I enjoy making survival games into movies. Semi-Professional loot carrier. Full-time gym addict. Business ✉ - [email protected]

Joined October 2024
Dear @DayZ Development Team. Let's break the wheel already.
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[NEW VIDEO] - I Tried Surviving DayZ's Newest Map SOLO on Official Servers! #DayZ #DayZBadlands #DayZNasdara #DayZStory youtube.com/@GambitDayZ
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One way to loose your hard earned gear! #dayz
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Someone explain how i've just bounced a bullet into a Teammate 500M+ away! hahahaahah #wardogs100k #wardogs
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Hopefully see you all there!
📢Hey Survivors, It's time to talk about the DayZ Badlands price and the upcoming streamer event, which starts next week! Read more in the article below 👇 bohemka.link/DayZBadlandsPri…
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The hotzone in wardogs is dead. The $360 you get should double for every score you manage to get in a row with a max cap of whatever seems suitable to give people an incentive to be inside it. #wardogs
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5 KILLS WITH ONE ARTILLERY STRIKE 💀 #WARDOGS #Gaming #FPS #TacticalFPS #WARDOGS100K
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I hope this reaches @Brammflakes I’m really enjoying the core of #WARDOGS ,but one area is becoming increasingly frustrating for me: the lack of meaningful audio cues for player movement. In a tactical FPS, audio is a huge part of situational awareness. You can’t physically look in every direction at once, so sound is what allows you to build a picture of what is happening outside your field of view. Footsteps, vegetation, equipment and other environmental sounds are what tell you that somebody might be approaching from behind or moving nearby. At the moment, Wardogs feels like it is missing too many of these cues. There are currently no audible sounds at all when players crouch-walk, slow-walk, or move through bushes and vegetation. These actions are completely silent. This creates situations where another player can approach extremely close without producing any audio whatsoever. This has genuinely become one of my main causes of death. Instead of being able to rely on my hearing to detect somebody attempting to sneak up on me, I feel like I constantly have to physically turn around and check behind me. For a tactical FPS, that doesn’t feel right. Stealth absolutely should be viable, and crouching or slow-walking should obviously be quieter than running or normal walking. However, quieter shouldn’t mean completely silent. A fairly simple solution could be to give every movement state an appropriate audio signature with different audible distances: Running – loudest and detectable from further away. Normal walking – clearly audible at moderate distance. Slow walking – quiet, but audible when someone gets close. Crouch walking – very quiet, but still detectable at close range. Moving through bushes/vegetation – audible rustling based on movement speed. Another major example is parachuting. There is currently no meaningful audio warning when somebody is descending near you, meaning a player can effectively land right on top of you without you hearing them coming. There should be some form of nearby audio from the parachute itself, equipment rattling, wind, or the landing impact. I don’t think any of these sounds need to be excessively loud. In fact, distance and volume balancing would solve most of the problem. Someone carefully crouch-walking might only be audible within a few metres, whereas somebody sprinting through vegetation should be detectable much further away. That would still reward players for moving slowly and tactically without giving them completely silent movement. Right now, the absence of these audio cues makes some deaths feel less like I was outplayed and more like I simply wasn’t given enough sensory information to react. It is getting to the point where it is genuinely affecting my enjoyment of the game. (I am currently lvl103) Wardogs already has the foundations for a great tactical FPS. Improving the movement and environmental audio would make firefights feel fairer, increase immersion, reward awareness and make stealth far more interesting because players would have to manage how much noise they are making, rather than simply choosing a movement state that produces none. Thanks.
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Blue team don't loose when i'm on their team.. Must be an skill issue thing 😎😉 #wardogs
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