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Roshi (DayZ)

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Everything posted by Roshi (DayZ)

  1. Roshi (DayZ)

    will we ever get ballistic chest armor?

    Think it's safe to say this is in the pipes...
  2. Roshi (DayZ)

    Two hands

    Yeah no qualms with that.
  3. Roshi (DayZ)

    How does saline give blood?

    When you have significant circulating volume depletion (e.g. from bleeding) you need to get fluid back into the vessels to allow the heart to continue to pump blood. IV saline dilutes the blood so that you have relatively less red blood cells and therefore haemoglobin, but allows you to at least perfuse your tissues. Your spleen has a store of RBCs that it can release to compensate, and over a longer time more RBCs are made by the bone marrow to replace lost cells (one of the reasons nutrition is important - this process needs fuel). Saline is a crystalloid infusion so tends to spread evenly to all body compartments (whereas blood products or colloid solutions tend to stay in the blood vessels) so is temporary from that point of view. If you lose blood there is actually what is called an 'internal transfusion' where fluid from the tissues is drawn into the circulation along an osmotic gradient, but this takes time. There are a bunch of other crystalloid and colloid solutions that can be used to keep up your circulating volume ('blood' in the DayZ context), but 'normal' saline (i.e. osmotically similar to blood) is pretty commonly used (although better for rehydrating after severe vomitting - isotonic dextrose and saline is better for replacing most other non-bleeding losses (e.g. severe diarrhoea), and Plasmalyte is ideal for maintenance). Sorry - I know that's a bit full on but should answer the OPs question.
  4. Roshi (DayZ)

    Should beards be in DayZ?

    Absolutely. Be able to cut back to stubble with a knife (or clean shave with a razor for the pretty boys). Beards would be great as a way of suggesting how long a (male) character has been in game (hairy legs and armpits for the girls?)...
  5. Roshi (DayZ)

    Ideas for dayz: SAFE ZONES and ROAMING HORDES

    Roaming hordes yep. Safe zones no.
  6. Force your character to be bound to a single server.
  7. Roshi (DayZ)

    SUGGESTION: Bigfoot in remote woodlands.

    Nah man. Not down with this. If anything, wolves and bears (and hordes).
  8. Roshi (DayZ)

    Feedback: Melee.

    I was attacked by a guy using his fists. I had a knife and got him a good 2-3 times before he landed a single shot on my jaw and KO'd (then killed me). I reckon some balancing certainly needs to be done between weapons and also between weapons and unarmed. Also, doesnt seem that you can knock zeds down with blunt weapons like you can with your fists if you land a head shot - would make sense if you could (and with more effect!). Addition of a block or kick/shove back would be sweet although I know setting controls is an issue.
  9. Roshi (DayZ)

    Nutrition

    Would be good to model food based on simple stuff like calories and protein content. That way you could address how much energy you burn (calories) as well as nitrogen balance (protein). As survivors run around the world, they are burning a lot more fuel than your average sedentary computer-jockey. Therefore caloric intake needs to be increased. If you are suffering from infection, calorie use also increases (despite reduced appetite). Also, when you have an injury, you start using up amino acids at a faster rate, leading to negative nitrogen balance unless you increase the protein intake. With hunting, a lot of game animals are very lean - ie high protein content by less calories from fats and carbohydrates - so hunted meat would be high in protein and low in carbs (generally). Converting protein to glucose (via gluconeogenesis) is an inefficient process. Would be great to see undernourished survivors moving slower, having visual disturbances (low glucose), healing more slowly or even looking skinnier/more gaunt. Add a bit more "Player vs physiology" to the classic PvE and PvP elements! PS vitamins should do nothing unless you are malnourished - in IRL all they do if you are eating well is increase your cardiac risk by the same amount as passive smoking!
  10. As per mod discussion thread (not sure where to post suggestions for standalone)... http://forums.dayzgame.com/index.php?/topic/159356-hot-keys-for-flashlights-bipod/
  11. Roshi (DayZ)

