Search the Community
Showing results for 'Vehicles'.
Found 43107 results
-
Disclaimer: I am obviously exaggerating in this post. However not by much. And I don't mean a point on the map telling you to go there, God no. Right now your average DayZ life consist of getting gear and then being bored to death. You don't need to worry about survival because food/water are so common you need to be very VERY unlucky to starve to death. You need to worry about medical supplies only if you have something other than ALICE backpack. You need to worry about having bad guns for about 1 hour. That's how long it takes you from spawn until you're sporting at least an AK. Most of that is just running in the forest looking at the scenery. Then there's nothing to do. You can't build camps because most suitable location for the tent is an airfield (empty even ground, yay!). Vehicles are temporary gone and if they're not, what do you use them for? Get more loot? Again, what for? Basically there's no long term goal you can work for. Technically helicopter could've been such a goal (build it, escape from the country in hopes somewhere other than here is better). But there just needs to be more. Because right now, after you get the gear, you will probably start deathmatching out of boredom. I think if you give people something to strive for, something to actively put effort in there will be less shooting because of boredom. Making survival hard would also help. Let's take rebuilding a power grid as an example. It could require an effort of more than a small group. It could require vehicles to transport parts. It will benefit everybody on the server. It will add more life. People will have a purpose, people will have a reason not to shoot on sight. Being able to create camps (like actual camps, maybe even with fortifications of sorts) will provide the same goal for a smaller group of people. Bringing back vehicles is also essential for that same reason. TL;DR Give people something to work towards which will require cooperation (like rebuilding a city power grid). Make survival actually hard by making food more scarce.
-
yes... team survival aka no bandits + no friendly fire = strictly team work only mode meaning users can choose this mode set by the server host. so no bandit whores can complain, they can join the server without this team survival mode. with this mode,noobs, people who wants to play as a team without getting barebacked in the ass by ass holes, can have fun, as a team. strictly teamwork based mode, more zombies can be in this mode, more access to vehicles, more bases can be setup. k.
-
Make the Camping tents more rare and Unaccessible while logged out
duddbudda replied to UnAVA's topic in DayZ Mod Suggestions
anyone who has had their tent looted is one of the retards that puts them within 100ft of a popular loot location my team hides our tents and vehicles in the north of the map, and we have never once been looted -
DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
The real issue that should be addressed, the one that breaks immersion and realism, is that people don't value their own lives. So how do we get people to value their life, as if it is their one and only life? Here's an idea. I may or may not have lifted it from Diablo... Split servers into 'ladder' and 'normal' Every 2 week 'season', you can only spawn once on ladder servers. If you die, you have to play on normal servers until the next ladder season reset. Suddenly people will value their lives on the ladder and not rush around playing Makarov Kamikaze 2012. They will still attempt to snipe eachother for laughs, and will still backstab eachother for beans, but these are essential elements of DayZ. Suicide makarov battles are not. Perhaps there can be some sort of ladder standings to show off how long (online-time) ladder players have survived, or some other incentive to try to stay alive on ladder (ladder-only vehicles? special skins for surviving X hours during a ladder season?). Or perhaps the fact that Makarov Deathmatch exists on the normal servers would be incentive enough to stay alive on the ladder. With current mechanics, it would be very easy to survive out in the middle of nowhere on the ladder, so people will do this just to top the standings. Zombie spawns in wilderness and/or tweaks to the temperature system can balance this out, to make surviving hard everywhere. I think this is a better option than an X hour respawn, because it rasises the stakes on the ladder even higher (2 week respawn) while still allowing you to at least play the game, even if you're dying. -
Different themed gear for each military base area.
