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meanboss

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About meanboss

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  1. Item Management System The item management can be iffy, remembering a rifle takes 10 slots, pistols take 5, etc. This would be much better displayed as a 'tetris' inventory system rather than a "X"/"Y" system (X = currently used || Y = available slots). This also has the advantage of using the item-grade mechanics (i.e. Military NVG can be smaller than civilian NVG) and it can also help balance gun space (SMG = 8, Pistol = 6, rifle = 10, AS50/M107 = 14 for example ~ because the idea that [2*revolvers =1*AS50]=crazy ~ and also item mags can be different sizes [AS50mag=1911mag=crazy]) Displaying Inventory in Clothing Visually: This could be very taxing on comps unless optimized correctly- also it should have a graphics option to not do it. Basically rocket mentioned having each piece of clothing have a mini-inventory (maybe just adding slots to a combined inv. [seems more likely] or a dropdown system for each part of clothing) and id like to advance on this by suggesting a dynamic clothing system where if you have mags stored on your vest, they appear in the mag pouches. Same with grenades and other tool items- like a water bottle hanging off your belt (not animated just stuck on there as part of the clothing when stored). Maybe just 3 or 4 visual locations linked to inv spaces (1,2,3,4) and items in those slots get displayed. Pockets in pants/shirts can expand/contract/'bulge' when items are stored in them, and also backpacks could be slimmer if they contain fewer items. Thoughts? Please Comment :D
  2. meanboss

    Maj. Osborn & INickeragua Trading Co.

    Forget my offer- someone from my unit (iwearpizza you failure) lost the chopper with the gear for my offer.
  3. meanboss

    Huge Structures in DayZ SA

    1) Underground military bases! As much as a "civilian" gameplay would make sense, military loot is an integral part of gameplay- along with establishing a story of how the military was wiped out or retreated from the zombie infestation. 2) Military navel installations, maybe an abandoned destroyer/and|or/sub with military loot somewhere southwest of the mainland, maybe if another large island is put in to the west, somewhere between the 3. 3) "prepper" homes; underground shelter in back yard, dead corpses inside [+ a few zombies], supplies, farm-grade guns, maybe a bit of mil loot and battery stockpiles (if batteries are implemented) etc. 4) underground/underwater tunnels (like mainland to island 4 lanes, through a small mountain 2 lanes...) and dont forget about an abandoned traffic jam 5) ammo/weapon factory, sporting store (adding more variety for grocery vs. sporting goods [tents are in the sporting shops >.>) 6) abandoned mineshafts- could contain utility loot like axes and matches. Maybe an abandoned mineshaft could be a "Front" for a hidden military base (see suggestion #1) 7) caves and cave networks- some caves can "flood" if too close to the water? (items on ground would be lost?) 8) more realistic hospitals, rooms- hallways- reception areas- blabla... 9) A giant and mass-zombie populated mega city with large office skyscrapers, police departments, airstrip, etc... Perhaps on the island they added, since it doesnt have any cities like cherno.
  4. meanboss

    Cant join any servers! (STEAM)

