-
Content Count
23 -
Joined
-
Last visited
Everything posted by Aydjile
-
Please upvote if you feel that current inactive doors are misleading and they should look like barricaded with planks, chained, broken, jammed etc. Lets the convince the devs to redesign textures on unopenable doors. So we won't waste our time with broken immersion.
-
my pants!
-
Has Anyone Else lost Faith in Dayz?
Aydjile replied to jamiereid_wow@hotmail.co.uk's topic in General Discussion
nope. i haven't lost any hopes. :) -
why? just go do something with your life. jesus.
-
just because of your post - you made the whole forum stupider. shame on you. <_<
-
When Map Making comes, in the far far future, what will you make?
Aydjile replied to hannibaldaplaya's topic in General Discussion
NAMALSK! NAMALSK! NAMALSK! -
guys, i was wondering about chernarus map. we getting new cities and locations in patches but the map still the same size. would i ever hope for something like this?
-
does anyone knows if devs planning to make map larger? its seems that they adding towns but map remains the same.
-
Guys, lets convince Sumrak to make Namalsk for Standalone!
-
Hello devs and survivors. So we have hard core sim with realistic details on so such small scale its mind bugging, for example - if you open can with an axe, you gonna spill half your beans all over the place because the axe is not proper tool for this task. And just right there - you have the feature to zoom your vision (telescopes in your skull?) four times closer with a simple mouse click, despite that there is no such thing with iron sights or acog. And this feature also make binoculars or other optical devices - useless. So my question to the devs - why this zoom feature in the game? Thank you.
-
Hello devs and survivors. So we have hard core sim with realistic details on so such small scale its mind bugging, for example - if you open can with an axe, you gonna spill half your beans all over the place because the axe is not proper tool for this task. And just right there - you have the feature to zoom your vision (telescopes in your skull?) four times closer with a simple mouse click, despite that there is no such thing with iron sights or acog. And this feature also make binoculars or other optical devices - useless. So my question to the devs - why this zoom feature in the game? Thank you.
-
Right click zoom mechanic - why it's still there?
Aydjile replied to Aydjile's topic in General Discussion
Yes, I did. And hated this feature all the same. And I do understand concepts of "focusing" and "squinting" for the game's sake. But alas, not in this significant magnification. This "natural" zooming is same powerful as 4x scope. I find it quite unrealistic. I would say - when binoculars and civilian monocles will be implemented, remove this feature. -
Right click zoom mechanic - why it's still there?
Aydjile replied to Aydjile's topic in General Discussion
So i guess, no one thinks this zoom out of game's scope? Odd, I've thought it's all about getting close to realistic survival. Alright then. -
hey sumrak, why the bunker at A2 is not pitch black? we kinda missing out on the potential horror here. like its suppose to be. ^_^
-
thank you for awesome map, Sumrak.
-
Consolidated Weapons/Equipment suggestions
Aydjile replied to rocket's topic in Mod Announcements & Info
local maps. -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
Aydjile replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Name: Cardinal Location: USA GUID: da2da290ddf499bd2771add318116088 -
your appearance is more than a fashion statement. in dayZ it could also would provide critical information of your position in post apocalyptic world. right now we have only two sets of clothing - bandit and hero. in stand alone it will be much diverse and can service us as additional source of information to new encounters. like moving your torso sideways would show that you are friendly. so i propose that we install some sort code that would provide every one with critical information for future encounters. of course if the choose to do so. for example - medics and anyone who willing provide medical assistance and care - should carry bright colored pieces of clothing. like white, orange and yellow. generally friendly survivors and people who looking for company better stick to blue, green colors. scavengers, maradures and loners can use grey color. bandits, head hunters or clan members should stick to more aggressive tones, like red and black. this post is open for debate and additional opinions. also hoping that devs would read it too, and take this concept into account for future development.
-
guys, take a little brake and check this out. very much Namalsk vibe! ))
-
Along the regular stock of zombies, there could be additional few can be armed with melee weapons like - wooden clubs, pipes, wrenches, rakes or human limbs. Their speed will be reduced slightly due to weight of their weapons. Giving you chance to outrun them. But they will be able to knock you out with single hit. Armed zombies will be more difficult to kill. Zombie with body armor, like policeman with kevlar vest will be able to withstand several hits in torso. Helmet can take two-three shots with pistol. So military zombies will be like walking tanks - only assault weapons with no less that 5.56 caliber will be able to put them down effectively. Also it can be combined - armed with pipe, soldier zombie (helmet and vest) wold be the slowest and most dangerous kind of them in close contact. Regarding noise. Some kinds of zombies can be much more silent. Suits and other well dressed zombies could be most silent and skip screaming and growling due to their developed culture and discipline in their past lives. That will make them much more sophisticated hunters. Forcing survivors to trust on their eyes and paranoia, and not ears. Hunting packs of zombie German Shepards definitely would provide you with additional pain and fear. Be sure to tell them apart, before you will decide to befriend one.