    What about a "Doctors kit"? Use: Take Vitals

    I reckon in the spirit of authenticity should go one step further to push for emergent self-specialisation as a medic: - take a pulse (need a watch for accuracy?). - kit with sphygmomanometer (blood pressure cuff) and stethescope - get blood pressure. - thermometer - for body temp With these 3 bits of kit you could simulate some interesting critical illness scenarios - e.g. hypovolaemic shock (e.g. from severe bleeding), septic shock (from uncontrolled infection). In shock, you generally get increased heart rate (tachycardia) and decreased blood pressure (hypotension). Sepsis could give you an elevated body temp. Can use these (plus a other evidence such as active bleeding, grey-clammy appearance, having seen your buddy get shot or cut etc) to determine the correct management - e.g. compress wound (then bandage, suture and/or irrigate), increase circulating volume with IV fluids (saline or even blood products), increase peripheral resistance (and thereby improving blood pressure) with adrenaline (although this is generally short acting), give prophylactic antibiotics (there should be the ability to mix up or find IV antibiotics). CPR would be good too - check pulse - no pulse - initiate CPR. Check airway, breathing and so on. Could be good to get some teamwork for medical emergencies in game. Actually there is a bunch of stuff you could do to make DayZ have a semi-realistic and challenging, but manageable medical system. Forcing a medic to carry a larger quantity of medical kit to be able to deal with a wider range of problems would be another way to foster teamwork too. This would also force self-styled medics to actually learn a little basic life support to be effective - great for next time you come across a cardiac arrest IRL :).
  12. Roshi (DayZ)

    DayZ Devblog 4th February 2013

    Day Glee!!
  13. Roshi (DayZ)

    DayZ Devblog 4th February 2013

    Kayaks... :) EDIT: PS that's just a suggestion....
  14. Roshi (DayZ)

    DayZ Devblog 4th February 2013

    Really cool... amazing work. Hope there are some animations around clothes on an off - not to fancy but just not instant (like the other *cough* game we do not mention) - perhaps still work in progress. Totally off topic - but in an interview somewhere Rocket mentioned that they had previously used the BI mo cap studio to capture a horse - bring it in to SA!!!
  15. Roshi (DayZ)

    DayZ Devblog 25 Jan 2013

    Does this mean we can kill zeds with Propofol now? EDIT: Too soon?
  16. Roshi (DayZ)

    Headband light and flickering torchlight...

    Yep headlamps have been suggested a few times, but would be awesome
  17. Roshi (DayZ)

    Vaulting and Climbing aspects

    Jumping mechanics have been discussed before. A couple of existing mods with added movement features have been discussed - on included some great features like wall-vaulting. Would love to see a few more movement features added, but mostly some of the clunky transitions sorted out - although I'm sure this is on the cards...
  18. Roshi (DayZ)

    Beards

    This was suggested way back when but it is a great idea. I reckon shaving should be a hunting knife affair and leave you with some craggly stubble. No need for Gillette disposables with six blades and a lotion dispensor. I think a system of easily identifying bambis from grizzled mountain-men survivors would be awesome - long-lifers should also be a bit leaner and gaunter given the ultramarathons people are running every day and the reduced caloric intake... While these ideas seem a bit superficial at face value, I think they add quite a lot in terms of subtle gameplay (being able to judge another player rapidly in a natural way).
  19. Roshi (DayZ)

    DayZ- Blood Types

    Interesting thought, but I don't think this would fly. Firstly all blood bags should be removed anyway (and maybe replaced with saline) as blood products would expire very quickly without appropriate freezing/refrigeration. Secondly, you are correct that type O (negative) is a universal donor bag that (first point not withstanding) can be essentially given to anyone (although occasional reactions with mismatch of other blood typing systems (e.g. Kell, Duffy, etc). There are usually emergency units in hospitals of O neg. which can be given to anyone if blood-typing would take too long - we could assume that the blood bags in the Arma II are these units.
  20. Roshi (DayZ)

    More "Tools

    Yeah - the idea of some limitation of the amount of tools you can carry for the number (greatly expanded from the current set) of tools available would be a great way to induce grass roots specialisation. It would also force lone wolves to become generalists or specialise at the risk of not being able to do certain activities. I think the medical system needs significant work (particularly with regards to blood bags and instant heals- http://dayzmod.com/forum/index.php?/topic/110399-medical-system-overhail/page__hl__overhail) but would certainly benefit from some new gadgets as long as they were realistic and useful
  21. Roshi (DayZ)

    More animations?

    Yep has been suggested but keep applying the pressure - would be awesome...
  22. Roshi (DayZ)

    heat stroke!

