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5 NeutralAbout Shadoww
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I like the idea alot. the only downsides i can think of would be 1: The spawning. Is everyone gonna spawn around cherno/electro like normal? If they did it would just be a battle of the axes, the first person or group to find axes/pistols/guns clears everyone out right at the beginning. Or is everyone gonna spawn randomly throughout the map, Giving people who get a luckier spawn a better advantage? 2: If loot doesnt respawn then areas like NW airfield/NE Airfield/Other highly contested areas would be less likely to be explored because once one group gets there they take everything good and probably just wait for other people to foolishly try and get there (but most people would eventually give up on those areas because they know they are dangerous), and people would begin just hoarding food then going somewhere in the middle of nowhere and just camp.
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Hours of work down the drain, yet another glitch FML story and suggestions
Shadoww replied to AdamSievers's topic in DayZ Mod Suggestions
Cool story bro -
Ewwww a MAC. That is all
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First off i wanna say that. DayZ on Xbox is nearly impossible (For all the reasons everyone else said). Like others suggested you could hook up your controller and play like that. But they all say you cant fully configure your controller and that is a false accusation. I would know because i have my 360 Controller hooked up and play DayZ just fine. I can preform every action in the game right from my controller (The only thing i cant do is scroll through the inventory GUI because when i push down it goes to the buttons on the bottom rather then scrolling down the list, so i have to switch to my mouse for 3 seconds when grabbin gear. Also typeing in chat cant be done without a keypad hooked up) You have a PC use it. Dont try and push everything onto a console. Get a good enough PC and it will make 360 and PS3 look like MACs and you probably wont want to play games on your console anymore.
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Rocket Defence Force and Anti-Rocket Alliance ASSEMBLE
Shadoww replied to mattlightfoot's topic in Mod Announcements & Info
I wonder how many people got the joke with the Z. -
I like this idea a lot. Mainly because this has happened to me before when im with a group of friends. When its just me and my buddies ReNvAr and Daze we can easily tell each other apart because ReNvAr was a chick, Daze had a Guillie and i carry an Axe as a primary. But anytime another friend joins the mix it gets really confusing and annoying when we have to hesitate to shoot because we are not sure that that person way down the path is one of us or not.
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OK i dont know if this has been mentioned yet but just recently i figured out a major flaw with the games zombie spawing mechanic. Ive been playing this mod since a little before 1.7.1 and i have always died in ridiculous ways to zombies for what ever reason i died for. Recently one of my friends bought Arma 2:CO and downloaded the mod so he can play with me and his other friends that had it. Well while playing with his friends they tryed to show me a bug where when you abort it despawns all zombies that were spawned by you in a certain area. I tried to attemp this and succeded but because i have kind of a crappy connection it always takes like 5+ mins to reconnect and load my character into the server so ultimately i gave up on this cheap tactic and had to continue protecting myself while they despawned the zombies that spawned off of them. So i would like to suggest a system that could potentially counter this problem. I think that when a player aborts, the zombies that they spawned should remain in the server for 5-10 mins after the player aborted or w/e so that if they try and abort to lose large hordes when they reconnect the zombies will still be there and aggro on them again or on anyone else nearby. or a system should be implemented so that all cities and majorly contested areas should just have a set number of zombies that spawn there even when no one is around. So basicly there will always be non-player generated zombies in these locations so that even if a person aborted none of the zombies would despawn. i dont know if this is the best solution but if you guys have other suggestions leave a reply below.
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So i guess your someone who supports server hopping if this is your response. Not every person find a toolbox on start up because even if its as common as you say people are always in Cherno/Electro taking stuff, so not every person is gonna find it. Secondly its not always a case of it blocking the way into somewhere but blocking the way out, because some people go offline in buildings if they have to get off quickly for some reason and dont feel like finding a safe place in the tree lines. So when they log in and have barbed wire blocking their way out and they dont have a tool box then they have to log off that server and find a new one (Which is server hopping) Barbed wire should be removed or the use of a toolbox shouldnt be required to take it down because its too much of a hassle to deal with for freshly spawned players, or even people who have played for a couple hours and havent found a toolbox. So if Rocket wants to keep the toolbox to remove it then people should either spawn with them or he needs to increase the spawn of them alot more. Or Rocket should disable the use of barbed wire anywhere that isnt considered forest, because there is no reason for people to be able to use them in towns/cities/hangers/etc. The main purpose of barbed wire is to block off and protect a person/groups personal camp. If he implemented this feature the problems with barbed wire would disappear quickly and he wouldnt have to change a single thing about barbed wire.
