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Found 27 results

  1. Just adding my two-cents, after over 1,700 hour, to what could be done to massively improve it. 1. Have One Button to change all the Tabs to Order By Mods Instead of having to go through ever one by one changing them from Alphabetical Order. (More for people who like messing with Mods, it gets tiring changing it every, single, god, damn, time) 2. Fix Minor Bugs where the Quantity of specific Items are not show after Saving and Loading a Load-out 3. More/Different Vehicles so you can test the AT weapons on Each of them to see what they damage. (Referring to how they are Semi-Transparent, and Change Colors, White, Orange, Red Depending on Damage) 4. Fix the Bug where when Loading a Load-out it adds or removes NVGs and Items from the Load-outs Inventory 5. Fix the Bug that Freezes the Character when Viewing through the Arsenal After Saving and Loading. (Doesn't happen if you do not Save then Load) 6. Add more AI who are Running so New Players can learn and practice on shooting moving Targets. 7. Better Saved Load-out Management. (For people who like making a Bunch of Load-outs for Mission Making for example, its annoying to lose a Loud-out in the Hundreds that are already there, Yes there is a Mod for it, but it has issues related to crashing the game when used) 8. A Remove Every thing Button, the number of times I have mistakenly hit the Random Button and done mess every thing up is annoying. Other things that would be cool to add. but are not as needed as whats already stated above. 1. Ability to make Units/Militarys using the V.A. that are use able in the Eden Editor instead of using the V.A. to change them, reasoning is because if you have Mods it make it super hard to load (There has been times where I brewed a whole coffee pot before it loaded) the V.A. Every, Single, Damn, Time (Yes I know there is a Mod for it, but you still have to edit/move files around to get it to work properly) 2. Infantry Body Armor Viewer, Like in War Thunder but for Infantry, Maybe for Vehicles Also? Again just my two-cents that aren't worth a damn
  2. 1. Fall damage is OP, you jump off a pebble and BOOM... you’re almost half dead already. 2. Weapon Accuracy is dreadful, bullets do not hit efficiently enough especially with a controller. 3. You need to add K/M support for this game. 4. Too many bugs and glitches causing myself and many other VIGOR players to lose all items in game and have to re grind the items over and OVER AGAIN. 5. Every character looks identical to each other. Needs a lot more clothing items in the store. 6. You do not even know who your own team mate is due to lack of HUD, you need to add an Icon above there player to symbolise it’s uour friend and not enemy. 7. Bullets to not shoot properly from a gun and what I actually mean is that when you’re trying to spray your machine gun, only a couple bullets come out and you then have to tap the RT button rapidly as if it’s a single bullet gun. 8. VERY repetitive, needs to add in game events to keep players wanting to play more and not do the same thing which is sprint to the safe house and then sprint to a safe zone and repeat over and over again. 9. WHY IS CROUCHING IN THIS GAME SO DAMN LOUD JESUS. 10. Dev support is ridiculously slow, this game came out in July 2018 and what has happened but add an in game lobby and some guns? Every patch update has done nothing but make the game worse, I’m still finding myself freezing in random spots, server kicks or not being able to use my weapon and die. 11. Add a ranking system so again it’s fun to be able to rank up and see the levels in game lobby. 12. Add some stats so we can actually see how many kills we have made, or how long we’ve walked, how long been playing for ETC... 13. Focus on your player base, I’ve seen soooooooo many players making suggestions or mentioning about bugs and nothing is being done. They’re simple bugs to fix and we’re still facing these every day. 14. Loads more to complain about but I would probably go to 100+ so I’ll leave it here. Feel free to continue this on in the comment section if I have missed anything you guys may be struggling with for this game, I will be adding an IDEA poll soon so once again share some ideas and I’ll add them in.
  3. Ok so I came up with some solutions to make the DLC even greater 1) visibility bar DEDICATED to Air vehicles, which means you will be able to boost the air vehicles objects showing further away without compromising your fpses when in a plane 2) I would suggest a kind of script (for low specs computers) that allowes you to decrease significantly the details on the ground and focus at 100% on air targets/visibility which is necessary for flying..i don't know if this is possibile but the arma engine is being pretty editable so I hope there won't be any problems 3) I would suggest a realistic stall system, together with flutter effect, g-forces 4) one more thing...camera shake when shooting with a freaking 20mm air gun..that's...NECESSARY. 5) I also suggest a much cooler pilot helmet featured by NAVY Pilots on the actual F-18s https://goo.gl/images/AJFV2I
  4. Lord of the Exiled Winks

