Non-lethal weapons and traps.

    Some really great ideas here. I'd really enjoy tranquilizing, cuffing, and robbing a bandit... Though it would most likely be the other way around... Awesome, haha.
  19. joeyslucky22

    WALKING ZOMBIES

    Very well put aLmAnZo and couldn't agree more.
  20. joeyslucky22

    New website design

    Thanks guys! It's 4 am right now and I'm still in the mood to tweak it... Better or worse with the added smoke bg?
  21. joeyslucky22

    WALKING ZOMBIES

    If anyone here has ever played a resident evil game they know walking zombies can be a terrifying surprise. If they were to be implemented, here's how I would like to see it: - Find the majority of them in towns, very rarely in woods - Spawn more commonly inside buildings (forced closer quarters) - Silent. No screaming sounds so they can easily sneak up on an unsuspecting player. For added difficulty, I like Caphoras suggestion: Killed instantly with headshots, takes more body damage. IMO, this would be a fantastic addition and would add a very tasteful variety to this incredible mod.
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