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crazykage
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Everything posted by crazykage
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What is A0? How can I get a physical copy of the in game map, very much preferably with contour lines?
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will watch.
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Tired of being pushed around? I can help!
crazykage replied to Kalibyr's topic in General Discussion
What he said, op^. If everything is honest and on the up and up, why not use the PM system here in the forums? It is private, and there is a "paper trail", which shows the mods that there is nothing against the terms and conditions happening. You mentioned NOTHING about a "raffle" in your op. In fact, your OP IMPLIES that something will be exchanged when you say "talk shop". lastly, you still have not addressed my other point: How are you gearing up this player? Are you getting the gear yourself, then handing the gear over in game to the other player? Because in your OP, you imply the need for secrecy by use of email, suggesting that you intend to play on the other player's account, gearing their character up FOR them, which I am 99.9999999999% certain is a violation of a rule of some sort. -
"Realism" and a fine line between fun and it being too much.
crazykage replied to Nibashe's topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/175621-open-lettersuggestionrequest-to-the-devs-do-not-implement-nudityscatpiss/ -
want. Ill go to a print shop and print out a nice, big, cheap copy or something. ESPECIALLY want if it includes the contour lines. If when the map is updated, I can print a new one, also cheap. when the final product is released, ill get a full color, laminated version....
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Tired of being pushed around? I can help!
crazykage replied to Kalibyr's topic in General Discussion
if you are asking for the trade of in game items or in game services, why the need of the privacy of your personal email? We have threads here advertising trades, requests for medical services, etc. What, if not real world money, is worth all of your items you hold in game? What could another player offer you in exchange for a complete, pristine kit, that would be considered a fair trade? Unless you can answer that, I must assume you are looking to make money. If so, INB4 locked and maybe banned... Further, if you are offering to use another player for them (access to their online account), to log in AS them, and play AS them, in order to get them a kit, then there IS no trade of any sort happening in game. At that point, my assumption is that you are trading for MONEY. Why would you do it for free? And even if you were, I am pretty sure that using another players account in this matter violates some rule or another. -
Open letter/suggestion/request to the DEVS: DO NOT implement nudity/scat/piss.
crazykage replied to crazykage's topic in Suggestions
in all likely hood they don't. But I do not want to take the chance....do you? -
Warning acknowledged. I wasn't entirely certain it WAS against the rules, but I suspected it might be. As to the issue at hand: The feature should NOT be simply available. It should be FORCED. If a server owner restarts his or her server, FINE. But FORCE them to endure a 15 minute countdown announced to all players. This should also be a feature on all public servers, imo. We should all have fair warning and enough time to get to safety, retrieve any items on the ground, etc. The current lack of this feature is now, and will continue to affect gameplay for all, and allows for too much abuse by server admins. As said before, there is absolutely NO REASON WHATSOEVER why this feature should NOT be implemented.
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"Realism" and a fine line between fun and it being too much.
crazykage replied to Nibashe's topic in General Discussion
I am all for a medical system that is more complicated. Even VERY complicated. Would encourage more roleplay, teamplay, and would make the medical role a very interesting one. But frankly, I think the game can do without scat and piss. I think that this goes to far. I don't come here daily to watch my guy pull down his pants, squat, squeeze out and pinch out a log. And I SURE A SHIT FUCK BALLS do not come here so that another player can exercise his deepest, darkest, homo erotic sexual dominations scat fantasies on me by force feeding me his own turd, shitting on me, or throwing it at me. Give this feature to the players, and THIS WILL HAPPEN. I am absolutely serious here, devs. IF PLAYERS ARE GIVEN THE ABILITY TO THROW SHIT AT ME, FORCE FEED IT TO ME, OR SHIT ON ME, I will NOT be playing this game from that point on. If my guy has to go squat in a bush now and then, fine. Its a ridiculous feature, IMO, but its one I can put up with. But I will NOT play a game that allows players to do the afore mentioned. I will gladly swallow the $30, and leave. -
http://forums.dayzgame.com/index.php?/topic/175603-server-restart-warnings-plz/ I made this thread in suggestions, and I am also advertising it here. I know that is somewhat spammy, but by god, this is NEEDED. So I am adverting it here to try and get a little more attention to the topic. Mods, if your rules require removal of this topic, then I understand; do your duty. I just want this feature added in. Badly....