    Useless guns

    There’s really no point in not using the KP 31. Except for the cool factor other guns are too rare and expensive for how much they benefit you, not much. Scopes are cool but barely increase your ability to deal damage as they only give you like 3x mag in the best of circumstances. What’s the point in trying to take a scoped weapon when you could honestly snipe just as effectively with the cheap starter gun. Until you get plans for a weapon ammo is extremely rare, and it’s not like having rare ammo increases your Killing ability as all weapons take about the same shots to kill. I like the headshot is an instakill, but when you’re using the starter shotgun (useless) you literally have to hit a headshot every encounter or you’re screwed (it takes three shots to kill but you’re using an over/under lmao and the reload is long as fuck) it’s literally pointless not to use the KP31 because even if you do bring out a scoped weapon the weather is rarely ever clear enough for you to make it useful. So you end up at the mercy of everyone else using their KP31’s at close range and spraying you down with their 72 round magazine. Bad enough that several weapons in game are just straight up useless (SKS with a fire rate worse than the Mosin but you still have a 6 shots to kill?). It seems like the game wants to punish you for doing well or playing smart at every turn (terrible exit locations some are impossible to reach or even find the entrance too, and when you do make it you have so little cover from campers it’s not even worth it). Especially with the 3 kill mark, the permanent mark on players who snatched the airdrop, the airdrop circle etc. the meta of the game is to just camp and with visibility being almost always terrible, scopes being worthless, no bino etc. what’s an agressive player supposed to do other than get continually ambushed until he’s back to, guess what, using the KP31 and dinking other players as soon as they try exit. Some of my best games have been with the KP31 and under 800 m traveled. I mean the airdrop location is obvious from the beginning of the match (why not make it only appear after the airdrop has actually landed or to attentive players who are watching for the plane and the parachute) so from there you locate the obvious exit points and just camp. I get that everything on the maps is static and that the maps are all hand designed, they really are good maps I enjoy playing on them, but there should be several different exit configurations and they should rotate between maps so you never get the same exit setups between encounters, airdrops shouldn’t been known until it touches the ground or until you see, hear the plane or the parachute, players who get the airdrop should be marked either for a limited time or the time between their icon appearing on the map should be drastically increased. Or another option would be that players who get the airdrop don’t appear on the map unless they’re spotted by an enemy player, giving players a stealthy option as well. Exits shouldn’t be biased towards campers, if you give players terrain to camp behind you should give players trying to exit plenty of terrain to hide behind as well, scopes need to be have an increase in magnification, other modifications such as grips, bipeds etc. should increase the stability of the weapon platform. I have the HBAR but the gun sways so bad that the bipod actually clips into the ground lol. I should be able to actually use the bipod to stabilize my gun, and I should be able to bipod on ledges or on window seals. Modifying your weapons with your own accessories and decals or paint jobs should be added as well. Damage outputs for all guns should be increased, shotguns should be deadly in close quarters, 1-2 shot kills, snipers should be 2-3 shot kills at range, everything else should be 4-5 shots to kill. Either that or just accurately portray gun shot wounds in game (personal favorite). I.E. non-fatal gunshots lead to bleeding that you must stem with bandages (hey guess that makes them useful now) fatal gunshots could be an instant or near instant kill. I mean ya that would make the game much more difficult but it would also make the game much more rewarding. Having to actually be careful and take your time checking your corners and watching those vantage points. Slowing down the game experience IS NOT a bad thing, if I wanted to play PUBG I’d just play PUBG if I wanted a fast run and gun under 10 min matches I’d play COD or battlefield. For a game that claims to be a Escape from Tarkov and PUBG baby it’s slacking on the hardcore aspects. I can count on one hand the number of satisfying shootouts that I’ve had. When you die you shouldn’t be mad at the game for screwing you over you should be mad at yourself for not playing well enough. This is something PUBG managed to get down, there’s not much in the game that you can actually point at and say “this is an exploitative or biased feature,” there’s much you can point at in Vigor.
  5. Good morning! I have tried the game yesterday, for the first time, so with a fresh point of view. I have some remarks to give that can be usefull: 1) a bug with the bag slung while traveling. (untimely movements of the bag). The same type of bug with the character, when it is too close to an obstacle (car, for example) 2) Useless shots against the opponent (quite random). Maybe a server problem, as I am in Russia. Some ideas for the future, not necessarily all to take: 1) Propose a choice of view first / third person. 2) Propose a cover system 3) Add "life" to the world maps. (animals, png civil) to mislead the player. 4) add random events (helicopter passage, fighter jet, acid rain, aid convoy / military or other) to put the player in an atmosphere of continuous fear. 5) why not add bombs to disarm in order to recive components. (by implementing a system of realization, with explosion if the action is a failure) 6) To be able to place explosives (on doors, for example) 7) maybe add a PVE mode (a zone guarded by the army, for example). I will come back to post some remarks at my next session if it can be helpful. I think this game has real potential, and I will keep an eye on it. Thank you for your job. Good day, and especially good luck for the future. Romain
  6. KnoxHoots