RSF TheCapulet posted a topic in DayZ Mod Suggestions
Right now, there's absolutely no incentive to visit the krasnostav or bolata air bases, unless you're next to them. Otherwise, you'll constantly be moving between stary sobor and the airfield for loot. We need the airfields, and even other smaller bases placed in a couple diff cities to spawn loot items specific only to that base. For instance, the NW airfield will obviously have the best air equipment. Perhaps the NW airbase should be a nato air themed base. With plenty of parts to fix vehicles, US themed destroyed vehicles and soldier zombies, with only USGI weapons and accessories, and perhaps the only place on the map for something special like parachutes, an M32 with adjustable zero, or maybe even movable defense placement weapons such as M2s on bipods, perhaps all the way up to a M240 HMV, etc. The NE Airport, I assume is closest to Russia. And it's also very close to the largest industrial docks, indicating that it is probably incredibly well supplied. Being so near an industrial epicenter, and being occupied by the closest standing army outside of the CDF, I could see them having both a ton of Russian weapons, as well as construction materials. This place, for instance, could spawn building materials such as wood for barricades and deer stand like towers, netting for camouflage, un-deployed (folded up) Hesco barriers, or even one of the Russian dual MG trucks, as it's exclusive spawns. The Southwestern air base could be a Red Cross base (at the field hospital), with the BAF having overseen the flight operations and base protection for the Red Cross camp. This would spawn the UK rifles obviously, perhaps some UK emplacements, or perhaps even a Jackal that takes a metric shit ton of scrap metal to fix as it's exclusive spawn. A Red Cross camp would fit well with the Cherna area since it has 2 hospitals and a field hospital inside city limits anyways. Then there's the Stary Sobor camp. I personally think it'd go best as a mixed camp with CDF, bolstered by the US marines, giving the area specific infantry gear. M4s with m203 launchers, M16s with acogs, AK74 kobras and PSOs, M249s, PKMs, M14s, DMRs, Mk. 11s, m40s, and most importantly the Mk. 16 and Mk. 17 modes, etc. Maybe an officers sword? :D And it's specific loot could be claymores! https://dev-heaven.net/issues/32098 -
Hello everyone, here is another few thoughts about zombies, wall of text ahead. If you are a solo survivor your gamestyle is pretty simple: 1. Find town. 2. Equip with survival kit (compass, 1866, matches, etc.) 3. Head inland. 4. Find AKM/M16/Sniper rifle/etc. with ammo. 5. Seek some pvp : P 6. Die. 7. Repeat this multiple times with some variations (exploring, vehicles, helicopters). Even if you are in group with friends this gamestyle is chasing you like a running walker :dodgy: But the thing is that zeds are everywhere and lots of us (i hope) are seeking revenge for what they have done with our precious Pleasantville. Sweet classic shoot-o-rama. Tons of dead bodies covering the streets. True zombie apocalypse. :heart: My suggestion is pretty simple - slightly increasing chance of finding stuff per zombie kill. For example +0.01% for 20-30 dead zeds. Or +1%, don't know, it is a question of balance. I know, it sounds like carebearing but it is not. I think if zombie hunting will be rewarded it will add much more motivation for keeping your character alive and kicking. I think that gameplay will change and become more intense and interesting: 1. Less crawling, more shooting everywhere - in towns, villages, barns. 2. Gunshots reveal your position -> more player contacts (coop or pvp). 3. Out of ammo for your AKM/M16/Sniper rifle/etc -> have to visit PVP active areas to find some. 4. Or find M4A1/Kobra/DRM with lesser chance of ammo spawn ::f**kyeah:: 5. Kill more zombies with nice looking weaponry. 6. Search for new ammo, kill moar ::arggh:: 7. Suddenly die from sniper. 8. Loose everything. 8. Emorage in chat :P Maybe this is a good idea, don't know. But for me - gunfire is much more fun than crawling. Killing zeds must have a meaning. Also, if this idea will be accepted, zombie count statistics can be stored only on local servers, and maybe this will decrease the server hopping syndrome. Thanks for reading, welcome to discussion : ) P.S.: sori fo may inglesh, from russia with love™.
-
so like the new outfits and female skin! nice addition to the female base that would prefer playing as a female! any ETA on the vehicles being fixed?