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while I agree that that is the smart thing to do, not everyone wants to play like that. At the very least, it should not be possible to cuff another player while they are armed, from several feet away. If true, and not due to latency or lag or whatever, that needs to be fixed...
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That is NOT sufficient. The problem with this is that: 1: I don't know how long I have left going in, as they all restart without warning. 2: Why should I be expected to remember a server's schedule. 3: Unless a server is in your favorites list, it can be difficult to relocate that server once again. 4: This still doesn't stop server Admin abuse. Which JUST happened to me AGAIN, minutes ago as I type this. A player joined the server, and 10 minutes later left the server (I literally saw his name both appear and disappear from the list). Moments later, yellow desynch, followed by no message received. If an admin wants to restart his server fine. I don't suggest taking away that privilege, as that would punish ALL admins, including the rare honest ones. JUST force them to endure a 15 minute countdown, with a globally announced warning that the server will be restarting. It is a VERY simple feature, is ABSOLUTELY needed, and there is ABSOLUTELY NO REASON NOT to have it.
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NONE of them have it. ALL of them state that servers will restart without warning. Frankly, I don't understand why they did not have the feature from the beginning, but meh. All I care about now is that this be implemented. If it can only be forced on official servers, then fine. But it is NEEDED.
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well dam. no. this character is on reguuloor. :(
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How do you deal with playing lone-wolf?
crazykage replied to Apocrypha8's topic in General Discussion
I am never alone. I have Lucy, my M4 Leana, my FNx45 Lola, my Colt Luan, my Sawed off And of course, my fire axe, Brutus. -
Looking for any of the following: Pristine Magpul parts, or Acog. Willing to trade: FNx45 w/flashlight and 7 full magazines (all pristine). 2 Protector cases (worn). LRS (pristine) Bipod (pristine) Mosin Compensator (worn) Mosin Ammo (40 rnds.) Will trade ALL of the above for a pristine acog, and pristine magpul handguard and butstock. willing to throw in any other random items I have as well (food, maps, etc.). EDIT: added items I have found recently for trade offer.
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Op, I think I see what you are going for, but more importantly, WHY. See, you, me, and all the others out there that KOS for ANY reason, do so because its part of the game, and because it is fun. But what many KOSers don't see, is that there IS a problem with KOSing, but it has nothing to do with the KOSers. The problem is....ALPHA. Right now, there isn't much in the way of content in the game. Our options for interaction and cooperation are quite limited. So our options are to cooperate (heal, feed, trade, team up, etc.), and to fuck with (handcuff, rob, poison, etc.) one another, and even THOSE have a limited amount of choices. How many different ways can you spray bleach in someone's mouth? How long will it take to find blood test kits, test one another's blood, and just HAPPEN to have compatible blood for transfusions? How many different ways are there to share food with a bambi. Sure, we could team up, but for what? So we can gear up with the safety of numbers. THEN what? Run around in the woods and do nothing? I can achieve the same state ALONE. I don't need to team up to get to that point. Not only are they limited, but the options themselves aren't fully fleshed out yet. And it doesn't take long to exhaust them all. And of course, the third option is to kill. Whatever the reason: boredom, preemptively (possible threat), reactively (defense), etc. And many of us players do so, because there isn't much else to do, and frankly, its the most entertaining part of the game atm. Without it, the other options would quickly become not only boring, but POINTLESS. The constant threat posed by other players is the only REAL threat in game atm, and is what makes the game more interesting for all. But the problem is that with these limitations, MANY players are resorting to killing one another, and the game HAS devolved into a bit of a PVP mosh pit at this point. So much so, that its safe to assume that every armed player WILL kill you if you don't kill them first. Hell, even unarmed bambis are a threat. I was once in elektro, fully armed, not looking for a fight, but got attacked by three bambis with nothing but their fists! It IS getting a little ridiculous at this point. But the solution isn't to implement any kind of mechanic that discourages KOS. We already have the threat of damaging otherwise valuable gear if we aren't careful in how we do it. The solution is simply TIME. As more features are implemented, there will be more to do, more options, and more REASONS why we should cooperate, beyond the simple safety of numbers. I look forward to the day when I will not just want, but REQUIRE assistance from another player for more than just getting a saline or blood transfusion (again, something I don't NEED another player for: I can just eat and drink my way to health). Repairing vehicles, gathering materials to build a base, defending it from other players, etc. But one thing to remember: The threat of another player killing you, for any reason or none at all, will ALWAYS exist.