    Hold Breath

    Add the ability to hold your breath with scoped weapons
  7. KnoxHoots

    Streaming

    When directly live streaming on xbox one x with mixer it creates huge amount of lag, unplayable at times. Stability is needed
  8. twitch_nomad1470

    Ideas for improvements

    A few ideas for possible additions to the game, some of these will probably have already been mentioned. Squad games would be a huge addition in my opinion, a few people have mentioned seeing guys who teamed up in game, so a duo mode and solo mode would fix that issue. Weapon customisation, such as sights and silencers would be a cool addition. Traders to buy/sell loot would be cool, traders could also have quests to add something different to raids. I'll post more ideas in this section if I come up with anything else
  9. KnoxHoots

    Possible Improvements

    Kill log - To let players know WHO (gamertags) has been killed and HOW Player count - to let players know how many people are in the game Reward for being last alive - a reward for being last alive will add more incentive to stay in game till last alive but still have option to leave whenever desired as it is now Triples and Quads - already being discussed Leaning - third person and first person leaning Tags and icons for teammates - to be seen through walls and environment so we dont kill one another highly needed
  10. KnoxHoots

    Attachments

    Implement attachments to enhance weapon capabilities. Fast mag, stock, extended mag, rapid fire, long barrel, barrel choke, quickdraw, grip, laser light, tactical flashlight, suppresor, high caliber rounds, stabilizer (sniper rifle), just a few examples. All attachments would stay withing context of the game. Nothing unbelievable.
  11. So ive been playing vigor, and its great... But I would love more to do during encounters so its not just loot, go back home, loot, go back home. I was thinking that you could add animals into the game that you could hunt and skin and eat. I think this would be an amazing addition to the game because it adds an extra thing to do and keep track of (hunger) and you cook it back at base or during the encounter if you needed to. This would also follow along the lines of risk vs reward. Risk alerting others to your position with the gunshot noise but you could get to eat. Let me know what you think
  12. Jaden Rademacher

    My Ideas

    I feel that there should be like scopes and silencers, and grips and stuff, but make sure they are kinda debuffed, like when you use a scope in direct sunlight, it kinda reflects, like the light a flashlight, but there are upgrades to made the reflection dimmed but not completely eliminated, so if your camping in a bush, the enemy players can still see you, making it fair, rather then dying to a player you couldn't see, making it pretty hard to kill them before they could kill you. Silencers should make the gun quieter, but not completely silenced so it isn't a super high advantage. Grips, I can't think of any debuff for them, like, all they would do would be to make you aim less all over the place. Another idea, making upgrades in your house like a tread mill, which lets you run faster by like 2% and put it in set of 5 tiers or a set of weights ora backpack which progressively gets either a bigger selection of weights or a bigger backpack which would increase the items you would carry by like, 5 items, but the last upgrade could be instead of 5 items, carry aextra weapon, and make it so there would be 7 tiers.I cant think of any more ideas, but if I do ill post them. Thanks for reading and hope to here other peoples suggestions cause I want this to be a successful game (not that I'llget to play it often, I'm a PS4 player, only can play it at my friends house)
  13. First of all, congratulations for the game, the basic idea it's fantastic and I can not wait to see how the game will continue to develop. I bought the game preview on xbox, and I hope to see the full game soon. I love the system you used to avoid making everyone "Rambo" running around and not caring about tactics and dangers. Dying and losing everything makes the tension rise, but at the same time give the freedom to leave when one wants to allow anyone to get a loot anyway. I noticed that there are some bugs, like the automatic weapon that locks up during automatic fire. And only in PVP mode. In the shelter everything works fine, the same problem I had with all the automatic weapons. As for the ideas to give you, it would be nice to allow a group of 2 or 3 people to take refuge together and play in a team. Customize some weapons, give a little more time to look for loot before radiation arrives. Offer a little more chest launches. Being able to surrender so as not to lose everything that was taken, sharing the loot if yu surrended. (I do not know if it would create some sort of exploit, but it could be an idea.) Improve the Spawn system to not be already with an armed enemy behind the back. A pair of binoculars to study the area. I hope it has been helpful. Continue on this path anyway, because the potential is enormous. Good job.
  14. Sleepyc18

