Shift
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Make generators transportable in backpack slot by adding rope or burlap strips
Shift posted a topic in Suggestions
It would be super cool if generators (and other oversized items like car doors/hoods/wheels, sea chests) could be transportable in the backpack slot by adding straps to them to turn them into an improvised backpack of sorts, like how you can carry a field transmitter in a backpack slot. My main reason for wanting this change is so that you could transport generators to islands. Although its not very realistic to be able to swim with a generator that weighs so much that it would drown you. This could be fixed by adding special slots to the improvised generator backpack where you could add empty water bottles which will decrease the sinking force of the generator, say there could be 5 slots and if you fill all of them with empty water bottles the improvised generator backpack becomes transportable over deep water. -
This is a great suggestion, i've thought of it myself many times. HOWEVER i dont think tomato goes into fish soup. I'm almost certain it doesnt.
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Another reason why most people playing official servers prefer 1PP to 3PP is that 1PP has a lot less people playing with additional software running alongside the game, the kind of software that allows you to gain an unfair advantage in the game.
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Getting Wet while driver or passenger in trucks.
Shift replied to Feltchmiester's topic in General Discussion
I was also playing on one of the winter Chernarus servers, and i'm not sure if it was some error with mods, but i had a problem where i drove my car to the coast to pick up a freshly spawned buddy and we were driving up to a base and the fresh spawn buddy wasnt getting any heat at all, he was dark blue all the time. The car was an Olga and it had all the doors installed. We even switched places, he got into the drivers seat and was driving the car but he was still dark blue all the way to the base. Also some time later on the same server i came across a spawned Olga in Solnichny and it didnt have any parts or wheels on it, but the headlights and dash light were visible from a distance. Its not like the headlights were on, but they were distinctly visible, just like rear/brake lights, but in a different colour. And when i got into the car the dash light was clearly on and working, even though there was no battery in the car. I turned it off and it went dark and wouldnt turn on again, as it should. So there might be a bug that if you turn on the dash light and remove the battery, the dash light stays on. -
I remember i had a similar problem on one of the other cars. Why even bother though? Does it even affect anything when you have a part of the permanent car body that is damaged or even ruined? I never noticed any effect of that.
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Why does the PA system eats car batteries now? I havent used the PA for some time, last time i used it was on 1.16 i think, the PAs had a slot in the inventory and you could put a battery there as well as take the battery back. Now they seem to not have that slot and i found no way of getting the battery back, moreover i couldnt put a new battery in when the battery that was already there got depleted. I can understand making PAs harder to abuse, but why do it in such a stupid and realistic way? Make it take more parts to fix, like a battery, some wiring, maybe a microchip of some sort (those items would have to be added to the game, obviously), but stop it from eating batteries.
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Idea: What if bases would only load for online players?
Shift replied to Nicklander's topic in General Discussion
A possible middle ground could be that a base can only be broken into when the player who built the base is logged into the server. If that player doesnt log into the game for 48 hours - the structures despawn. Like walls, gates, watchtowers etc. The crates and barrels and tents etc. remain. And a player should spend no less than than one hour continuosly (not accumulated over the period) to reset the timer. Might be 2 hours or more. And player must spend this time inside of base (or just inside of a certain radius from something like a flagpole), maybe there should be a way to tell other players that a player is online and base is raidable, like a certain mark appears on the gate or a certain sound or maybe a certain message is played on a certain frequancy within a certain radius from the base, or maybe the audio message plays across all server but it carries and identification of a base which gets printed on gates and walls, so as to alert players of a certain base becoming vulnerable without uncovering the location of the base, at the same time it will make radios actually useful on big maps like cherno and livonia. But for that to make sense it should be very hard and costly to rebuild the base. Like, knowing when the 48 hour protected period expires, a player can just log in at that moment and quickly rebuild the gate and log out and have another 48 hours of protection without needing to defend the base. Maybe the solution to enable this offline protection would be some sort of rare and valuable artifact that is activated or built into the base (kind of like a flagpole with flag) that turns it indestructible when the owner is not online. And if the owner fails to spend the required time ingame for 48 hours, both the structures and the artifact despawn and you need to loot or create or farm a new artifact to make the base indestructible while you're offline again. Also the period of protection should probably fluctuate, like, never less than 45 hours but never more than 50 hours, maybe there should be a visual que at least inside the base, like with flag slowly lowering on the flagpole. When the base loses its protected status because the player hasnt refreshed it by being in the game, this should also be announce on the radio. I think all or most of this can be implemented with existing game engine. -
Also i think that food consumption has to be increased when you're carrying a lot of weight
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Radiator can be repaired??
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I completely agree to all the proposals.
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I dont know, man. Sounds reasonable that you could get infected while still processing food or water in your stomach after the pill wears off, but i think it doesnt work like that because i'd get sick if that was the case, i think.
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Correct.
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I think it never actually happened to me, but i find myself in situations where i take vitamins or charcoal and drink bad water or eat with bloody hands, so i have entertained this possibility several times. And since the time period of pill's effect is fairly regular, i dont see why not make it flash, would save me clocking the time on the watch. If it was fairly irregular i would agree that flashing wouldnt make sense, and to be honest if the devs changed it to being fairly irregular i would welcome that. I dont like cheating game mechanics but i absolutely cant help it if the possibility exists, as my willpower is weak and i dont like having to force myself to not do something that i want to do, i would much rather prefer that there simply wouldnt be possibilities to cheat game mechanics. Its like with smoking tabacco, i prefer the ill effects of smoking tabacco over the discomfort of forcing myself to not act on an urge, but i would rather prefer not having the possibility to smoke.
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I think the pill symbol needs to flash before expiring so that you would have time to stop drinking bad water or eating with dirty hands or so that you are ready to pop another pill as soon as the previous one expires.