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A.Shephard

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About A.Shephard

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  1. Some friends and me collected several suggestions (for the stand-alone) we think are interesting. We'd be glad to read some opinion from the DayZ community. Sorry for the mega-post but since these advices are many and various, I tried to organize them in the best way so everyone can read, scroll and comment easily. Transportation - Sidecars: quad bikes are cool, but not as much as the sidecar. I mean, in a game like this, set in a post-soviet land hit by a zombie apocalypse, with broken roads and such a spirit of adventure... where are the great sidecars? I think should be great making it one of the few vehicles (or the only) on which a passenger can shoot from. - Seaplanes: An airplane may be too much advantaging in this game. But what about a seaplane? I think it's so exciting to find a seaplane: it increases the spirit of adventure and there's no way it can be offensive as long as it bears no gun. Also, it lands only on water (so it may have its advantages, but not as much as a common plane) and it keeps a particular sense of humor. Could spawn along rivers and big lakes mainly, but also on the coast. - Handmade rafts: If chernarus will be enriched with rivers and large lakes, might be a good idea the possibility to create a raft with ropes and logs. Would be very useful to run down a river quickly by its current, or rowing as well on lakes. - Horses: With all those farms, dirt roads and open fields the game ask for horses itself. Horse should spawn as a normal vehicle (maybe a bit more common) around farm and villages, needing a saddle to ride it (a normal loot as tyres and scrap metal for example). It should run at the max speed of 60 km/h and need water (lakes) and/or hay (farms, hay bales) to perform long distances as the vehicles do with fuel. (Random) events - Aircraft carrier (crashed): I think the sea/ocean in this game is not exploited enough (more like, at all) but it has a great potential. For example, what about to place a permament (or random apparing) aircraft carrier ran aground somewhere offshore? Personally I consider this one of the best suggestions, because expand the experience also in the open sea, where survivor distrust to venture (cause there's nothing to find). The primary question is: it has to be random as an heli crash or stuck forever hundred meters from the coast? I won't dilate too much about this suggestion, because there are so much things to write that it will result in a separated mega-post. Spawns, shelters, zombies, vehicles, weapons, exploring... and so on. I just thing that's a must-have. - Cruise liner (crashed): It's the same as the above, but in a civilian way. Well... Rocket, what are you waiting for? - Derailed train: it's the same as an heli crash site, but it finds its locations on rails around the region. Could spawn different loots (and zombies) and let the surviros exploring wagons and carriage looking for them. Also, it's possible to design different types of trains/wagons, for example military ones, civilian, medical and supply. I noticed that rail lines are located only along the coast. I suggest to extend a bit the binaries throughout the map with train stations and tunnels. - Wrecked tanks: Since chernarus host a devastated, large military force called in to contain the situation, should be destroyed tanks that can spawn randomly like the heli crashe sites. Maybe they could spawn along main roads of chernarus and inside towns instead open fields. - Random isles and islands: another way to exploit the sea it's to make a random island spawning system. Should be like 10/15 models of island (coming with different sizes, loots, buildings etc.) that come into sight while sailing. For example, a prison island, a hamlet, a holiday resort... Might also be permanent, I'd just love to see more islands! Class-making clothing May be interesting if uniforms, suit and clothing also give some active advantages. Here i explain what i mean: - Soldier uniform: It provides some slot added to inventory (3 maybe; not backpack) and gives you a little mimicry due to its colors. - Medic comrade uniform: Allows you to invest much less time for all medications to yourself and players and get 1 antibiotic when worn for the firs time. - Special forces clothing (Spetsnaz): Gives you the possibility (40-50%) to get a bit less damage from weapons and explosions. Attention: I wrote "a bit less", not "prevents all the damage from bullets". So I thing the percentage has sense - Hazmat suit (aka NBC suit): Gives you a percentage (25-30%) to get considerable less damage from zombies, and same percentage to avoid blood losses (only zombies). - Sniper suit: Simply very mimetic as it is now, and I think would be great if it adds also camouflage fabric to every weapon equipped (except pistols), as long as the player wear it. I've already noticed that lots of players dislikes the % advantages given by clothing, but I think would be cool if they gives you some abilities like the medic comrade one (less time for medications) or the NBC. Btw I think up them mostly for the "magnetic card" or "ID badge" that grant you an access to restricted buildings and facilities around the map (see below) Buildings and facilities - What about if the uniform/suit you found gives you also 1 access (by an ID Badge) to restricted areas and facilities? In my opinion that would be great. Can be for example a nuclear power plant or a genetic research centre that got damaged during the infection and if you wear a NBC suit you are able to explore it without get harmed by radiations/pathogens. The same thing can be performed with the medic uniform: grant you one access to the medical department of some facility as well. The soldier uniform will let you cross the threshold of that big and vast military base that you always yearn for. I've talked about an only 1 access per uniform in order to keep these places legendary and impassable, as long as give you big and various advantages. As suggested, ID Badges may also spawn as very rare/extremely rare loots apart from uniforms. This would be ok for me anyway, I just think that would be more realistic to find them in authorized personnel clothing. - Civilian airport: Not so much to say 'bout it. Should be large, complete and interesting as the real ones (maybe with crashed planes) - Armory: Sounds good to me to place an armory in every main city. Obv, it must be a civilian/sporting armory, not a military one. So it can spawn in high percentage ammo and pistols, and in low percentage shotguns, crossbows and hunting rifles. It's a zombie apocalypse... we need armories! - Police department: Make the same job of the armory, but it's bigger and can also spawn in low percentage sub machine guns. Moreover, it hosts much more zombies. - Mines + caves: A dark, cramped and intricate series of tunnels and underground passages that grant you assemble a safe shelter, or reach another place by passing through them. What about zombies, torches, stalactites and worn-out trails? Equipment - Spike strip/caltrops: It's basically a chain enriched with thick nails that are able to pierce vehicle tyres (one, a couple, etc.) by putting it on road. Can be used to ambush an oncoming vehicle and can be removed with the toolbox. Another option might be caltrops that can be spread on the road by throwing them. - Personal diary: I realized that lot of players love to tell their story on forums, blogs ecc. So why won't feature an in-game diary that allows them to trace their life day by day? Every survivor lives a different story and a large number of situations: it'll be a pity that everything get lost once he dies. He should have a lot of interesting things to tell, and maybe you'll find he wasn't that kind of person you initally thought he was. This game is strongly based on emotions, and this feature can add an important shade in that sense. It'll be also useful to write memos and can be left around until someone else found it. Why remain anonymous when you bear the power of writing? Zombies - Some zombie model should show them mutilated or partially mutilated: one hand, a feet, an arm etc. This should enrich the horror side of the game. I mean both when you shoot at them dismembering them, and zombies that spawn already mutilated or somehow injured. - Many more types of zombie behaviors needed. Current zombies are too much predictable and boring. For example, some could just stay still showing their insanity until you annoy them, others can be really slow, but turning their eyes around much faster (or be just really slow but stronger). Some could try to grab your arms in order to block you, others can target you running at you, then change suddenly the target or run away. And so on... Weapons - Tranquilliser gun: I bet this has been already suggested 100 times, but I want to do my part. It's a primary weapon that shoots one dard per time, causing a progressive feeble screen shaking and color fading. If not cured with something after 1 minute, the player hit by the dard will fall unconscious for 15-30 seconds. After that, the effect will vanish anyway. Good for silence action and hunting but not for killing. Dards slot in inventory like the crossbow and provide not many damage (100-200 every hit). Spawns only in farms and deer stands, with a low/med percentage. - Cal .50 pistol: A rare and very powerful handgun that can compete with rifles and other primary weapons due to its damage potential. It should slots as a primary weapon. I suggest this one http://www.youtube.com/watch?v=MEi_m5jqak0 or the hackneyed and boring Desert Eagle. - Non-lethal flashlight: It was my first suggestion to which I dedicated an entire detailed post. It's a non-lethal weapon that incapacitates zombies and players You can find it here: http://dayzmod.com/forum/index.php?/topic/53608-suggestion-high-power-flashlight-as-non-lethal-weapon/ - Combat kinife (bayonet): A knife that player uses to harm as a melee weapon. Can be used as a bayonet on several rifles with a bayonet coupling (clutch). Rarity: uncommon (military, industrial). For the bayonet coupling: rare (military) - Bow: simply a common bow, useful to kill silently. Arrows slot in inventory like the crossbow, unless you find a quiver. Rarity: uncommon (residential, farm). For the quiver: rare (residential, farm). - Baton: a melee weapon adopted by the police. Rarity: rare (military, industrial) - Knuckle-duster: the only way to make your character throwing fists. Rarity: uncommon (residential, industrial). - Pitchfork: should be a classic in a game like this! Rarity: common (farm), uncommon (residential, industrial) - Pickaxe Rarity: rare (farm, industrial), uncommon (mines, if they will ever be implemented) - Decoy grenades: Very useful to disorient other players or zombies by making them hear gunshots from another direction. Rarity: rare (military) - Molotov: Of course this has been already suggested 1,000,000 times. It requires a jerry can and an empty bottle to be crafted, plus a box of matches for the ignition. Gameplay - I think would be good if a personalization of the weapon will be implemented. In particular for scopes and silencers. Should be 3 types of silencer: one universal for the pistols, one for the sub machine gun and one for the rifles. Sniper rifles, light machine guns and shotguns should remain unsilenceable. Silencers and scope must be rare (miltary) - The spawning system when reconnecting should be improved. If there's already a player near you while reconnecting, the character should be moved and spawned in another area that's safe. So many times, especially in cities, happen that players reconnect behind you or near you. So you can get killed by someone super-easily, or kill him as well. This is noticeable mainly when you are sniping on a building. Someone else spawn behind you and you die, or he spawns on another roof you already checked and shoots you instantly. Those were our suggestions. Let us know what you think!
  2. Your post would have been reasonable if you argued my suggestions a bit, but you just copy-pasted that message in this thread as you did in the main stand-alone suggestion thread as well. And maybe in others I just said that was spam, in fact it is
  3. 1) That's right, but uniforms and clothing in this case are made mainly for character personalization purposes. Just because wearing an NBC suit or a special forces uniform is quite cool and suggestive. 2) This is right also, but DayZ is not even realistic under many aspects. Nobody learn suddenly how to pilot an army helicopter, handle military weapons, shooting correctly with any gun, run for hours like an olympic athlete (maybe with a car engine in your backpack), recover a broken bone with one morphine etc. If you want a very realistic game (especially about a zombie apocalypse), probably you will get tired and frustrated in few minutes. 3) Depends on many factors. What you suggest could not work in a game like this, where you can get killed easily and suddenly, after a great deal of effort and time spent improving you abilities. Many players could just abandon the game because it rewards only grinders, and those who can spend only few hours per day (or during week-end) will just get tired of the game. That's what I was talking about. Whole bases with different sections, or simply single buildings.
  4. Thanks, really appreciated. I added also wrecked tanks (like heli crash sites) and the possibility of more different zombie behaviors.
  5. Thanks for the tehcnical name. I'll correct it I see lot of players dislike the % advantages given by clothing, but I think would be cool if they gives you some abilities like the medic comrade one (less time for medications) or the NBC. Btw I think up them mostly for the "magnetic card" that grant you an access to restricted buildings and facilities around the map. Funny that i was thinking about rafts too! I was going to add to the main post the same suggestion you wrote. Also, one about (partially) mutilated zombies that can be more scary to surivors.
  6. Thanks for the comment. About %, you are right but surivors are equal only until they find a weapon. Then, there are people that have more advantages than others, due to their equipment, even suits (like sniper one, that makes you quite invisible). I think this game is based also on differences between gamers, with gears that make you a big danger for the rest of survivors or viceversa. As long as you can collect weapons, vehicles, skills etc. there's no way the players are equal (but this is the same for every multiplayer). Clearly, you have to play a lot and risk your life to find some clothing like those I suggested, just like pretty every military gear. Consider that I found ghillies really easily roaming in cherno and elektro, because they spawn in residential/civilian and that's just crazy. And what about badass weapons easy to find in the same way? % benefits comes with a long quest putting your life in constantly peril. They should be very rare and spawn only in military loots. Then, that advantages you gain will sound like a legit conquest. Btw your argument was interesting, I liked it. About preventing some damage only from zombies and not players, even with the "special forces" uniform: maybe the NBC suit could provide you a 40-50% of chance and the spetsnaz 25-30%. Your advice is good. About spawn points, I agree, but It should come with a revision of the chernarus geography. Thanks mate!
