Teos (DayZ)
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Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Teos (DayZ) replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
Answer to this and some of the other comments on the "usage" numbers I put down. Being a Smoker myself and having a wood burning furnace the usage numbers is based on me being an idiot (And hoping I am not the only one) .... I have maybe 20 lighters in the house and 1 box of matches; The matches cannot actually be found inside the house or near the wood burning furnace but at my grill (Weber), hence my matches are outside on the terrace, the box is not full and some of them are mostly useless due to over exposure to moisture. My lighters, yes some would have alot of use in them, but the idiot that I am means I have a lot of sucky lighters and alot of used up lighters lying around. Hence I have around 5 good lighters, 1 at the furnace, 1 on me, 1 on my girlfriend and a spare 2 in the living rooms. Bad lighters I have every where, both living rooms, at the furnace, in my barn/garage, at my computer and in my bedchamber. ... Considering I am probably the first to die in a Zombie apocalypse I guess it would be reasonable to find lighters/matches on dead infected with more uses that what is found in houses, also as stated above I would like to have lighters be found in every house (est. 1 per house) and matches available in 1 out of 3 houses, which is by a far cry far more common than they are in DayZ today where I can roam ALOT of houses typically finding 10 watches, 2 maps, dozens of hatchets and a few hunting knifes before finding a box of matches .... but maybe that is just me :) ... Also, couldn't emergency flares start a fire? -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Teos (DayZ) replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
I take your point. Would it perhaps be better to remove blood bags entirely? 1. Blood in storage lasts between 3-35 days depending on who and where you ask (I assume from the state of things in Dayz that it is atleast apocalypse day 30 or something in those lines) 2. I dont assume the player charcters are ment to be doctor/nurses, how many can actually properly set up an IV? 2A. Also considering in DayZ its done on the fly, in combat with Zombies/bandits on your 6 and possibly even in darkness or unsanitary conditions. -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Teos (DayZ) replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
Its true that emergency units have some O-neg on stock, however when time allows it it is more likely that people are tested for type and thusly given the correct bloodtype, as O-neg only accounts for 4,33% (Source: Wikipedia) of the world population an assumption that endless supplies of O-neg to be available would be naive at best, as the donors available would mean if randomality is counted that O-neg donors account for between 0,1-9% of the available blood. Lets assume blood types was implemented as stated in the original post: Would you seriously have me believe that people would create a character, go through the trouble of finding a typing kit and then continuedly commit suicide until they get an AB positive character? I cannot in my wildest dreams imagine that people would spend 2-15 with each character to check bloodtype and then kill themselves if they dont fit in the magic 5% group, that means that you would kill yourself 19 out of 20 times??? Also lets imagine a blood transfusion in Dayz as it is, my buddy gets ventilated by zombies/bullets, were outside, its night, its cold, its raining ... are you telling me I can pump a pint in him cold with no trouble? No chance, qoute Ballya Healthcare (http://www.ballya.biz/bloodwarmer.html): ---Low temperature transfusion may slow down the metabolism of the body, and it is easy to cause syndrome of hypodynamia, ague, spasm of blood vessel muscle, arthrosis ache and stomachache ---Low temperature transfusion slows down the medicine metabolic speed and affects anti-infection ability of the body.. ---Low temperature transfusion may cause blood platelet function disordered, coagulation activity damaged and blood viscosity increased. Test proves that once the temperature declines by 1 degree, blood viscosity increases by 2%- 3%. ---After low temperature transfusion, oxygen consumption and carbon dioxide creation declines, myocardial ischemia may occur to the patients with coronary heart disease because arterial oxygenation declines. Symptoms, such as, sleepiness, clumsiness, metal disorder, easy agitation, slowing down or even stopping of breath and heartbeat will occur to some patients. --- Low temperature transfusion affects the cardiovascular function, leading to the heart rate, and cardiac output declined, systemic vascular resistance and central venous pressure increased,. The symptoms of heart rate abnormal, ventricular vibration and sinus arrest occur as well. --- Low temperature transfusion restrains pulmonary vascular contraction, increases pulmonary vascular resistance and reduces renal blood flow. It damages urine concentration and dilution function, which significantly affects breath and renal function -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Teos (DayZ) replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
True, however instant full health from ANY bloodbag, right now bloodbags to me are overpowered (or unrealistic atleast) ... also if changes are made to the wildlife system as suggested above getting meat wont be all that easy as wildlife will run away or in the case of bears and wild boars actually try to kill you (And succeed in many cases). Futhermore it would give snipers something better to do with their bullets (kill wildlife safely) rather than Lol-killing fresh spawns from the woods (Where the bears and boars would also add the tension of risking a pummeling if you stay in the woods for too long) -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Teos (DayZ) posted a topic in DayZ Mod Suggestions
