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twing1

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About twing1

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  1. Unfortunately custom mods aren't available for console versions of the game. The addition of maximum durability values into the types.xml file would give console community servers a level of customizability that is currently unavailable to them.
  2. Thanks for the response, and no offense taken. The short answer to your question is this: I play on PS5, and on console versions of the game, custom mods are not available. Introducing item durability (max values, not current) into the types.xml file would allow console community servers another level of customizability that is currently not available. Console versions are stuck at default durability values, and allowing community servers control over this vanilla value would bring them that much closer to the customizability of the PC version of the game without requiring a huge amount of dedication from the developers.
  3. This is a humble suggestion to give closed doors a hit box with a given durability value. Similar to how locked doors can be broken open by players punching them for a certain amount of time, I propose that closed and unlocked doors be given the same treatment. Then, these closed doors should be made targetable by the zombie AI. Right now, closing a door in a zombie's face completely stops the zombie from chasing the player, unless another, unobstructed route to the player is available. If another route is available, the zombie will magically know of this existing route and start navigating it's way through it. This interaction breaks the realism of the zombie AI by either 1) having the zombie give up the chase because they know they cannot get the player or 2) having the zombie exhibit intelligence far beyond what they are capable of in having them omniscient of another, unseen route to access the player. Allowing closed doors to be targetable by and broken open by zombies would alleviate this issue. I believe this should be fairly easy to implement, as similar code already exists in the game. Locked doors already have this functionality, as they can be targeted and broken open by players after their durability value reaches 0. The idea would be that simply closing (and leaving unlocked) a door would function similarly to this. A closed and unlocked door would be given a durability value, and reducing this durability value to 0 would convert the door to its open state (similar to simply performing the action of opening the door). Locking the door could further increase this durability value. This durability value should be persistent, even if the door is opened and then closed again in order to avoid exploitation. Additionally, a 3-5 second cool down on closing a door after it is broken open could be implemented. After these changes are made, doors would then need to be made targetable by the zombie AI, but only when they are aggrod on a player and it is obstructing their path. The zombie AI code already has a similar functionality found in its ability to choose to mantle some obstacles in pursuit of a player instead of pursuing through the longer, unobstructed route. The zombie door break mechanic can be further polished by adding unique zombie attack animations, reserved for only when they are targeting doors. I'm sure there are levels of complexity that I am not accounting for, but it seems like it should be a fairly easy and straight forward implementation that would go leaps and bounds toward improving the zombie AI and increasing the overall threat of the infected. I am curious to know what others think about this change. Would zombies being able to break open doors in the way described be good for the health of the game? Feel free to discuss below.
  4. This is a humble suggestion to include maximum item durability values into the types.xml file. This file is already a master list of most interactable items in the game, which allows modders of both PC and console versions of the game to edit certain characteristics of the items included, such as their spawn locations, spawn quantities, etc. Including durability values into this file will allow for a more complete modding experience and give server owners the long-sought after ability to change durability values of specific items, such as suppressors, guns, and tools, without affecting other items in the loot pool.
  5. twing1

    [Gun Suggestion] AWM Sniper Rifle

    That's great and all for PC users, but console versions of the game do not have access to custom mods. Console versions of the game have neither a military grade bolt-action sniper rifle, nor a bolt action rifle that can be equipped with a legitimate suppressor, nor any competition for the top spot in the sniper rifle class, as the hardest hitting sniper rifle also fires the fastest and is also the most accurate. The addition of the AWM or similar military grade bolt-action sniper rifle would resolve all of this.
  6. This is a humble suggestion to add the AWM Sniper Rifle into the game. The addition of the DMR into the game has removed any competition for the top spot among the sniper rifle class. On top of having the fastest in-class fire rate (tied with the VSD), the DMR also offers the highest in-class damage (tied with most bolt-action rifles) and also offers the highest in-class damage retention over range. Statistically, no other sniper comes close to beating this. Please use WOBO's damage drop-off tool for reference. Introducing a military grade, bolt action rifle that fires the harder hitting .338 lapua magnum rounds could provide an interesting alternative and provide endgame players with a legitimate choice to make between the faster firing, slightly weaker DMR and the slower firing, harder hitting AWM. Because the AWM is chambered in the more devastating .338 lapua magnum caliber, the AWM in Day Z could be given a higher damage profile than its .308 win alternatives, including the DMR. Giving the AWM the same range profile as the DMR, but bumping its base damage up to 200 (up from the DMR's 150) would allow the AWM to kill a player wearing a plate carrier in 2 rounds to the chest. This would give it a distinct advantage over the DMR, which requires 3 rounds to the plate carrier to kill a player. The AWM could also be equipped with a standardized suppressor and hunting scope. These advantages would of course be balanced out by the slow fire rate of the bolt-action rifle, but also by requiring the use of the less-available .338 lapua magnum rounds. Similar to the DMR, the AWM would be limited to high-tier military loot. Timeline wise, the AWM should also fit into the Day Z universe, as its production timeline began in 1996. For reference, the AUG A3 (AUR AX in game) was introduced in 2004, as per the wiki. To recap, the addition of the AWM sniper rifle into the game would accomplish the following: 1. Compete with the DMR for the top spot in the sniper rifle class, without drastically outclassing it or being drastically outclassed by it. 2. Introduce a military-grade bolt action sniper rifle into the game. 3. Introduce a high-damage bolt action sniper rifle that can be equipped with a legitimate suppressor (not the plastic bottle). What are your thoughts? I'd love to hear some feedback.
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