    Suggested tweaks

    I think the ambient sound of the environment mask the sound of other players. In the tunnel on fisk factory i can hear foot steps just fine until i walk out the tunnel. Walking in a building i can hear foot steps when standing still. The only time i can hear other players that are outside is when I'm not moving or they are shooting. So i would like to see adjustments in the sound. Once you have a blueprint for a gun getting another from a drop should grant you one gun of the blueprint rather than a blueprint you have no need for. Grenades should also be found by looting. Say give a green circle that would have a single grenade located in it. Cause one every so often from drops is good but not rewarding enough. Also i would like my sensitivity settings to stay rather than everytime i load the game up i have to change them, and give a description of what some of the sliders do. Another problem i have is player draw distance. I will be aiming at a player (I'm sniping) and he just running by but then they character disappears when i should still see the character. I have mostly all blueprints, when will you be adding the scoped guns into the game?
  15. First of all, wow. For as early on as this game is, it looks freaking beautiful! Plus, it plays a lot better than I was expecting it to as well! I am absolutely stoked on this game and I can't wait to see where you guys end up taking it! That being said, I do have a few suggestions and ideas that have occurred to me while playing, some of which are based on things that I enjoy about post apocalyptic fiction, others things that I think would enhance the experience and some that are probably firmly rooted in my own biases. I apologize in advance for the length (so far and to come) but I sincerely hope that you'll bear with me as I try to make a compelling case! *Disclaimer* I'm aware that you're not trying to make this game another version of DayZ, but I hope that you'll forgive some comparisons and ideas! • FIRST PERSON OPTION: I'm not sure if this is in the works or not, but I'm really hoping that there'll be a first person option in the future. First of all, I'm going to get the fact that it's my preference out of the way. That being said, I believe that it does wonders for immersion and I've noticed a few times with the camera placement in third person, that my character is visible but I just can't see anything. I love the trees and I love the lush forests but, it's so obstructive while playing in third person. So I'm very sincerely hoping that we'll have this option in the future! • DAYZ STYLE LOOTING AND INVENTORY: I want to get this out of the way: I do like the idea of having containers. But I also kind of feel like it's more streamlined and efficient when you can just open doors and grab stuff. So I'm hoping that, if there's nothing in the works for a DayZ style looting system, that we'll hopefully at least have stuff sitting out that we'll be able to grab as well. Plus, I just love the immersion in DayZ with being able to see your character's hands interacting with everything and grabbing stuff! Also, I'm just being honest here, I'm not a big fan of a few aspects of the inventory system. • PVE ASPECTS IN LOOTING ZONES: I'm not sure how far Norway is supposed to be from the "hot zone" but I think it'd be cool to at least have some hostile wildlife/feral dogs running around while we're looting and looking for the care packages. I'm not talking about tons and tons, just a few here and there to break up the monotony between where things are actually happening on the map. Don't get me wrong, I love the fact that we don't know how many players we're up against, it's just that, when the tension dies down, things get a tad bit boring. Plus having some PVE wildlife would add a lot of layers to the game too. Is what you're hearing walking through the bushes a deer or a person? There's a mange-infested feral mongrel chasing me but do I want to risk giving my position away if I shoot it? Will it call it's pack and give me away to them and the other players? Could I throw it some meat and see if It'll leave me alone? The possibilities here are only limited by imagination, just imagine how dynamic this would make the game and how much it would add to replayability! • PROTECTION THAT LETS US WITHSTAND RADIATION: Like HAZMAT suits that'll let us stick around a little bit longer and also possibility enable accessing unique areas that people without protection wouldn't be able to survive MUTANTS: I'd like to clarify that I'm not really expecting anything too crazy(unless that's where you're planning on taking the game!?) I'm mainly referring to more realistic stuff like certain areas closer to the "hot zone" where there are larger mutated plants and where the wildlife looks more "sickly" and deformed. Stuff like missing hair, tumors, maybe extra limbs or heads. Plus eating the sick and deformed wildlife could make players sick as well. Plus maybe crazed survivors covered with radiation burns BUT that would probably be a stretch. There are also some areas that I'd like to see a bit more destroyed looking and overgrown a bit more. Well that's about all that I can think of offhand, I really have enjoyed playing this game so far and I hope that I've at least brought something interesting to the table!
  16. Last night i had a great opportunity to play Vigor for the 2 hours straight, it was one of the funner games that I have played in a while and I plan on purchasing the founders edition tonight. There are however a few different things that I feel need to be brought up. I am sure that you are aware of the glitch where the screen goes black in the beginning when you load up the map, then soon after the screen returns to normal. However i had this happen where the screen didn't go back to normal and i ended up getting killed a few minutes into the game waiting for it to load. In the tutorial please let people know that they can ADS, it took me quite a while to even realize this was a possibility. I found out by accident and was pretty disappointed that i could have been using it the whole time. when trying to remove items from Ammo category it sometimes doesn't delete them and doesn't tell you why it wont delete them. Gun mechanics while I know are being worked on, I hope they go in depth as far as other games such as Arma 3 with bullet drop and an easier more fluid transition into the ADS from 3rd person. I felt that the D-Pad is under utilized, you could use this for instant use of consumables that way when in a firefight if you find a place to hide you can quickly use a consumable to help you out. Being able to run while looking at the map is a MUST. while running away from enemies it would be nice to be able to pull it out and be able to mark a location on the map. For when CO-OP game-play starts numbers on the Compass Bearings at the top will be useful I noticed the Helicopter on the Fjellkantan i was curious if this is a random location on the map that it spawns every time? If so this is an awesome mechanic because it helps with the start of the game to mid game and helps thin out the numbers of players before the Air-Drop. Making Death more meaningful: right now there is an issue where players don't really go about looting, it just seems like it is craft weapon and bullets head into the area and fight others just for the drop, there really isnt any push to loot or fear of dying. i would recommend making crafting weapons slightly harder so that weapons are more valuable and make looking around and looting more meaningful. I remember when i first started i found a crate with weapons i was like, "oh no now i really need to get out of here so i dont lose these weapons" but then i realized that you can craft weapons and it now takes the fun out of looking for boxes when i can just kill someone for their guns and ammo. Im sure there are more and i will post more as i play more once again thanks for this awesome game i look forward to the massive changes that make this game better coop, more base building options, more loot, and any other changes that come
  17. Levi Feaster