    Although there isn't any strong connection between being cold and getting a cold. Despite what your mother tells you. I'd be more worried about hypothermia...
  23. Roshi (DayZ)

    Not starting with backpacks

    I like the minimalist approach to the starting inventory.
  24. Roshi (DayZ)

    Medical system overhail

    *PS - I'll update as time goes on* Hi all – please excuse the long post but I’ve been mulling this over for a while. I’d like to suggest few changes in the medical system to make it a bit more authentic and a bigger part of the game. I’d love to see a game with a bigger emphasis on medical treatment – almost as a mini-game requiring skill - although I’m not sure this is the game to do it, but it would fit really nicely. The closest I’ve seen are the animations in Far Cry 2 & 3, but I would love to see something involving some player skill rather than a simple button push. It would be a great way to see some grass-roots sub-specialisation with people choosing to hone their field medicine skills (and their load-out). Here are a few suggestions (not all new, but all in one place): - Animations for a variety of medical actions (a la Far Cry series) – I would love this but I appreciate that it is a very difficult and time consuming undertaking. - A medical decision-making tree – essentially, if you are treating yourself or another player you have decisions to make that may the effect outcome of the intervention. Based on real field medicine. Perhaps find manuals as a reference. For example, you have been shot and are trying to treat your own wound – do you apply pressure, prize out the bullet or give yourself an epi-shot to stay conscious. String together a few of these decisions – based on the nature and severity of the problem - and you have a mini-game. Why not make DayZ educational as well as fun. - Can have more than one player working on a downed team mate. - Airway management – for an unconscious team member – basically keeping a patent airway – if you possess a med kit then maybe inserting an artificial airway (first part of your ABCs). - Suturing – needle and thread added as an item – close up larger wounds (e.g. gun shots) to stop bleeding when bandages/pressure just aren’t enough. Hell I’d love to see minor surgery in the game. - Remove blood packs and replace with normal saline: blood products would not last very long at all in the absence of refrigeration/freezing. Saline is a viable alternative used to manage shock due e.g. blood loss. Given the emphasis the dev team places on authenticity, it should not restore full health immediately but should rather stabilise you after blood loss. Possible conjunction with epi-pens (epinephrine/adrenaline is a positive inotrope used to increase cardiac output in shock – with care). - No instant heals – stabilise first then slow regeneration of health based on nutritional state and on-going care. Increase food requirement during healing – as per real life. Healing obviously accelerated greatly compared to ‘real life’ – no one wants to wait 6 weeks for good fusion of a fracture. - Pain relief works for a given time, but requires a top up. Important early post injury but not later. Use of morphine as well as tablet based pain killers for pain. Could have involuntary crying out if in pain (e.g. broken leg) and trying to walk. - Acute gastro-intestinal illness – dehydration is usually the killer here due to vomiting and diarrhoea. Normal water tends to go straight through up – e.g. in cholera. Add rehydration salts as an item – can add to water bottle to improve rehydration – work via gastrointestinal ion channels that pull water out of the gut to maintain osmolarity. Much increased requirement for hydration with these infections. Bad water sources (and hygiene) important vectors – proximity, i.e. team play, should be important for disease spread in most cases (except pneumonia) – this should be a balancing factor between team and lone-wolf play. - Use of antibiotics prophylactically or as treatment for infected wounds. As well as pneumonia (which is often bacterial in cause rather than viral). - Malnutrition – monitor a players food intake (to a degree) over a longer term than present – if they are not getting a good energy supply with a good variety of foods then decreased endurance, increased susceptibility to infection, etc. Bear in mind that the energy requirements for survivors are going to be much higher than the average sedentary person – the amount of miles racked up running across Chernarus makes the survivors endurance athletes. - Scurvy – if you want to take it a step further – vitamin C deficiency (due to a lack of fresh veg) leads to teeth falling out (a nice animation of this could show you that you have scurvy) and even wounds reopening. Could add vitamins? But this would be all that they are good for. This is very much a peripheral suggestion… - Splinting for fractures – has been discussed in-depth previously. - Ankle sprains – I’ve suggested before in the DayZ forums. Modified chance with speed of movement, footwear and visibility (including use of flashlights, headlamps, flares etc.) Another use of bandages (or strapping tape in a medical kit). - Hypothermia – fixed much better by a hot drink and a thermal blanket than a thermal blanket or heat pack alone. - Hyperthermia - heat fatigue or with heat stroke (extreme exercise under load in the heat) - saline drip, immersion in water, get out of the sun etc. - Alcohol - to sanitize wounds - for injuries or when cannulating a vessel - if you fail to do this then infection more likely. Also as a poor-man's anaesthetic for minor surgery. - Anaesthetics - Could also be a place hear for ether/chloroform - could double as anaesthetic or for mugging other players as has been suggested. Alcohol as above. - