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Everything posted by The_Dude (DayZ)
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Suggestions: New area's to explore, and new gear.
The_Dude (DayZ) replied to Bourneco's topic in DayZ Mod Suggestions
I'd like to see a couple of underground bunker type complexes.... creepy lighting (or lack of) would make for some serious atmosphere both day and night. -
Oh HELL YEAH. Unicorns!!!!
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I agree. I would add a tad bit more of an RP element to the game.
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A Pessimist's View of the Standalone
The_Dude (DayZ) replied to flower (DayZ)'s topic in DayZ Mod Suggestions
I think a dedicated DAYZ game will be a better performer. Less overhead.... more zombies. -
LOL... welcome to Arma 2 / Dayz interface woes! This should help you: http://www.dayzwiki.com/wiki/Main_Page
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I would wait for the standalone. Hackers and overzealous bandits make the current game nearly unplayable.
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Perhaps not necessarily right next to friends, but within a couple of miles in any direction? That would require some communication and coordination to meet up. To limit exploits, the spawn points would occur near designated area away from major cities/installations.
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Nah... just limit your hardcore recon to nights when the moon is closer to full. That will provide ample ambient illumination to compliment other light sources.
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takin a shit in the standalone
The_Dude (DayZ) replied to Eazy-Makaveli's topic in DayZ Mod General Discussion
ASS CLOWN ALERT!! -
The sad thing is, he probably screwed up with this ass clown inventory/interface design and accidentally fired his weapon.
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Possibly the MOST INTERESTING TOPIC IN THE WORLD.
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http://dayzmod.com/forum/index.php?/topic/91928-zombie-decomposition/
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I suggest that there be varying grades of degradation of zombies, based on how long they have been dead. This degradation would have several effects: Decreasing movement speed as zombies decompose Decreasing sensory awareness as eyes shrivel and cranial cavities dry out Increasing hunger as time passes (hunting behavior) Increasing pack behavior as zombie sensory awareness degrades (large packs amplify the overall ability to "see" around them) Fresh infected would be very fast, very aggressive, very aware Old infected would be very slow, less aware but very aggressive and travel more in large packs Old infected would be very quiet, as their vocal chords degrade, making them less likely to be heard by survivors...
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The average joe probably wouldnt even know how to maintain a high end military rifle, much less use it efficiently. Sure.. a hunting rifle or two is fine with average optics... but a thermal scoped M107?? ridiculous. I also think that night vision should be extremely rare and add to that a limited battery life.
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OMG... it mentions the use of batteries for electronic items! Thank goodness.
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Lets make NV goggles have a limited battery life. Batteries for them should be somewhat rare.
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Early prototype of wind turbine version: http://www.partycheap.com/Propeller_Beanie_Hat_p/60225.htm
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Nice idea... like a car chargers that plugs into the lighter socket. While we are at it... GPS needs batteries too!
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Yep... and this is the kind of bs that ruins the game for many, especially noobs trying to have some fun.
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Yes... I totally agree with this statement. The hackers have ruined this game... not to mention the general lack of regard for survivors actually trying to survive.
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Yes, and thats also another reason to make them have a limited lifespan. Replenishable of course.
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Allow for two lives instead of just one. After you die a second time you have to start all over.
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I disagree with you on this point.
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All I know is what I read on a spec sheet. Anyway, why not have battery life? Unlimited energy makes no sense.
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So why dont they call the game Day-I instead? Z is for zombies? No?