    Bayonets

    Weapon bayonets should attach to respective weapons
  18. So first off in fort draug or however, i love the dynamic weather but due to non stop rain you cant hear footsteps like on other map, so to counter this add in game puddles that splash when a player walks into it this way you keep real feel storm without losing immersion, 2: contextual lean?? 3:team play obviously 4: controller settings need better explained and need an option for first person ads like on pubg so i dont have to click right analog every time i re aim, 4: please do not add keyboard/mouse function this is a competitive xbox game meaning controller only or it isn't fair 5: rewards for kills like extra scrap/salvage whatever nothing op just something to entice players a little more even though it's not needee because players are going to pvp anyway, add a ranking system maybe based on k/d for matchmaking purposes like ppl with 3.0 k/d play against similar, this way new people dont get wrecked first day in an rage quit. Love the concept great graphics, animation is a little choppy but i assume it'll revamped.
  19. Aaron Hawkins

    First day of Vigor

    Today was my first day playing this game. Over all I am blown away by the graphics and the sound effects. The issues I was having was scavenging loot. The window to scavenge is to little in my opinion. Also I’m not the best shot in the world but i shot someone multiple times and it seemed to not register them when he was trying to knife me and proceeded to kill me. I stream and watching my stream due to the delay my cross hairs we directly on his back for multiple shots. Duos would be a fun feature as well that I’m sure is in the works. Having a lean function would be great while amaing. Also being able to soft aim or ADS not one or the other. Day one has been a lot of fun. I will play more tomarrow and provide feedback. Thank you.
  20. On Twitter you welcomed constructive criticism. It's hard not to be constructive and flame off on a game when the issues are this blatant. Its difficult for me to comprehend that you have not done any QA for your infrastructure. If this is-us quality testing the game for you, how about we get some feedback from the dev's or a moderator on your forums? How about a quick patch so we can see some incarnation of the game that doesn't have game breaking issues? When I just killed a dude cause I was lucky my gun didn't jam, only to die because a guy knifed me after I shot him point blank in the face. I'd consider that to be game breaking. Did the issues not come up when you tested? I'm all for positivity but when you can't even play the damn game cause it's seriously not ready. Its not easy, the game has so much potential - but it just seems to be getting harder to see with such deep rooted issues. - UnlixGhost
  21. My suggestions for the future of Mini DAYZ: 1. Enhanced control pad On swipe event or move + Pointer will move along with the user's finger. + Pointer cannot overlap the control pad. (no more teleportation for pointer) For me, a great and accurate control of your character is very important. Some of users are struggling on control specially when the game is getting laggy because of a very long time progress or some causes. There are times that your character move to the opposite direction when you move and fire. 2. New user interface (UI) of actions for throwable items such as grenades and flares If there is atleast one flare/grenade available in inventory, tapping the switch weapon icon can switch to flare/grenade. For example: If you have a melee weapon, no primary firearm, no pistol, have 5 stacks of flares, and a grenade in your inventory. The switch weapon rotation will be... melee weapon -> grenade -> flare -> melee weapon... This is helpful to avoid the unintentional throw of grenade/flare upon tapping the "throw" option of item. Here are the sample images of UI and some explanation: Grenade Before and after of UI when user tap the "throw grenade" icon. After tapping the "throw grenade" icon, the "cancel" icon (red X) will replace it and the user can tap the screen to throw the grenade. The attempt to throw the grenade will be cancelled if the user tapped the "cancel" icon. After throwing the grenade and no grenades left, the actions UI will automatically change into flare (if available) or melee. Flare Before and after of UI when user tap the "light-up flare" icon. The "light-up flare" icon will be removed once the user tap it and the flare will be lightened. Before and after of UI when user tap the "light-up and throw" icon before "light-up flare" icon. After tapping the "light-up and throw" icon, the "cancel" icon will replace it and the user can tap the screen to throw the flare. The "light-up flare" icon will be hidden because it will automatically light-up upon throwing the flare. But if the attempt to throw was cancelled, the actions UI before will return so the "light-up flare" icon will unhide. After throwing the flare and no flares left, the actions UI will automatically change into melee. 