First of, hi, I'm fairly new to this game having played it about 1 week ... however there is already a few things I would like to see in this game: Blood & Bloodtypes -- Blood as it is now in the game to me is overpowered in the extreme and makes a no-brainer out of a very complex subject. 1. Split bloodbags into being bloodtype specific (O-Neg ofcourse can be universally applied much like the bloodbags as they are now). O+ 36% A+ 28% B+ 20% AB+ 5% O- 4% A- 4% B- 2% AB- 1% 2. Assign bloodtype to players when they spawn (This should be unknown to the player and equal the percentage chances of the bloodbags). 3. Add "Blood typing kits" as one use items which can be used to get the players bloodtype (Hospitals (rare) and H-tents (common) only) 4. Give bloodbags 2 states "cold" and "Heated" A. Giving cold blood to a patient would induce shock and leave the person unconsious for X?X minutes. B. Blood can be "Heated" at heatsource (fireplace, oil can) and would degenerate to cold in 3-5 minutes. 5. Make blood giving take X?X minutes, in real life this would take est. 30-45 minutes, that might be overdoing it :) 6. Make blood transfusion cure varied health A. 6000 restored if heated and of correct bloodtype (3000 if cold) B. 4000 restored if heated and of O-neg type (Unless patient is O-neg in which case 6000 is restored) C. Cold blood restores only 25% of health stated in A & B and if wrong type as in D would double damage. D. Giving wrong blood type in transfusion causes X?X minutes of shock and damages patient for 2000 (4000 if blood is cold) Matches -- Where I am (Denmark) considering the amount of smokers there are or people with wood burning furnaces and people who use candles the sheer rarity of matches is mindboggling considering that a backwater country like *Chernarus would have even more wood burning, smokers and candle/torch users. 1. Introduce "Lighters" which have 1-4 uses, would be common, est. atleast 1 per house spawn. 2. Redesign "Matches" to have 5-10 uses, should be uncommon, est. 1 per 3 house spawns. Wildlife -- Wildlife as they are are extremely unrealistic and should be modified to be atleast semi realistic 1. "Wild Boar" have exceptional hearing and this should be reflected in game (Right now you can just run up to a wild boar and whack it with an axe) A. A Boar which hears you will run away, at around 45 kmh. B. A Boar which gets wounded will charge (30ish kmh) 2. "Sheep" should be more squeamish and prone to running away when they see/hear people running. 3. "Cows" should be more squeamish and prone to running away when they see/hear people running, the cow however should most likely stop after running est. 50 meters (As a domestic cow does, atleast the ones I have worked with (Jersey and black spotted races common in Danish agriculture)). A. Walking and crouch running should not cause the cow to flee. 4. "Goats" should be more squeamish and prone to running away when they see/hear people, regardless of stance of human. 5. "Black bears" Introduce the Asian Black Bear as a rare critter found only in woodland (Not near towns, zombies) the black bear should be aggresive and dangerous just as in real life (average hearing, poor eyesight, exceptional sense of smell; so it should spot us unwashed survivors long before we spot them) Epi-pen -- The use of Epi-pens in real life have certain side-effects which could easily be reflected in DayZ 1. After having recieved Epi-pen treatment the target should have the "shakes" for X?X minutes 2. After having recieved Epi-pen treatment the target should have the heartbeat sound play for X?X minutes (As with low blood) ... Troll away, or be constructive.- 21 replies
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By god, I love you guys (platonically of course!) thank you all for your guidance and patience. ... So now, please dont kill me! ... Im new :)
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So now Im confused ... does this mean that I should do as Postal88 says and; move the file Arma2 OA/expansion/beta/arma2oa.exe to the Arma2 OA main folder and replaced the old one? Advide from Postal88 did the trick!
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Roger that, have DayZCommander standing by
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Nope, as you can see from my progress log I am not that far yet ... should I do this? (currently patching to 1.60)
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What of the 1.62 patch? ... use or not?
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Log of what I have done: 1. Uninstalled and deleted everything 2. Reboot 3. Installed A2 4. Launch A2 (Version shown 1.02.58064) 5. Reboot 6. Install AO 7. Launch AO (Version shown 1.52.71612) 8. Install BAF 9. Run BAF (Version shown 1.52.71612) 10. Install PMC 11. Run PMC (Version shown 1.52.71612) 12. Reboot 13. Apply patch 1.11 14. Launch A2 (Version shown 1.11.86734) 15. Launch AO (Version shown 1.52.71612) 16. Launch BAF (Version shown 1.52.71612) 17. Launch PMC (Version shown 1.52.71612) 18. Apply patch 1.60 19. Launch A2 (Version shown 1.11.86734) 20. Launch AO (Version shown 1.60.87580) 21. Launch BAF (Version shown 1.60.87580) 22. Launch PMC (Version shown 1.60.87580) 23. Apply patch 1.62 24. Launch A2 (Version shown 1.11.86734) 25. Launch AO (Version shown 1.62.95248) 26. Launch BAF (Version shown 1.62.95248) 27. Launch PMC (Version shown 1.62.95248) 28. DayZ Commander updates to Beta 96061 29. Launch AO (Version shown 1.62.95248) ..... Say what???????? 30. move the file Arma2 OA/expansion/beta/arma2oa.exe to the Arma2 OA main folder and replaced the old one (Created backup) 31. Launch AO (Version shown 1.62.96061) ..... Bingo! 32. DayZ Commander installs Dayz 33. DayZ Commander Launch server DE 819 34. By Kaholi! It works! It works!!!
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No longer a valid post
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I use Microsoft security essentials and run AMBX (Speaker system) ... turning these off have no effect. Have tested with SE, DE, FR, RU, NO, UK and US servers, no difference. Dont have firewalls, and the only "HIPS" I know about are attached to my overweight body ;)
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See thats the problem, there is no message other than the "You were kicked off the game" prompt box .. to which I can press ok and it then returns me to the main menu.
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Just to be sure before uninstalling everything again ... Should I install all the updates before the beta? ... (Clean install of Arma 2 and the OA gives me version 1.07) And what of BAF and PMC ... when do I install/update those? What of "@hive" every server seems to run that?