shadowranger333
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
shadowranger333 replied to SmashT's topic in General Discussion
I saw one zombie. That's it. Also the paper comes from unpackaging bullets, it's the box -
On private roleplay servers walled cities would be more feasible. Im thinking of woodbury from walking dead.
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Player running speed. Dev response appreciated.
shadowranger333 replied to 97ADU Doug's topic in General Discussion
Yeah with sprinting around so fast melee is rediculous. It just looks buggy when people run like that. Dayz is supposed to be hard. Of course I agree vehicles need to have more spawns and require less repairs. -
Some suggestions I have to make the inventory more realistic and useable First off, I think you should need to stop and do an animation in order to open your backpack. Similar to the mod, or Arma. This means vest and small weapons like derringer would have an advantage. It doesn't make sense that you can remove a magazine buried in your backpack just as quickly as someone can use one from their vest. The backpack being closed in the inventory would mean it takes up less space, and you need to scroll less. When you click it, your character kneels over and holds it in front of them, and its contents appear on the left side of your inventory. Another suggestion is the ability to top off partially loaded magazines and weapons, simply because its possible irl. Magazines in your accessible clothing should be loadable using the R key, or action menu. For weapons loadable with loose bullets you need to go into your inventory to load them. This makes snaploaders and stripper clips useful. The reload time using snap/clip should also be quicker. Clothing should protect the items within better. Rather than a bullet damaging everything in a bag it should only damage one or so items, as well as the bag itself. When clothing is damaged or badly damaged it should lose inventory space. For example, a zombie grabs your bag, it tears open the front pocket, your precious beans fall out. What items are lost is randomized. Ruined bags and clothing have no slots. Although if your clothing gets ruined, some of the items within should still be useable, unlike how they currently all get ruined as well. Some sort of weight system related to stamina/heat is already in the works. Would be a cool mechanic to be able to unzip or tie jackets around your waist to cool down. Would need a lot of new models though. Backpacks and clothing should all be carry able in your hands. This way you can quick grab a bag off someone's body. and sort it out when you have time to remove your own bag.
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If you want to snipe someone non-lethaly, aim for the knees
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Would you support global chat being a sever option?
shadowranger333 replied to Shiva_O's topic in General Discussion
I think global should only be possible with radios ingame. -
On the topic of attacking bases. Ladders/ wire cutters should be a bit rare, to make bases a bit more secure. Ladders could also be craft able but you need a nails and quite a lot of wood, and the resulting ladder is shorter, only good for shorter walls. Molotovs would be balanced because they require both gas and a means of lighting them. And explosives would be rare enough that their use wouldn't be too frequent. Bases should be destroyable, but the more time put into a base, the more time required to get in.
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Im all for little shacks and makeshift walls/ hesco. As long as we dont have massive player built skyscapers like in rust or overwatch. Walls should be time consuming, only realistic for groups or people with no life, good use for chainsaw. Within the walls of a well established base would be a combination of small sheds, civilian/military tents, barrels, containers, fireplace etc. Electric lighting, christmas lights as shown in the concept art would be easy to assemble, but require gas to keep electricity. That should be the extent of base building. If you want a fancy cabin, you need to commandeer an existing one and risk being robbed
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Frying pan + cooking tripod does not work?
shadowranger333 replied to Johnnyjohnny's topic in General Discussion
I've used it on a gas stove without a tripod or anything. Maybe try building the stone fireplace and then sitting it on -
Would be nice to see a composite bow. And for the bow to sit on your shoulders in a less derpy way.
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Had a ton of zombies in elektro, but only one in cherno. Inconsistent around the map it seems. I think the zombies need to be slowed down a bit. They move so fast that melee is near impossible, and the animations just look derpy when they move that fast. The sledgehammer seems to have no knockback on zombies. Also we still cannot top off partially full weapons.
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Your favorites OSTs / songs while playing DayZ
shadowranger333 replied to spaggiari's topic in General Discussion
I play no music. It distracts from the sounds of nature... and the occasional gunshot and zombie noise. -
Whenever I get done cooking my prey, I always have to ditch my pan because it wont cool down. Either they take a very long time to cool off after being used, or they're bugged. Carrying a hot pan makes my character have a heat stroke. Maybe add the ability to dump water on a pan, or submerge it in a pond, to cool it off.
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Police cars random spawn, like choppers?
shadowranger333 replied to IgnobleBasterd's topic in General Discussion
Even civilian cars seem to be a gold mine for guns. It makes sense, the first thing most people would do in the apocalypse is grab a gun and try to get out of there. -
I think grabbing may be hard to code. But I don't see why not have them biting. Maybe have them do both blunt and bite attacks. The biting being slower and easier to dodge, but dealing more damage.