  7. I already made a suggestion thread about a non-lethal flashlight to incapacitate zombies and players. Now some friends of mine and me collected new ones and we'd be glad to read some opinion from the DayZ community. This ideas are made mainly for the standalone. So here we go. Equipment - Spike strip/caltrops: It's basically a chain enriched with thick nails that are able to pierce vehicle tyres (one, a couple, etc.) by putting it on road. Can be used to ambush an oncoming vehicle and can be removed with the toolbox. Another option might be caltrops that can be spread on the road by throwing them. - Personal diary: I realized that lot of players love to tell their story on forums, blogs ecc. So why won't feature an in-game diary that allows them to trace their life day by day? Every survivor lives a different story and a large number of situations: it'll be a pity that everything get lost once he dies. He should have a lot of interesting things to tell, and maybe you'll find he wasn't that kind of person you initally thought he was. This game is strongly based on emotions, and this feature can add an important shade in that sense. It'll be also useful to write memos and can be left around until someone else found it. Why remain anonymous when you bear the power of writing? Transportation - Sidecars: quad bikes are cool, but not as much as the sidecar. I mean, in a game like this, set in a post-soviet land hit by a zombie apocalypse, with broken roads and such a spirit of adventure... where are the great sidecars? I think should be great making it one of the few vehicles (or the only) on which a passenger can shoot from. - Seaplanes: An airplane may be too much advantaging in this game. But what about a seaplane? I think it's so exciting to find a seaplane: it increases the spirit of adventure and there's no way it can be offensive as long as it bears no gun. Also, it lands only on water (so it may have its advantages, but not as much as a common plane) and it keeps a particular sense of humor. Could spawn along rivers and big lakes mainly, but also on the coast. - Handmade rafts: If chernarus will be enriched with rivers and lakes, might be a good idea the possibility to create a raft with ropes and logs. Would be very useful to run down a river by its current, or rowing as well - Horses: Really, with all those farms, dirt roads and open fields the game ask for horses itself. Horse should spawn as a normal vehicle (maybe a bit more common) around farm and villages, needing a saddle to ride it (a normal loot as tyres and scrap metal for example). It should run at the max speed of 60 km/h and need water (lakes) and/or hay (farms, hay bales) to perform long distances as the vehicles do with fuel. (Random) events - Derailed train: it's the same as an heli crash site, but it finds its locations on rails around the region. Could spawn different loots (and zombies) and let the surviros exploring wagons and carriage looking for them. Also, it's possible to design different types of trains/wagons, for example military ones, civilian, medical and supply. I noticed that rail lines are located only along the coast. I suggest to extend a bit the binaries throughout the map with train stations and tunnels. - Aircraft carrier (crashed): I think the sea/ocean in this game is not exploited enough (more like, at all) but it has a great potential. For example, what about to place a permament (or random appareance) aircraft carrier ran aground somewhere offshore? Personally I consider this one of the best suggestions, because expand the experience also in the open sea, where survivor distrust to venture (cause there's nothing to find). The primary question is: it has to be random as an heli crash or stuck forever hundred meters from the coast? I won't dilate too much about this suggestion, because there are so much things to write that it will result in a separated mega-post. Spawns, shelters, zombies, vehicles, weapons, exploring... and so on. I just thing that's a must-have. - Cruise liner (crashed): It's the same as the above, but in a civilian way. Well... Rocket, what are you waiting for? - Wrecked tanks: Since chernarus host a devastated, large military force called in to contain the situation, should be destroyed tanks that can spawn randomly like the heli crashe sites. Maybe they could spawn along main roads of chernarus and inside towns instead open fields. - Random isles and islands: another way to exploit the sea it's to make a random island spawning system. Should be like 10/15 models of island (coming with different sizes, loots, buildings etc.) that come into sight while sailing. For example, a prison island, a hamlet, a holiday resort... Might also be permanent, I'd just love to see more islands! Class-making clothing May be interesting if uniforms, suit and clothing also give some active advantages. Here i explain what i mean: - Soldier uniform: It provides some slot added to inventory (3 maybe; not backpack) and gives you a little mimicry due to its colors. - Medic comrade uniform: Allows you to invest much less time for all medications to yourself and players and get 1 antibiotic when worn for the firs time. - Special forces clothing (Spetsnaz): Gives you