

viggen5199
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viggen5199 started following Tired of clipping into doors, crossplayer implementation for xbox one s/x and ps4/5, Instruments and and 7 others
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crossplayer implementation for xbox one s/x and ps4/5
viggen5199 replied to Viruzinpriv's topic in Suggestions
Correct me if i'm wrong, but Bohemia mentioned that there are no plans on crossplay, pretty sure it was one of their livestreams or QnA But we can always hope for it -
Usable instruments to be often found in cities and villages, a good way to get people more friendly, and maybe even prevent KOS for a few milliseconds... Carryable instruments such as guitars, banjos, trumpets, the list goes on, with a more eastern theme like balalaikas and accordions. A full grand piano can already be found in 2 houses, only some programming to get it working Its up to Bohemia if they pre-record soundtracks for each instrument, or if the player will have full control of notes like Rust has done it I am aware that this has been suggested before, but the game could really use this
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As the image above shows: On every type of death, the player goes into an animated "death pose" decided by which way the player got shot from This is a good idea to display death on flat terrain and roads, but in cramped hallways and houses? No. On death, some players clip through walls, stones or objects like furniture and scrap cars, which makes them non-lootable, and this has been a problem ever since they removed ragdoll deaths. My suggestion would be to add back ragdolls, but not like they once was. (bodies and infected just did a comedic A-pose and fell to the ground, folded like an omelette) Dead bodies should ragdoll AFTER the animation has played, much like Rockstar has done with Red dead and GTA
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Devs you're doing great, please don't mind vocal minority or pc chuds
viggen5199 replied to FuzzyBear182's topic in Suggestions
^ We need more people like this guy in the community ^ -
Correct me if i'm wrong but in an older WOBO video where he dug around in the game files he found some new code for the Revolver There were codes for spinning the chamber, new animations, and ammo stats I can't specify which video this was but i'm sure that it was in some of the older update videos (1.20 - 1.23)
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(removed)
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Example:
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Common flareguns in real life are 12 gauge, the ability to use buckshot or slugs as ammo in the flaregun would be really cool Not practical but it could be a funny one-time use lifesaver Stats: 140 damage and shock damage for buckshot (accounting for if all pellets connect) 110 for slugs 1 shot before ruined state 10 damage dealt on user after firing
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Rework the CR-75 and new compact revolver
viggen5199 replied to Original_Name62's topic in Suggestions
"compact revolver" so something in style of a snubnose? cool idea but we already have one in the form of the sawn-off revolver ingame -
Would be neat, we'd be able to bring a boat to our base and stash it for later use
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I'd figure out this gets introduced only if ragdolls are added back, But I'd be cool to drag around corpses for either stealh gameplay or pile up a bunch of bodies for scare factor Or if you get uncon for a long time you'd wake up in another place, it would be a good addition to the game
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Add a siphon device so you can get fuel in other ways than just gas stations Instead of going to town with your car and risk getting shot, now just pull up to any car wreck and extract fuel from them
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Some animations on two-handed weapons looks extremely janky, most notable are the two-handed tools These include the Shovel, Farming hoe, Pickaxe, and 2 others I forgot the name of. Attacking with these weapons is just swinging and walking forward in a weird stance like some kinda tribe dance, with the weapon wielded waaay too angled up But blocking is even worse, as your right hand is clipping through the shaft/handle, the left is just floating in the air, because it's using the standard unarmed block Consider fixing this in some QoL update, because this is just lazyness
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PC player here, getting stuck in the doors waaay too often when I try closing/opening them VERY annoying when I try to escape zombies and players alike, and I end up clipping into the door, and the only fix is spamming F, can't really do that in heat of battle I think doors in general need a revamp, textures look like ass, and some new mechanics should introduced, peeking doors like COD could be a thing...