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Oysterz

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About Oysterz

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  1. Oysterz

    Buddy Transfusion

    A normal blood transfusion fills up the bloodbag, requiering the help of another player, whilst a buddy transfusion would be a direct transfusion between players (in the case of you playing with just one friend and you haven't filled up bloodbags from eachother.) Why use two iv kits? Because in game an IV kit contains an IV needle and an IV tube, and you would need two needles, to connect the two. A buddy transfusion would be like a two edged sword, you could save your friend, but you'll loose blood yourself making you more vounerable in a larger gunfight. Also when you've got to stay still for a longer duration of time, compared to a saline/bloodbag transfusion.
  2. Oysterz

    Buddy Transfusion

    In the event of a hypervolemic shock (low blood) a player should be able to do a buddy transfusion with two IV kits, directly transferring blood to another player. Apx 50 blood pr second should be more than enough. And you would have to consider bloodtypes ofc. As to the way the blood transfers is from the player with most blood to the player with less blood, unless one player is standing or kneeling over a player lying down. What do you guys think of this way of transferring blood?
  3. Ah, thanks! Didn't see that thread. An other suggestion I'm sure people have mentioned is hoards. Would edge up the gameplay with packs of zombies walking about on the west side/random on the map (a number of zombies that would be a run or die scenario for a single geared player). It would also make shoot on sight more risky. (who would want 50-60 zombies running at you at full speed just because you wanted to shoot an unsuspected player. Just like a 28 days later scenario. I'm just throwing balls here.
  4. I've played 43.116251 a bit, and I've got split opinions of the new zombie AI. The new, faster zombies are great, I love the speed they have, but there doesn't seem to be a LOS aggro like the mod. If it is then I hope you guys will fix the audio range of the weapons There is no point in having a scilenced .22 when every zombie in 200m radius freaks out when you fire a shot. It would be plausible that the zeds in the same direction of the shot would be aggroed due to the sound of the gun itself, taking into account that a scilencer doesn't completely muffle the weapon in the direction it's fired. Also, the zombies shouldn't be able to run uphill if we're not able to. As of this patch (43.116251) they're epic uphill runners. I also saw a thread about zombies aggroing when there's blood, and that would be quite nice, and as a preventive measure make them aggro sound first, then visual, and third bloodscent if that ever will be implemented. Overall, great work guys!
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