the possibility (40-50%) to get a bit less damage from weapons and explosions. Attention: I wrote "a bit less", not "prevents all the damage from bullets". So I thing the percentage has sense - Hazmat suit (aka NBC suit): Gives you a percentage (25-30%) to get considerable less damage from zombies, and same percentage to avoid blood losses (only zombies). - Sniper suit: Simply very mimetic as it is now, and I think would be great if it adds also camouflage fabric to every weapon equipped (except pistols), as long as the player wear it. I've already noticed that lots of players dislikes the % advantages given by clothing, but I think would be cool if they gives you some abilities like the medic comrade one (less time for medications) or the NBC. Btw I think up them mostly for the "magnetic card" or "ID badge" that grant you an access to restricted buildings and facilities around the map (see below) Buildings and facilities - What about if the uniform/suit you found gives you also 1 access (by an ID Badge) to restricted areas and facilities? In my opinion that would be great. Can be for example a nuclear power plant or a genetic research centre that got damaged during the infection and if you wear a NBC suit you are able to explore it without get harmed by radiations/pathogens. The same thing can be performed with the medic uniform: grant you one access to the medical department of some facility as well. The soldier uniform will let you cross the threshold of that big and vast military base that you always yearn for. I've talked about an only 1 access per uniform in order to keep these places legendary and impassable, as long as give you big and various advantages. As suggested, ID Badges may also spawn as very rare/extremely rare loots apart from uniforms. This would be ok for me anyway, I just think that would be more realistic to find them in authorized personnel clothing. - Civilian airport: Not so much to say 'bout it. Should be large, complete and interesting as the real ones (maybe with crashed planes) - Armory: Sounds good to me to place an armory in every main city. Obv, it must be a civilian/sporting armory, not a military one. So it can spawn in high percentage ammo and pistols, and in low percentage shotguns, crossbows and hunting rifles. It's a zombie apocalypse... we need armories! - Police department: Make the same job of the armory, but it's bigger and can also spawn in low percentage sub machine guns. Moreover, it hosts much more zombies. - Mines + caves: A dark, cramped and intricate series of tunnels and underground passages that grant you assemble a safe shelter, or reach another place by passing through them. What about zombies, torches, stalactites and worn-out trails? Zombies - Some zombie model should show them mutilated or partially mutilated: one hand, a feet, an arm etc. This should enrich the horror side of the game. I mean both when you shoot at them dismembering them, and zombies that spawn already mutilated or somehow injured. - Many more types of zombie behaviors needed. Current zombies are too much predictable and boring. For example, some could just stay still showing their insanity until you annoy them, others can be really slow, but turning their eyes around much faster (or be just really slow but stronger). Some could try to grab your arms in order to block you, others can target you running at you, then change suddenly the target or run away. And so on... Weapons - Tranquilliser gun: I bet this has been already suggested 100 times, but I want to do my part. It's a primary weapon that shoots one dard per time, causing a progressive feeble screen shaking and color fading. If not cured with something after 1 minute, the player hit by the dard will fall unconscious for 15-30 seconds. After that, the effect will vanish anyway. Good for silence action and hunting but not for killing. Dards slot in inventory like the crossbow and provide not many damage (100-200 every hit). Spawns only in farms and deer stands, with a low/med percentage. - Cal .50 pistol: A rare and very powerful handgun that can compete with rifles and other primary weapons due to its damage potential. It should slots as a primary weapon. I suggest this one http://www.youtube.com/watch?v=MEi_m5jqak0 or the hackneyed and boring Desert Eagle. - Non-lethal flashlight: It was my first suggestion to which I dedicated an entire detailed post. It's a non-lethal weapon that incapacitates zombies and players You can find it here: http://dayzmod.com/forum/index.php?