3. Live mini map view A small screen that will display your character's current position, obstacles (i.e. trees, buildings), and current tile according to mini map. This is a big help for smaller screen devices, secret location hunters, explorer of the whole tile/map so you can ensure you've seen the area of a tile completely while you move around. Miniview at northeast of screen. Miniview at northwest of screen. The red dot at the center of miniview is your character's current position. Buildings in miniview will show as what the area looks like in the inside. I think having an option to toggle miniview is good too because some people may not like it or don't need it specially to tablet users. 4. Auto-stacking of stackable items No need further explanation. 5. Stab in the back Could be a default melee combat mechanism or could be a perk. Attacking an enemy from behind will count as a backstab. Backstabbing an enemy will guarantee you to deal damage first and the target will only attack after the damage was dealt, not when you are getting near the target before you attack. Some additional ideas: + Guaranteed to deal critical damage or; + Higher chance to deal critical damage 6. Tactical backpacks Backpacks that can handle rifles and pistols. These are very helpful in looting firearms. Here are some images and explanation: Let us assume this "Mountain backpack" is an artificial "Tactical backpack" and have 7 slots too. The 2 arrows at the rightside of "Tactical backpack" is the switch slots icon. Tapping the switch slots icon will show the slots for firearms. In this backpack we have 5 slots for firearms. Each of these slots show what kind of gun it can handle so we have 1 slot for primary gun and 4 slots for pistols. This is what it looks like if we put "FN Cal" and "Glock" in "Tactical backpack". I am not sure if "Tactical backpack" is a right name or specific name to use so names may vary. 7. Archery perk "Increase the reload speed of bows by 50% and increase the chance to re-use shooted arrows by 20%." Numbers may vary. This will be a good reason to give love to "Improvised Bow" and "Crossbow". 8. Optional zoom-in when entering a building Allow users to turn off/on the zoom-in transition in options. 9. Detect friendly survivors by "Scout" perk With "Scout" perk, we can detect bandits and traders around. However the description is subjecting to survivors so why not detect the friendly survivors too? This way, we can not miss them whenever we hear them shooting their firearm nearby then suddenly become silent. 10. Dexterous perk "Traps will not trigger when you step on it and stepping onto barbed wires won't slow you down." Although the immunity to triggering traps may sound OP, I think it is still fair for the scores invested to learn this perk. 11. Protective "Bulletproof vest" Whenever a character equipped with bulletproof vest has been damaged by bullet shots: + only bulletproof vest's condition will be damaged or; + bulletproof vest will have the highest rate to absorb damage to condition than any other gear. 12. Actions control for friendly survivor Retreat When friendly survivor is attacking, friendly will retreat to a fight and will follow the character. When ally is in retreat state, ally will not attack even when being attacked. Lasts for a few seconds. No action will be made when friendly is not attacking. Scout Using this action will allow the user to pinpoint an area from screen. Once the user pointed an area, friendly will go to that pointed area and will stay/guard for a few seconds. Attack Using this action will allow the user to tap a specific target. Ally's attack will priotize the selected target. This may seem complicated to implement since there is no capabilities to select a target by tap. But if feasible in the future, that would be nice. However there is another way... instead of allowing the user to tap a specific target, make it tap an area. The nearest enemy (or any attackable target) to the tapped area will be the ally's priority target. 13. HP regeneration for friendly survivor Ally will slowly regenerate HP when unattacked or not in combat in a few seconds. Ally taking damage will interrupt the HP regen. 14. First aid kit Can be found in hospital and abandoned ambulance vehicle (secret location). This item is very rare. Using it will cure sickness and bleeding (like Tetracycline and Bandage), heals 25% of max HP (like Saline Bag), and gives a fast HP regen in a few seconds (like Vitamins). 15. Option for lower graphics Some users including me are experiencing lag like 15FPS as you progress for very long time. So I think this option might help. Maybe a little game optimization and bug fixing too can fix this lag issue. These are just suggestions and I will not be disappointed if all/one of these are disapproved. I hope my thread can help the dev team somehow on their current ideas and goals to the development lifetime of Mini DAYZ.
  22. Here's a little thread for suggestions that you guys could possibly add- after you tackle the bugs of course. * Huge trader camps (Sort of like communities, which would appear on Island 1) * Improvised tents * Multiplayer (Its probably been suggested more times than there are pixels on an entire map) * Attachments * 2 story houses/rooftops * Good 'ole Makarovs * Crouching/proning (reduce visibility, increase accuracy) * More building materials (brick, cinder blocks, etc.) and a better building system. * More awesomeness!!!