-
This mod is a ton of fun, however, there is a point you get to.... where the game can stop being fun. Soon people will realize that you either have to go bandit, or go solo in the woods and avoid all human contact. Most normal people don't relish doing either. This needs to be addressed by balancing game play soon, or people will abandon the mod just as fast at they fell in love with it. Yes, paranoia and fear are part of the game, but there is no more fear or paranoia when you know for 100% certain that EVERY one who sees you will try to kill you. It just becomes yet another deathmatch game among hundreds of others. And now with the removal of the bandit skins, there is even less incentive to play together. This game has a real chance of devolving into a simple deathmatch game with a zombie nuisance thrown in. So, what I'm suggesting is a real use for the humanity system already coded in the mod. I'm not suggesting keeping the bandit skins, but something different. Something that actively encourages co-op game play, yet still hides your humanity levels from everyone else, which keeps the bandit option viable for those that really want to be a-holes and do nothing but blast newbies running along the coast. First, revamp the humanity system so that its a scale from 0 to either 100, or -100. So, every player starts with zero and has to earn humanity, or can lose humanity. If you kill a player that has a lot of +humanity, you lose a proportionate amount from your humanity. Likewise, if you kill a player with -humanity, your humanity increases a proportionate amount to what negative humanity they carried. Otherwise, make earning/losing humanity very gradual.... like one +point for bandaging someone, or one -point for pickpocketing a backpack. Aside from the other perks / repercussions listed below... this would encourage players to seek out the worse bandits on the server. It would also encourage players to actively seek out and help other players, since they get better perks if they have higher humanity levels, or hang around with higher humanity level players. I don't know how much can actually be done with the current game engine, but possible perks and repercussions of your humanity level could include: +humanity Perks ---------------------------------------- --More loot spawning nearby --Better initial kit upon respawn (perhaps a compass or revolver) --Higher chance of better weapons spawning nearby --More meat available on animals --Able to self-administer blood packs --More blood restoration from canned food --Less chance of catching an infection --Less chance of a zombie alerting on you while in crouch mode -humanity Repercussions ---------------------------------------- Fewer 'rare' weapon spawning nearby Fewer medical items spawning nearby Chance of bandaging yourself not working the first time Unable to recover as much blood from food Higher chance of alerting zombies in crouch/prone mode More chance of catching an infection More hand-shake when using scoped weapons Less stamina when running at full sprint (forced cool downs) Unable to repair vehicles or fuel them Unable to use wire kits or entrenching tool Can only carry smallest backpacks Random gun jams, or the occasional misfire On top of the perks/repercussions, you could have a 'most wanted' system for the bandit with the highest negative humanity on the server, and mark that player with an always-on flare or chemlight. On the flip side, you can have a reward for the player with the highest humanity on the server, such as a bulletproof vests that take X amount of bullet-only damage before it erodes away.
-
After playing for a week or so..
Littlenorwegians replied to rocketa's topic in DayZ Mod General Discussion
Keep looking for updates. And there's still the chaos factor when it comes to humans. It's one of the elements which makes this game unique. This is where you make your own fun. Everything from making vehicles, setting up a hunting camp in the forest, raiding airbases and towns, etc. You have all the stuff, you say? Then use it. -
Engine limitations, my ass. ArmA 2 is supposed to handle massive battles with armor and jets and you are talking about five time more static interiors in a world where there are rarely light vehicles moving around. And this is the release version. Yes, that was sarcasm. I thought people know what they are talking about. Sorry, my mistake.
-
This is why some servers don't have vehicles
Malaclypse replied to anthony_henson2003@yahoo.com's topic in Mod Servers & Private Hives
Without vehicles, there really isn't much left for me to do but hunt other players. -
The idea kinda struck me when i was playing a while ago that the general atmosphere felt like the world itself was dying, espeacially in Cherno or Electro. The large industrial centers of the towns just screams hazards from anything like nuclear, biological, or chemical (NBC for short) decay. After realizing the potential of creating more hazards or "fear" from the environment aside from the zombies, infections, or PvPers, some inudustrial centers are always dangerous, and without constant up-keep they easily fall victim of decay. So keeping up with realism, (to a certain degree) i would think it would be interesting to add "Dead Zones" throughout the map areas that is dangerous to players with out some kind of protection (gas mask or something). These areas wouldnt be massively large, just small areas to increase exploration for players, for example, a small area of cherno's industrial center, would be a Dead zone where people with out gas masks would suffer breathing issues, or could cause blood loss (similar to how the infections work) within these dead zones could be better loot, or certain things to repair vehicles etc. another possibility would have a truck (military or civilian) wreaked on a road and it was seeping chemical waste, the truck was under armed guard by police or military. this would open the possibility of better weapons, or better gear. Remember this is just a thought. I respect constructive criticism anything more then that is not necessary. If you like the idea, jot down a response, if not, say so maturely, or give constructive criticism on how to make it better.
-
1.6.0 Helicopter crash site unlootable/enterable
naizarak replied to Wrisk's topic in DayZ Mod Troubleshooting
had the exact same problem with 2 crashed helis i encountered. also found a repairable car near stary sabor but wasn't able to enter it. i believe repairable vehicles are also glitched. -
This is why some servers don't have vehicles
normandy replied to anthony_henson2003@yahoo.com's topic in Mod Servers & Private Hives
I don't think they respawn yet , went around on my server looking for vehicles affter 1.6.0.1 but i couldn't find any , and i know our group got alot of them when the server launched i think we managed to get 1 pickup 1 motorbike 1 atv 2 camo uaz , 1 White Uaz , 1 Vaz .... and a heli. We are a group +-25ppl so it makes sence , but i haven't seen any of these vehicles anywhere as now we have 0 vehicles , and are looking for the ones we lost. I'm constantly looking for cars and helicopters , as somehow it seems my only goal on dayz now . . . We have come to a point where we have alot of gear and cars would be nice . . . Im really waiting for them to bring it back in , as when they where in we had so much fun and half of our play time would be ops with cars and heli drops . . . . but yhea lost them all when our camp got exposed. . . . . . Pls if any of the staff can read this, get the vehicles back in and respawning as soon as possibe , been wating since 1.5.6/7 -
Me and my friends have spent the last week looking for vehicles, we found and recovered a UAZ but nothing else. It's like the vehicles spawns are broken. Finding crashed choppers is nice also.... but none of the 2-3 had any loot. Even on the pilot/soldier zombies around them the best item we could find was a Cola... Woo!
-
This is why some servers don't have vehicles
EmotionalFartBlender replied to anthony_henson2003@yahoo.com's topic in Mod Servers & Private Hives
Dallas 5 have vehicles. Found one, but was not able to fix it. After this patch its gone. Im sure i was not the only one aware of this pickup, so as soon as it became repairable, someone went and took it. I believe fixing vehicles is working now, but i have no idea if the destroyed ones respawn. Does destroyed vehicles respawn in 1.6.0.1? I really hope this hope the respawn thing is fixed and that we get cars on every server soon. I want my bling bling. I will cruise down Electras streets listening to Mungo Jerry´s summertime without a care in the world. Wish me luck, i dont think my joyride will last very long... -
Cant fill Jerry's, Vehicles lose inventory
ansojak@gmail.com replied to Dronin's topic in DayZ Mod Troubleshooting
Yep, confirming this bug, at least at 1.5.8.4, six different vehicles with tons of stuff inside em, all gone after a day. -
Looking for clarification on cars/tents
Bandit Hunter replied to Chris_Grizzly's topic in DayZ Mod General Discussion
Some more details for the both of you. When a tent is placed in game successfully, which as of the current build is already very difficult, it will remain in that server as long as you are alive. If the server is shut down traditionally, as in for a reason OTHER than the normal server reset, the tent can dissapear UNTIL the next normal server rest. It will than appear again. It may also vanish due to various Alpha stage bugs, though this isn't, in a word, common. Vehicles can be affected by the same bugs. Tents will vanish 48 (i believe) hours after death of owner. -
Does anyone know what the story with cars and tents are? I want to begin stock piling weapons with my buddies but i've heard that if a server is improperly restarted the tent won't be there/will be empty. Cars also seem to dissapear on us when we log back in after a couple hours (presumable after a server restart) I've seen plenty of videos with people who own 1-2 vehicles and multiple tents but how reliable are they at the moment?
-
This game is well known for being unforgiving, and in many ways that's part of what makes it fun. Zombies 1.5.7 added a lot more zombies. 1.5.8 nerfed them in several ways, but some good ways. They move much more fluidly now so they don't jump all over the place and zig zag everywhere. That's a good thing, but it seems like they are too easy now. Here's what I propose. Kiting zombies for miles isn't exactly fun. Slow the zombie runners down a bit so you can lose them and add maybe a 1%-2% of zombies that can catch you and hit you at jogging speed (but not sprinting speed). Sprinting to safety should be a viable escape tactic, but gathering up zombies and running for miles to a building or a dock or some other place where you can easily stop and head shot them is not fun. It gets boring fast. Which brings me to my next point. Let zombies run inside buildings. I'm sure this is in plan. Slowing zombies in buildings was probably implemented to prevent zombies from quickly jumping you through walls. I'm looking forward to using choke points and high places as defense rather than just a warehouse or a dock. Balance all of this out by making zombies eventually give up chasing you, or give up once you're on top of a building without making noise for 5 minutes, and we have something that's less forgiving, more fun, and not so hard that it just wipes everybody out. Tents Tents are a cool idea, and of course they are buggy right now while they're developing. Why aren't they packable by every player? It's possible that they don't want players to go around packing tents just to delete the loot in them that they can't carry. It's also possible that they don't want 1000 posts on the forum saying "the sever deleted my tent." Maybe when a tent is taken it leaves a small bag on the ground with the remaining contents that can be looted for 30 days before de-spawning. This fixes the problem of dead players having to re-deploy a new tent just so the stuff in their tent doesn't de-spawn after 2 days and also allows people to steal each other's tents. As it stands right now, I use 2 or 3 neighboring tents near my camp to store stuff because my current tent is full. Of course, who knows when those will de-spawn. Vehicles We need more fixable vehicles, and fewer parts. As of right now it's just dumb luck if you find a vehicle. By the time you find it you already have (if you're a pack rat like me) enough stuff to fix 3 cars and a chopper. In a real zombie apocalypse, parts would be the limiting factor. Not the vehicles themselves. This would make the game more fun because parts would be more valuable, and something worth fighting over. We'd probably find more half-fixed vehicles on the map as well, which would lead to more vehicle fixing battles and more player interaction/strategy/team building. Ammo Right now, half-used magazines are full upon login. Just disconnect and reconnect to re-fill your ammo. I expect that this will be fixed eventually, but there is a fine balance between having too much ammo and so little ammo that your firearms are worthless. I'm sure we can find a happy medium somewhere. Starting gear This has been stated in another thread, but players should start with nothing more than a flashlight and a stick for a melee weapon. The discussion about this is here: http://dayzmod.com/forum/showthread.php?tid=6718 Tube magazines Firearms with tube magazines should load one at a time. The Winchester is still overpowered since it takes 2 seconds to load 15 rounds. The other shotguns should be the same. The benefit of firearms with tube magazines is that you can stop right in the middle of a reload and fire. You can't do that with a firearm that has a detachable magazine. See my other post for more on firearms: http://dayzmod.com/forum/showthread.php?tid=6924
-
Trading Post, volunteers required
iPlumbum replied to dazbobaby's topic in DayZ Mod General Discussion
Well, Me and my army would love to help you guys out (we were planning this ourselves) but now that you have came with it to the forums first we have considered joining our forces and making one successful army holding out in cherno (or a little town close) where we will setup our trading outpost. I normally roll in a brigade of 15 strong men and women willing to lay their lifes on the line for the protection of Cherno city against the infection! We have looted a fair bit in DayZ already and have a few vehicles and 1 chopper, few camping tents where we can drop loot (we usually do this when scavenging). If you want our help just let me know man, youll have all the protection you need. We are all arma vets, ive got dedicated snipers who love to spot incoming targets and well do well with communicating if there is a raid party incoming. Whilst my close quarter marines love to get up close and personal (these are the mercs you could really have working for you right in the centre of the trading post) because they love to kill those darn bandits who pose a threat to humanity! -
Difference is that my Dynamic Vehicle Spawning (DVS) system used in Wasteland took up a lot of network bandwidth. Wasteland is basically Dynamic Zombie Sandbox with the zombies taken out and with more RPG elements added. DZS is plagued by network issues because of the large amounts of CPU intensive zombies and vehicles. DayZ uses many more zombies than DZS, and I think Rocket's reasoning behind limiting the Vehicles is performance based.
-
Totally agree on this. 50-60 is a good amount of vehicles and you would still need to take your time to actually find one. To actually make a vehicle working can either be the easiest or the hardest part. Sometimes you got to run around the map for hours just looking for parts. It would still be a challenge, but it would make it a bit more fun if it was added a few more vehicles.
-
As already said groups are already vastly supperior in strenght, plus if you play as a clan/community you can already design Squad XML logos for your vehicles and some uniforms(not sure about DayZ clothing).
-
Heres a bunch of stuff that I've been thinking about for a Zombie survival Horror game for YEARS, but I know I'll never get into the gaming industry so I might aswell help out the DayZ Devs with some improvements that I've always wanted to see, so lets get started. EDIT: New idea I just had, Death Screams: -When a player is killed by either a shot to the body or when they are torn apart by Zombies, they will let out a loud death scream that echos around the vicinity. I feel it would add SO much immersion, imagine walking through quiet woods, all of a sudden -BOOM- "AAAAARGGGHHHHAAARGRAHHHHHH" and then silence afterwards, warning you of the danger. Dogs: -VERY rare, domesticated dogs mostly died off pretty quick since infection as they have a hard time adapting to no masters, locked indoors, no hunting skills, etc. -Because of this I would suspect only breeds such as German Shepards, Rottweilers, Cattle Dogs, Border Collies, and other more predatory or robust dogs could be found. -Most would avoid you, go rabid, maybe even a few infected dogs -However some, with memories of their human masters who they once loved may be more friendly towards you, and in exchange for food will start to follow you around from a distance, over time and over the course of several feedings, it will gradually stay closer and closer to you, representing that it trusts you more. -Perhaps with small piece of wood and string you could fashion a dog collar and engrave a name you choose onto the wood, just a thought, not necessary. -Once "tamed" they will follow you around and attack any Zombies that you shoot at, if injured, they heal obviously better than humans do just as in real life, lick their wounds to stop bleeding, and after a few hours should fully heal on their own, though you could easily add some mechanism to speed the process, maybe use your own bandages on them or something. NEXT. Player Infection: -I was thinking that infection should NOT be curable, but only slowable, meaning you could introduce a new icon along with the hunger, thirst, etc, that shows how long until infection, after being bitten ofcourse. -Each time a Zombie hits you, there should be a small chance of them inflicting a bite aswell, after two hours your vision will start to blur and you will have massive headaches, 15 minutes later, you will die and come back as a zombie after a short while. EDIT: NOT A CONTROLLABLE ZOMBIE... THAT WOULD JUST BE DUMB. -By slowable I mean that you should add a new, semi-rare form of pill that doesn't kill the infection completely, but restarts the timer. Yet another thing to have to manage, IF you get bitten. -Your zombified self will be easily recognizable as a fallen player, giving more incentive to kill those zombies, as they still carry all the gear that the player died with. NEXT. Sleeper Zombies: -After a long period of inactivity, zombies will fall to the ground, seemingly dead, and can be snuck past easily enough, though any gunfire or loud running will wake them up. NEXT. Vehicles personalization enhancements: -The ability to modify vehicles using gear and objects you find, barbed wire fencing, knives, Stop Signs, wooden planks, literally anything you could think of. Nail wooden planks to the sides for extra protection from both gunfire and Zombies, then add an extra layer of protection with barbed wire fencing. Tie two Stop signs to the hood of the car, extending to either side, possibly decapitating zombies as you drive past. -Spray cans to colour your vehicles, maybe your bandit clan has a symbol or banner? Spray it onto the hood of your vehicles and drive into battle against rival clans. -More vehicle types, hippy vans, armored trucks, Mobile homes! Imagine driving around in your ultimate moving fortress of Zombie death, a mobile home covered in knives and barbed wire, a ladder to the top with make-shift guard rails of wooden planks. You could drive while your buddies shoot and snipe from up top. NEXT. Base kits: You should be able to dismantle army tents you find, the ability to dig trenches with shovels, set up barbed wire perimeters, wooden palisades, towers, etc. actually FORTIFY a set base for yourself and friends or clan-mates, a place to defend, a place to call home, a place to store supplies, a place to plan your scavenging from. NEXT. Tracking: -All living creatures, human or inhuman should leave tracks, depending on weight. Rabbits leave close to nothing, and after only 20 minutes, all traces of them being there are gone. Players have a unique style of walking obviously, they dont randomly shamble about as zombies do, you should be able to tell that by looking at the tracks, zombie footprints should be arranged oddly, toes pointed strangely away or towards eachother. Where as Survivors have a regularly, both foot pointing in the direction they were facing. -Depending on how much gear you are carrying, how many guns, how much food, everything, should deepen your tracks and cause them to stand the test of time better than someone with close to or no gear at all. -Rubber shoes should be added to the "loot table" dampening how obviously your tracks appear, and decreasing the time it takes for them to fade away, also decreasing footstep sound by a drastic amount. NEXT. Zombie Run Speed: -Fix it please, they run far too fast and zig zag all over the damn place, while some might say that it should remain this way for difficulty's sake. There is no way that something that essentially has no brain would know the serpentine maneuver, and would be able to coordinate their legs THAT well. They should shamble, running is fine, but either make it the same as the player's or slightly slower, and their animation should not look as if they are the same as any other person, sprinting, give them limps, lurches, etc. You know what I'm talking about, we've all watched the Walking Dead, those zombies can run, but their run gives off the feeling that they obviously don't have much control, and simply go towards food, with no predatory instinct really, just mindless hunger. NEXT. Melee Weapons: -Baseball bats, shivs, knives, machetes, daggers, letter openers, ceremonial swords, pencils, ANYTHING SHARP. -Surprised they aren't in the game yet, its terribly annoying when you have a single Zombie standing over some loot, but you KNOW that the entire building is surrounded and that if you take the shot, there's no way out. I understand the hardcore element of having no melee weapons, but think about it. In real life, you'd probably want as many silent ways to take out Zombies as you could. Aaaand there ya have it, thats all I can remember right now, but I know that I had far more than whats written here. Please send the link to the post around and spread the word to get the Dev's attention! Want this game to be even more amazing than it already is :) Also, Planes. that is all.