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I've just mercilessly gunned down two men...
crazykage replied to Mctoot's topic in General Discussion
Frankly, OP, I have to say that you did NOTHING wrong whatsoever. Its one thing to be against certain kinds of KOS, and another to be against it totally. What I mean is that camping the exact spot where new players spawn just to shoot them the moment they appear, is the lowest of the low. And then its also considered pretty low to shoot a player that has spawned recently, as they pose no real threat, but its also a part of the game. I enjoy the thrill of being a new spawn, and the feeling that everyone is a severe threat. But some don't like that playstyle, which is fine, as long as they don't try to impose their own playstyle on me. There are also those that go around killing everyone they see for no reason whatsoever. Personally, I prefer to play in a way that makes sense to me. I get caught up in the moment, and make decisions and take risks, in a manner that seems logical to me. Every action I take, including killing or not killing another player, is an action made as a reaction to the circumstances. I don't just run around killing JUST to kill. Even when I am HUNTING, it is done with a process and a ritual, not just finding and killing. In your case, you say that the guy may or may not have shot first. But what you ALSO say, is that he had his gun out, and pointed at you. In addition, his partner was also reaching for HIS weapon. You were caught up in the moment, immersed into the game, and you reacted to what was in all probability a real threat. And you killed him. Then you chased down the other, who, if allowed to escape, may have posed a continued threat to you. And you killed him. These actions were taken not out of a desire to troll, or to kill others out of sheer boredom like many of us (and even then, its arguable if they are doing anything "wrong". It may not be in the "spirit" of the game, but the game isn't finished, and because it isn't, theres not a lot to do, so yeah), but rather because you were caught up in the moment of the game, made a rapid analysis of the situation and the threat, and acted according to your instincts. In this instance, YOU WERE PLAYING IN THE SPIRIT OF THE GAME. -
What is the playstyle people would give you.
crazykage replied to leefriendfield's topic in General Discussion
Hunter/survivor I don't actively look for a fight. But if I have the drop on somebody that I don't know, and that person poses a potential threat to me, I don't hesitate. Weather I am actively hunting, or just happen across someone. In total, I have deliberately killed another player, that didn't pose any perceived direct threat to me, and unprovoked, only 5 times. Other than that, I have killed quite a few. Just this night I came to green mountain, and saw somebody running around on the walkway up on the tower. I snuck up to the base of the tower, and waited outside the entrance, hoping to catch them on the way out. But then I saw another player inside the prison cell of the barracks building. Knowing that I was outnumbered, that they were unaware, and that I could eliminate this new threat while still being able to trap the guy in the tower, I lined up my M4, and fired 5 shots. The first hit him, but after he went down, I wasn't sure if he was dead, so I fired 4 more into the wall where I thought he would be prone to be sure. After a few minutes, nobody came out of the tower, so I blitzed into the barracks. Sure enough, the guy was dead. Head gear ruined (seems I DID get him with the first shot). He had 3 FNx mags, which I took, 2 coupled stanags, which I had been unable to find until then, which I took, and some beer, which I took. The rest was of no use to me. So I hid the body. I found another coupled stanag in the building, then carefully left the facility all together. On the way out, I kept a sharp eye on the tower walkway, and never saw the guy. He was either inside, camping the ladder, or he logged. Point being, I generally stalk into places, being very sneaky. My general assumption is that somebody is always nearby. And in doing so, I OFTEN get the drop on others. Im beginning to think that im actually a pretty sneaky fuck, as I have not been attacked by another player in a long time. Either that, or the vast majority of players are totally oblivious... -
Clueless they may be. But if the ARE clueless, unaware of the anti combat log rule, and they alt F4 in the middle of combat, then that means they were attempting to combat log, thinking they would just disappear. I have ZERO sympathy for them at that point. I kill them without batting an eyelash for showing no respect to the game, the other players (me), and themselves by not sticking around and playing out the circumstances to its conclusion. Its a different story if I see a guy, do not engage, and watch him as he hides in a bush and sits down. That guy was just done playing for the day. THAT I can respect. I have no desire to punish him for it.
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This was new - taken hostage by 2 dudes, then killed by other dudes
crazykage replied to Death By Crowbar's topic in General Discussion
"looked" friendly? -
Canteens, utility belts, and more (now with PICTURES!).
crazykage replied to crazykage's topic in Suggestions
bump -
Psychological effects of trauma mechanic (logical and fair to all).
crazykage posted a topic in Suggestions
Fair warning: This is prolly gonna be a long read. Apologies ahead of time for grammar or misssspellings (see what i did there?). I am not, nor do I claim to be an English professor, major, or expert. This idea is a proposal, and nothing more. The purpose is to encourage debate and disscussion about a mechanic that is realistic (would happen IRL), IF and how it should be implemented, and how to do so in a manner that is fair to all playstyles, while hopefully reducing the number of topics that routinely and daily appear on the same issue. Obviously many consider the concept valid, or so many wouldnt have posted the idea again and again (if not in a poorly thought out, rehashed manner). MANY threads have allready been made about this subject. Recently, I made a thread (http://forums.dayzgame.com/index.php?/topic/175067-i-would-like-to-see-a-punisment-mechanic-for-those-that-dont-kill-enough-players/) that reverses the argument, pointing out the flaws of the argument and the manner in which it is typically proposed. I then challenged other forum goers to "...give me a logical, well thought out proposal, using facts, figures, and GENUINE ideas, on how such a system could be implemented, as well as to give me a logical reasoning as to WHY another player's behavior in game should be controlled in any way. AND to do it in a manner that is not rude, or insulting." Well, I can hardly ask others to do a thing that I am not willing to do myself (one of the principals of Marine Corps Leadership), and having given a little thought to it, decided that if done right, and implemented in a manner that is fair and equal across the board, might (or MIGHT NOT) deepen the sense of immersion a player finds in game. So what is the problem with a mechanic such as this? NOTHING. The game is in alpha, and we should be encouraging debate and discussion. The problem is not in the idea itself (although MOST topics proposing it have been given little thought), but in its motivation. WHY do some people want it? Every version of this idea I have seen proposed is done so out of selfishness. A desire to control or inhibit a particular style of gameplay, on PUBLIC servers. Many of the people who propose these ideas will tell you that KOSing needs to be controlled or inhibited, while in the same sentence telling you that their "idea" (rehashed version ad-infinium) doesnt limit or control you. Nearly every one that I have seen has a title including one of the following or similar words: control, limit, inhibit, punish, stop, end, incentivise (non kos), discourage, cure, etc. ALL of these titles indicate a desire to implement a mechanic not born of a desire for realism, but rather for control of particular player behaviors (namely, killing on sight) that they personally dislike. Well, I am not here to debate anything about killing on sight, or not doing so. I am not proposing this idea to encourage or discourage any type of gameplay choices. I am proposing this in the hopes that the idea can finnally be give some serious consideration, motivated not by selfishness, but by a desire for realism and deeper in game immersion. That being said, let me begin with the ACTUAL proposal (this is not being made in the suggestions thread because I feel the idea needs discussion. It needs to be picked apart, analyzed, torn to pieces, put back together, lost, found, lost again, buried in peat for 6 months, and finnally recycled into fertalizer). PLEASE REMEMBER THAT THE GAME IS IN APLHA. MORE THINGS WILL EVENTUALLY BE ADDED. MANY THINGS IN THIS PROPOSAL MAY ASSUME THESE EVENTUAL THINGS (EX: MORE NUMEROUS/DANGEROUS ZOMBIES). FEAR: The single, greatest aspect of this game. The reason I keep coming back for more. ACTUAL feelings of paranoia, anticipation, adrenal rushes, etc. Can this aspect of the game, which allready exists (at least for me) despite the game only being in early alpha state, be enhanced? Can a psychological mehcanic be implemented that is fair to all, affect gameplay in a manner that ENHANCES it, and be done in a practical and viable manner? I think its possible. SO lets discuss it. First, lets divide the discussion into two categories: STRESS (the physical/psychological effects themselves, that impact the player when experienced), and STRESSORS (events that CAUSE the effects). So, what events in game, that the code can "detect" (or be made to detect), should cause the psychological effects (stressors)? Being too close to a zombie. Combat Player interactions Injury Heights extreme thirst exteme hunger sickness exhaustion general survival other (suggestions?) Zombies: If one spent too much time in close proximity to a zombie or zombies. Combat: being caught up in player or zombie struggle. Bullet snaps (much