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Ok ive been reading threads for a while and i keep find threads about people trying to reduce player killing in the game by adding negative effects to people who player kill because they think bandits are ruining the game. I dont think bandits should have any kind of negative effect for killing people. However, with this said i want to point out something ive noticed. Alot of people are saying that they are bandits when they really are not. A bandit is 1 thing and 1 thing only. A person who kills people to kill people. They dont care about your loot, they dont care where you are, they dont care what you think. Its as simple as that. A bandit is a person who ,if they see you walking around 500m away at a bottom of a hill on the other side of the street, will take the time to shoot you and kill you just to do it. They will not waste time walking to your body they will just kill you and most likely walk away. Unless they saw you had something on you that they might want they may take the time to stop and get your ammo or gun or something. Not many people in the game are real bandits, they are just people who happen to come across some unsuspecting person because they saw that person walk around a building, so they decide to tail that person and kill them because that person may have something they need. These people are the problem with KoS incidents not the bandits. If a person like that saw that person 500m away at the bottom of the hill on the other side of the street. They will most likely make themselves more hidden and not take the time to waste a shot and risk getting discovered by someone who isnt really that close to them. I wanna suggest a system that allows bandits to be bandits and kill and get some sorta bonus or something when they kill someone. But people who are not true bandits get a negative effect when killing another player (I dont feel like trying to think of a bonus or negative effect, the rest of you can add in what you want) Basically, i wanna suggest you add a mini menu in game (kinda like the part where you choose Male/Female when you start) but make the menu accessible by pressing a button in game that doesnt already have a set function. When a player pushes the corresponding button it brings up the menu and asks if the player wishes to become a bandit and a brief explanation of what a bandit it. The player can chose No or Yes When a player clicks yes it changes their skin to a bandit specific skin and they can get on with their game like normal and enjoy going on a killing spree. If a player dies they automatically become a normal survivor when they respawn unless they open the menu and choose to be a bandit again. I also wanna suggest a way to not allow players to change to a bandit then change back from a bandit to a survivor. Make it to where the player has to clock 3+ hours of game play since they became a bandit before they can turn it off (Meaning they have to be logged in and playing for 3+ hours, not logged off and waiting). To turn it off they just bring up the menu again and select become survivor. This will make it to where someone doesnt just become a bandit to kill the person they worked with then change back, because it will force them to play 3+ hours before they can turn it off. Adding this will penalize Player killing by anyone that isnt a bandit. Meaning it wont force people to work together that dont want to, and it wont force people who kill for pleasure to stop killing. It will just make people think twice before killing that random person who doesnt even see them. You all can draw your own conclusions from this, add to it, take away from it, hate on it, love it, etc, etc. Lets see where this leads.
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ok i could be wrong but isnt what one person sees on the ground the same as what every other person sees? If so how could anyone find more of anything in a pile of loot. Everything in the pile of loot is shown on the ground in some way. So how could someone find an extra can of beans if the pile only consist of 1 can of beans a soda and empty wisky bottle? Ive read alot of the thread about classes and alot of them say stuff about having a higher chance to find (Blank item) when scavenging but if an item isnt there how do you find it and how could you increase the chance of finding something for a specific person? If you increase the chance of being able to find something for different people you would have to make it to where every loot spawn near the person resets to add an item into it or just magically plop the item into loot spots (Unrealistic). Seriously people need to lean away from this topic for a while its been suggested in many ways and mostly shot down each time
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I would like to see a type of Sleepyness/Tiredness system in the game. Cause along the lines of realism almost everyone gets tired eventually and needs to rest. It could be something like the longer your character is alive the more tired he/she gets if they dont rest. Then make it to where your character gets a little bit blurry vision and dizzy movements (Kinda like a drunk person) every now and again if they get to tired. The ways to rest your character would be to either pitch a tent and sleep in it, find random bed in buildings and try sleeping in them, or (if the devs add it) find a sleeping bag that someone could just roll out and rest in. Something like that kinda