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Everything posted by Dreganius (DayZ)
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Well, of course the gas would fade, I've never known gas grenades to have a permanent effect.
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Starting with tools? Your thoughts..
Dreganius (DayZ) replied to syncmaster (DayZ)'s topic in DayZ Mod Suggestions
Even then, Wawazat, eating about 10 steaks should make the player vomit profusely, which I think should actually happen to stop players just devouring more food than humanly possible, lol. -
Yeah, I have one. Why is it that all of those things you listed are what most of the community thinks is abuse of the game's engines currently? Looting empty servers = Frowned upon. Respawning again and again to appear near good loot = Frowned upon. Logging in behind someone and shooting them = Frowned upon. iLol'd.
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Underground Military Complex
Dreganius (DayZ) replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
I will still make this a reality, regardless of engine limitations. If the DayZ team see fit to use this in their mod (if ARMA3 supports it) then I can give them the whole area and let them tweak it how they wish. If not, then I have a game level in my portfolio I could make use of in the future in any game that I'm a part of that wants it. -
I'd also think Sarin Gas would be a useful, deadly tool, but I'm not sure how that could be implemented, considering it was outlawed by the UN before this game takes place. (I did state in my Underground Military Complex thread the details of Sarin Gas, and how it could be used in the underground complexes to make the area more risky, but that's off-topic.) In all honesty, I feel that tear-gas could also be useful to force zombies to walk through an environment they would otherwise run in, as it would cloud all their senses. IE, zombies who walk through tear gas would be forced to walk for 5-10 seconds after they left the teargas cloud before they would be able to run again or hear/sense other players properly. And yes, as a S.T.A.L.K.E.R and a Metro Ranger, I automatically support gas masks, too. Although I do assume that you would need replacement filters for the mask, and that if you got shot while wearing it, it could break and be made useless.
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I find it hilarious how you call the Developer's decisions "stupid design choices" and then expect for us to treat your idea with respect. Have fun, I'm out of this thread.
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It's a fictional Russian countryside. Guns should not be around on spawn.
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Firstly, curing bones with morphine is more realistic, as you're just ignoring the pain. If you want to be realistic about it, your legs should take months to heal, not minutes. Secondly, a splint is a much better idea to healing bones than just having them heal within 15 minutes. If you're interested in that, search for the popular suggestion thread on splints instead of/as well as morphine.
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OP, do you mind if I request your thread get moved to Suggestions? I think it would do better there. And for the record, I support your idea to change a lot of the US weaponry to Russian counterparts. I'd be willing to make a Russian counterpart model and texture for every US weapon there is in the game. Edit: Disgraced, you realise the AK-107, the AK-GL, and the AK-PSO are all in the game already, right? In fact, the only gun he listed that isn't, to my knowledge, is the SA58. And that's a gun I've always wanted to model and texture :D
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^ This. Also, having graves all over the place would look a bit trashy since no-one can seem to organise things well enough in video games these days, and since people die a lot, there would be graves everywhere (Especially if the server saves the graves, which would also just cause unnecessary drains on the server)
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This game needs a punishment to being a bandit...
Dreganius (DayZ) replied to scaramoosh's topic in DayZ Mod Suggestions
Nyarhra, ApeToe axe'd you a question, you better answer him :P -
This game needs a punishment to being a bandit...
Dreganius (DayZ) replied to scaramoosh's topic in DayZ Mod Suggestions
I can't see the troll in that picture, ApeToe. Is it the girl with a duckface? -
The Infection is permanent until cured.
Dreganius (DayZ) replied to Gravelsack's topic in DayZ Mod Suggestions
I'm not saying you have to abandon your ideas at all, mate, all I'm saying is that in a lot of cases you've simply ignored the opinions of others, or acted as if your opinions are superior to theirs. At least, that's the way you've come across to me (and others, it seems.) -
Liberation! (Mechanic of reclaiming towns for Survivors)
Dreganius (DayZ) replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
Setting up factions and such in the engine would be counter-productive as it constricts people to a preset concept of a faction (defined by the Developers), whereas instead it should allow the players to organise their own factions outside of the game, and work together by knowing who your members are, and if you have a rival faction, who their members are. I really hope we get more customisation in terms of the way our characters look, that way you can have a single item (or multiple items) that act as a 'uniform' or somesuch. But that's for another thread, not here :P -
Weapon Personalization (maybe not what you're think)
Dreganius (DayZ) replied to ElemenoP's topic in DayZ Mod Suggestions
I'll probably name my weapons subtle references to other things. Maybe you need to get a pen or permanent marker before you can name your weapon? -
This game needs a punishment to being a bandit...
Dreganius (DayZ) replied to scaramoosh's topic in DayZ Mod Suggestions
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New item: Blindfold. Does what you think it does.
Dreganius (DayZ) replied to Techercizer's topic in DayZ Mod Suggestions
We should all start with blindfolds permanently equipped. That'll stop a lot of the PvP and promote teamwork! "MARCO!" "POLO!" -
This game needs a punishment to being a bandit...
Dreganius (DayZ) replied to scaramoosh's topic in DayZ Mod Suggestions
It's funny, Fynmar, because both of your posts are claiming that the game will change to a degree that Rocket himself has stated won't be happening. He likes the PvP element. But again, you'd already know this if you read around the forums a bit instead of posting like you know what you're talking about (when clearly you don't.) -
The Infection is permanent until cured.
Dreganius (DayZ) replied to Gravelsack's topic in DayZ Mod Suggestions
You're acting as if your opinion is the only one that matters, and that makes you seem like a douche. -
This game needs a punishment to being a bandit...
Dreganius (DayZ) replied to scaramoosh's topic in DayZ Mod Suggestions
Make it so the qqing carebears that post this sort of drivel turn into a zombie for the rest of their lives. Seriously, use the search function, read a bit, and find out what the community already feels about this subject, which is: either man up and take it or stop playing DayZ. -
I can see some normals issues at the fork of the pitchfork. :P
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AI players for the pk's to feast on
Dreganius (DayZ) replied to Mr Muggles's topic in DayZ Mod Suggestions
I am now going to use that picture in every thread complaining about Bandits killing Survivors. Thank you. -
Improvement idea for the loot economy
Dreganius (DayZ) replied to murhis's topic in DayZ Mod Suggestions
I'm going to sound like a total oddball here, but I'm not too fond of removing/editing the loot spawns from the NWAS as they are now. I'm all for more high tier loot spawns (Look at my Underground Military Complex suggestion), but at the same time I feel like these high tier loot spawns should always be a high risk, high reward scenario, which is why I like how the NWAS is set up. Loads of other players are around that could easily take you out, but at the same time, if you manage to get the spoils of war, you can then become the hunter, not the hunted. -
Unique Crafting System with Explanation
Dreganius (DayZ) replied to Hendrix (DayZ)'s topic in DayZ Mod Suggestions