/topic/53608-suggestion-high-power-flashlight-as-non-lethal-weapon/ - Combat kinife (bayonet): A knife that player uses to harm as a melee weapon. Can be used as a bayonet on several rifles with a bayonet coupling (clutch). Rarity: uncommon (military, industrial). For the bayonet coupling: rare (military) - Bow: simply a common bow, useful to kill silently. Arrows slot in inventory like the crossbow, unless you find a quiver. Rarity: uncommon (residential, farm). For the quiver: rare (residential, farm). - Baton: a melee weapon adopted by the police. Rarity: rare (military, industrial) - Knuckle-duster: the only way to make your character throwing fists. Rarity: uncommon (residential, industrial). - Pitchfork: should be a classic in a game like this! Rarity: common (farm), uncommon (residential, industrial) - Pickaxe Rarity: rare (farm, industrial), uncommon (mines, if they will ever be implemented) - Decoy grenades: Very useful to disorient other players or zombies by making them hear gunshots from another direction. Rarity: rare (military) - Molotov: Of course this has been already suggested 1,000,000 times. It requires a jerry can and an empty bottle to be crafted, plus a box of matches for the ignition. Gameplay - I think would be good if a personalization of the weapon will be implemented. In particular for scopes and silencers. Should be 3 types of silencer: one universal for the pistols, one for the sub machine gun and one for the rifles. Sniper rifles, light machine guns and shotguns should remain unsilenceable. Silencers and scope must be rare (miltary) - The spawning system when reconnecting should be improved. If there's already a player near you while reconnecting, the character should be moved and spawned in another area that's safe. So many times, especially in cities, happen that players reconnect behind you or near you. So you can get killed by someone super-easily, or kill him as well. This is noticeable mainly when you are sniping on a building. Someone else spawn behind you and you die, or he spawns on another roof you already checked and shoots you instantly. Those were our suggestions. Let us know what you think! :)
  8. That's why the maxa beam is useful only during the daylight. You can blind them but at the same time you won't get aggred from sideways by zombies or players: the light won't be noticeable from more of 5-10 meters. By night you can turn on the light for a few seconds aiming at the sky to reveal your position to friends. Thanks mate. Pointing the zombies towards a target during the day is also a great use of this device. Consider that it's very rare to find, batteries duration is low (2/3 minutes) and the angle of effect it's not that large. If you abuse the maxa beam, it should be self-defeating. For example you can escape from zombies in cherno for 2 minutes, but you'll find yourself in difficulty a bit later with a huge amount of zombies around without reached a safe place yet. It must be used with a good planning or critical situations/quick rushes in city blocks (hospitals, houses etc.) without noticing. Haha I knew someone was going to post this :P That' because I quoted BF3 to explaing why it's totally different.
  9. Hi, this is my first post on DayZ Forum so I apologize for any error and for my (bad) english. I think I have a good idea that could expand a bit DayZ gameplay and personal game-planning. I'm talking about a non-lethal weapon called Maxa Beam searchlight that operates as disorienting and temporary blinding device. It appears as a big and heavy handled searchlight that can be used also (and espacially) during the daylight in order to blind zombies for few seconds or make them run away. Here's the website from which I get the idea: http://www.peakbeam.com/ This serachlight wouldn't be useful during night because it could be easily spotted from long distances and aggro zombies from behind the player and his sideways, even though it keeps blinding zombies/players looingk at the beam. However, if pointed at the sky, it will help to report your position to friends (and foe). The maxa beam should have an operating angle of 35°-45° in which the light works. Outside that angle, the beam won't blind. Range should be from short to medium (20m - 50m I guess) depending on the battery charge. I think this could be a great strategy-grade weapon that can be used in a lot of different situations: engaging an enemy, exploring blocks silently and easily, fallback from critical positions, escape a large number of angry zombies without noticing etc. Someone should say: "Hey it's like that crappy flash light featured in BF3!". Well it's very different, first because it consumes batteries, second cause it can't be held with other weapons (maybe with the secondary gun, depending on staff decisions), third because it should be from rare to very rare in military barracks (actually this device is equipped by some special forces for real). Now I try to summarize the maxa beam traits: Rarity: Rare/Very Rare (a bit more common for batteries) Effective range: 20 to 50 meters (depending on battery charge) Operating angle: 35/45° (possibly, also this depending on batteries) Battery life: I suggest 200 seconds of constant lighting Spawns: Barracks and, why not, heli crashes Noise: Not at all Slots: I suggest 2 slots both for the Maxa beam and battery (4 total). When equipped should replace primary weapon. Effects on zombies: prevent them from follow you by blinding them for 4-5 seconds/make them run away from the light for few seconds Effect on players: blind as long as the player looks at the beam I think it would be also cool if the searchlight can be attached to vehicles (like ATV or cars) Well those were my ideas, hope you appreciate! Of course the staff can shape the suggestions as they consider them properly for a possible entry in DayZ. Let me know what you think about this! Thanks ;)
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