  23. * Bandages should be usable for making firestarters. * Items stack automatically on pickup if stackable
  24. Mini DayZ is a great game and i really love playing it and i cant wait for next update , here is some stuff i think would make this game even better maybe some of it is already coming with the update : Its would be really cool if we could put Handguns or Headwear and other Clothes in item slots , we can holster a knife so i think we should be able to carry another handgun or night vision goggles in backpack , also hatchet and other small melee weapons. With new weapon attachments coming i hope we can attach rope to primary weapons and carry them in inventory or in backpack . Or make it so that in hand slot we can put spare rifle or any other item (maybe even backpacks or tents ) as if it would be carried in hands . Now when you find something on the ground you first have to put it in your inventory before using it , and if your inventory is full you need to drop something on the ground pick the item you want to use , use it and then pick the item you dropped earlier , this is very time consuming and annoying , would be great that we could just use items like food drinks bandages ammo straight away without picking it up If player drops something on the ground or in some building it should stay there for some time , now items despawn and disappear randomly and you usually cant comeback for them it just feels very random , especially when you have to drop backpack to build a tent somewhere and want to comeback for it . Auto stacking would be awesome Enemy npc should drop everything they have on them , now sometimes bandits drop only ammo and consumables but not their weapons/clothes and military zombies with guns will always drop a gun and very rarely ammo but they can shoot for unlimited time and never run out of ammo , there should be at least some ammo in their guns . Hunting requires Knife , Hatchet , Matches and some kind of firearm it is never worth it , in so many runs i never used it reliably but only to mess around when i have a base built , there are easier ways to get food Sewing kits dont work on Hunters Gear , Backpacks and Headwear making them only good to sew Gorka gear .. First island needs to have one military base to make it more interesting , currently there is no point to explore first island you just want to rush to the other shore with a hatchet or woodpiles and leave it as soon as possible , there is no point in staying longer and actually longer you stay on first island harder it gets to survive , meanwhile on 2nd and 3rd islands you just loot more and more ammo making it easier for yourself . 3rd and 4th islands needs more NPC bandits and traders , now when you settle in with a tent you just run around looting same military bases and killing same zombies again and again and dont meet many npc on your way . Bandits and Traders should get generally stronger over the time passed now even after 20 days you meet unarmed suicide bandits who pose no challenge but rush to kill you . Secret locations should never be empty , considering how rare they are , also there could be more of them in each map making it worth to explore every island before moving on . Shooting in houses is very buggy and you can get shot or hit trough wall , or you empty the clip hitting only invisible walls but not the infected , also buses on the road , infected will hit you trough bus walls and enemy bandits will shoot trough the bus .. When shooting multiple targets your target would change by which one is closest to you this is a real problem when fighting bandits with guns and infected together , maybe targeting could prioritise bandits over infected or NPC with guns over melee ones . Very dark nights is great and makes this game so much more fun but currently when playing during daytime and its night in game all i can see is my reflection on screen and even max brightness does not help .
  25. Let me preface by saying I understand that Arma 3 MP is hit and miss, and that it doesn't really matter how good your hardware is if the server being played on isn't any good. I am no longer interested in Arma online! Now, with that out of the way. I'm looking into building a new PC from the ground up and my main goal is to run Arma 3 single player, scenarios, etc... at max settings. I have a GTX 960 4GB GPU and will just hold on to that, knowing that Arma is mostly powered by the CPU. My specs as of now are:AMD 8350 clocked at 4.3 ghzCooler Master heat sinkGTX960 4 GBASUS budget board16 GB RAM @ 1880 MHZ650 W PSUI'm looking into getting:I7 7700k 4.2 ghzMSI Enthusiastic Gaming Intel Z270 moboCorsair Vengeance 16GB ddr4 3200 mhz(I'd like to keep my PSU if possible and will upgrade my GPU when I can (probably a GTX 1080) ) Would this build suffice? Any suggestions or comments are appreciated.
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