louder IRL than you probably know. to the untrained, the sound can cause involuntary flinching, or, if impacting concrete, can debilitate the senses for brief periods), swinging melee weapons, etc. (scoping in on, and firing on a target should NOT be a stressor, but the target turning to return fire SHOULD) Player Interactions: being handcuffed, force fed poisons or rotten fruit, having multiple guns pointing at you for periods of time. Injury: severity of injury, time since infliction. Heights: Being in a high place (high enought to cause injury or death if falling), and close to the edge. If no railing or other safety is in the way, standing on the vary edge of a tall building. Extreme thirst/hunger: stress induced from lack of sufficient nourishment. Sickness/exhaustion: stress induced from poor health or exhaustion. General Survival: the act in and of itself could be said to be stressfull. a constant, but minimal effect. Other: open for suggestions. (encountering dead bodies?) Ok, so with a few CAUSES for the stress to consider, now I move on to the second section: STRESS. What effects, which the player would experiance vicariously through the charater, could be inflicted (in varying degrees, depending on the intensity of the stressor), and how could they progress? The shakes Blurred vision Tunnel vision Hearing degradation Increased healing time Heavy breathing Increased heartrate Sweat Other The shakes: shaky vision, dificulty maintaining a steady aim Blurred vision: vision becomes blurry Tunnel vision: narrowed perspective, zooming in while reducing periphreal view, an effect of adrenaline. increased ability to maintain a steady aim Hearing degradation: another effect of adrenaline, muted or "tin can" qualities. Increased healing time: takes longer to recover from injury or illness, due to stress on body. Heavy breathing: breathing becomes heavier, more intense, eventually to the point of gasping/gulping sounds, dificulty in maintaining a steady aim Increased heartrate: heartrate increased, accomponied by an audiable sound (for the player) and dificulty in maintaining a steady aim Sweat: causing damp or even wet clothes (easily caused by exhaustion due to constant physical activity), health concern Other: suggestions? Ok. So now to discuss how the symptoms should progress: Any stressor could cause a stress reaction for the player. Depending on the severity of the stressor, effects would progress more slowly or quickly. As progression continues, some symptoms would dissapear with the onset of new symptoms. Example: Mild to minimal stress caused by standing near the edge of a high drop off. Introduce a new stressor, say a bullet wizzing by, and the mild stress becomes more intense then either of the two stressors by themselves. Being nearby a zombie for too long begins to cause panic (heavy breathing, sweat, heartrate). The longer one is exposed, the more intense the stress becomes. Progression could be something like this: increased heartrate/breathing (early stage, minimal stress)->sweating->the shakes (mid stage)->tunnel vision/hearing degradation (adrenal stage)->blurred vision/increased healing time (burnout stage). In the beggining stage, stress in minimal, and recovery is quick. progressing to the mid stage, our player is badly frightened, rapidly becoming more stressed and nervous. Next, in the adrenal stage, the character is outright terrified, and a flight or fight response is simulated by an adrenaline rush. The adrenal stage could bring with it certain benifits: increased accuracy (weapon sway reduced, simulation of increased reaction times), increased running speed, and a reduced initial reaction to injury are all plausible effects of being in this stage. But the adrenal stage should be short lived, and lead to the next: In the burnout stage, the character is beggining to buckle and break down. Dramatic loss of weapon accuracy, blurred vision, slowed movement, increaded healing time as well as increased reaction to injury all compound in a stress loop. The longer one is in the last stage the longer the effects will last, compounding on one another exponentially. Too much time spent in the final stage, or experiancing it too often, would result in negative psychological effects represented by the following effects (suggestions welcome here, as everywhere else): sudden, flitting shadows, vague blurry white spots, noises (footsteps, muttering, rustling sounds, etc.) MITIGATION: well, how can a player counter the fear that is forced on him by the implementation of such a mechanic? Well, time spent away from any stressors would certainly help, as well as certain circumstances or activities, such as eating a meal, eating a COOKED meal, sitting near a camp fire, reading a book, etc. ALSO a shot of morphine would help to dramaticly calm the nerves very quickly (possible addiction mechanic?). In addition, constant, leveled exposure to stressors could cause a character to "harden" or "toughen up". As the character is alive longer, the effects of stressors become lessened (be sure to prevent deliberate exposure, like standing on a cliff for a long time to "level up"). In addition, players could find an adrenaline shot to shoot themselves instantly to the adrenal stage and gain its benifits, at the cost of potentially reaching burn out stage if not carefull. Thats all i have time for now. I have only a few minutes to get to class. I look forward to further discussion on the matter. Please keep it civil folks. I will be back in a few hours to re-evaluate my post, add new thoughts, and further contribute to what i hope to be a good discussion. PEACE. -
In my opinion, the inventory system in this game needs some work. BY AND FAR it is better than the confusing system we had in the mod. It is far more accessible and user friendly, but it is NOT realistic. As it is, I can take an Ammo can, fully loaded with ammunition, and some how shove it into my jeans pocket. How, from a realistic standpoint, does this work? Do my jeans have some method of warping space an time, dividing the ammo can into 4 separate parts and putting them each in one pocket? I can understand the gameplay and balancing aspect of using containers like ammo cans, med pouches, and storage boxes to increase inventory space. They are limited in what can be placed inside them (or, in the case of the storage box, which can hold ANY item, by rarity), and it could be said that by using them, you are keeping your gear organized, which saves space (anyone who has ever packed a sea bag or molly pack will know just how much stuff you can put inside, IF you pack it right). So it can be said that it is a method for simulating organization in game. This is fair. But there is no way in hell anyone can fit a 600 rnd. ammo can in their jeans. You MIGHT be able to shove it into your crotch, or something, if the jeans were really baggy, and you had a belt to hold them up, but I challenge you to try it IRL, and continue to move around easily. Squat, sit, go prone, crawl, run, etc., and at any time be able to quickly pull it back out and access it. This goes for other items as well. Why is it that a SINGLE bullet takes up the same amount of space in my inventory, as 30? Or that 30 rounds consumes the same inventory space as a single 9v battery? In the mod, and in arma, inventory and how much could fit inside a container was based on VOLUME. however the system was not really all that user friendly. So I propose a combination of the two systems: Keep the current system of inventory slots, but assign individual slots a volume value, indicating how much that slot can hold. When only PART of the total volume for a single slot is used, that slot DIVIDES itself into smaller squares, to indicate VISUALLY how much space is still available for more items, while maintaining the more user friendly system that allows us to see each item and move them around. For example: A pair of jeans would have 4 inventory slots (or 6 for cargo pants). Since each slot represents a separate pocket, you cannot put an item into more than one pocket (IE, dividing up the total volume of an ammo can into 6 equal portions might mean you could fit them all into your cargo pants, but this is not realistic, and would therefore be impossible), and each individual pocket has a maximum amount of volume it can hold. So I might be able to shove a pistol mag into one, or can opener into another, but something as big as a ammo can or storage box would be out of the question. But you could argue (correctly) that your typical front left jeans pocket could hold MORE than a single pistol magazine; you might also be able to cram in a few loose rounds, or even another mag. So, when the magazine is placed into the inventory slot, but does not use up the full volume of the single slot, the slot will divide itself into more squares, showing that some of them are occupied by the mag, but there is still space left over. additionally, to avoid confusion, when an item capable of storage has INDIVIDUAL pockets (like a pair of pants, or even external pockets on a backpack, if we REALLY want to get in-depth), these pockets are indicated in game by a simple gap between the inventory slots (a pair of jeans has 4 SEPERATE slots, each of which divides itself into smaller JOINED boxes if an item is added, but doesn't take up the entire volume of the slot). Additionally, a larger pocket, such as the cargo pockets on a pair of cargo pants, would also have more inventory squares (all joined, to show that they are all part of the same compartment). And this principle could be further applied to any other storage items (clothes, packs, containers). A storage box, for example, could continue to have 6 inventory slots, but the total volume of all 6 slots is still less than would be needed to put an ammo can inside. Although this system might be complicated to code into the game, and I certainly wouldn't expect to see it any time soon, I think it would be far more realistic than the current system, while retaining the same user friendly style of the current system. Not the greatest quality video, nor am I the greatest public speaker out there, but here is the video I mentioned: http://youtu.be/q-3VS1Tc5lU Thoughts?
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no shit. dammnit. Sorry about that. Fixed.