    I had this issue for 2 days, and yesterday it randomly corrected it self (servers went from 0 to 20ish players) and then today BANG wont work again (1-4 players trying to connect, getting "something went wrong" errors left right and center-- no one can get in) Ive had alot of issues with this and many of my friends as well however people seem to keep acting like its an isolated issue however many people seem to be having troubles with it. It resolves itself for a little while then everything breaks down again- this is the kind of random and erratic BS id expect from a prototype quantum processor, not dayz servers.
  5. Situation resolved? Seems to be working now although for the last few days (retried over and over by multiple people) the servers I listed had <2 players at all time, and sometimes 4 or 5 that get kicked as soon as they try and actually join the game from the lobby. So, I did actually pay attention to the "try again" part of the message- and got nowhere 'trying again'. But as of posting, all server activity seemed to have skyrocketed (15,20,25+...) and its letting me (and others) join without problem. I assume it was a server side issue because the only ones that would allow me and others on, when most werent working, were handing out #20 script restrictions for food/drink to everyone. Must have been a script updating issue.
  6. A solution would be helpful if anyone knows anything? -yes, bumped, sue me.
  7. I have been having this issue on MANY public servers (CH11 [for some reason 10k ping for me...], US1993, US4458, US2254...) After it says "something went wrong, disconnect and try again" (which I have tried multiple times...) the cursor acts a little weird (slow/gittery) The servers that dont have this problem give script restriction #20 when I or a friend try to eat. (102591 -- 1.7.6.1) using DayZ Commander
  8. How To: Stupid deaths. 1) Crawl into tent... die. 2) Combat-roll over tent, onto beartrap, breaking legs, glitch through nearby vehicle, get crushed. 3) Place and arm beartrap, remove beartrap, walk forward, break legs where beartrap used to be, sniper bait. 4) Give admin a ride to his base, get blown up by satchle charge that the admin placed on the chopper after getting out. 5) Get a blackhawk smashed into you by admin while he plays "flight of the valkyries" on global chat. 6) Yell "FRIENDLY!!!" after being shot once by each man in a 3 man squad, instead of shooting back. 7) Alt-tab without realizing the 20 zombies slightly to the left of your FOV 8) Attempt to walk from one corner of the map to the other without realizing you'll need food and water to do so, die, try again. 9) Vault slightly -past- the ledge you need to stand on to access ladder 10) Run 3,000 meters only to stop for a moment and have a marathon-running zombie that has been chasing you since 3 towns ago run into you full speed and give you a sonic-speed-bitchslap knocking you out, making you bleed, and breaking your legs (c-c-c-combo!) at which point you will wake up just in time for the zombie to gulp down the last 10 points of your blood (and most of your major organ systems) --all this happened within my first 48 hours on DayZ.
  9. meanboss

    [SA] Firing from cars

    Passengers, Stick your head and arm(s) out the window and open up a can of nothing much because your accuracy will be horrendous (but slightly better on road /vs. off) unless the car comes to a stop.
  10. meanboss

    An accelerated Day/Night cycle

    I love it, but id hate something like minecraft speed. 5+ish hours of day sounds good -that said, there is a little something special when the game gets dark when it gets dark IRL (talk about !creepy! immersion [oculus rift anyone?])
  11. meanboss

    [SA] Batteries!

    Well I was thinking Packs of 10 or so, but maybe small piles of 5. Fresh batteries (packs of 10) can be rare but used (half-dead) stacks of 5 laying around can be common. Mind you used and new batteries stack into different piles, and can stack to like 50 or something.. How I pictured it: sight optics dont run through batteries quickly, but nv/infered optics do (when activated)
  12. meanboss

    [SA] Batteries!

    =P okay And sorry, I searched "Batteries" but didnt see much >.>
  13. meanboss

    Bullets Damage Things+Bloodly Clothes

    I like the fountain effect but having it after you've been killed is a tad silly. Maybe fountain only after a hit of X amount of blood (5k+?) and only for a second
  14. meanboss

    [SA] Batteries!

    I suggest this for two reasons; 1) Once you get nightvision you are pretty much a god at night vs. people who dont have them... 2) The "scavange" aspect of the game could always use some more forced motivation! The idea is; things such as: nightvision, red dot sights, inferred sights, holographic sights, lasers, weapon mounted flashlights, hand-held flashlights, GPS, Radios(if they're implemented), satchle charges, and many other electrical devices; should run on batteries found throughout the world. Batteries should be mediumly-common in household areas and always in city stores. they shouldnt run out incredibly quickly, not be insanely long lasting, and maybe being able to be thrown (much like empty cans? idk if this is a good idea, but it gives them another use!). They also need to be stackable to quiet a degree. Along with increasing the motivation and nessesity of scavenging carefully through the enviroment, this also opens up the possibility of item-grades. "commercial" grade items (common flashlights for example) can use batteries very quickly, where as "millitary" grade items (military flashlight...) can produce slightly more light and uses batteries more efficiantly. As for the radio example, standard radios can have fewer channels and use batteries rather quickly while turned on, but military radios can last a bit longer (+25-35% sound good?) and have comercial channels + other wavelengths.
  15. Yes but that abuse will still be there with the private and global servers- this just adds more flexibility for server owners
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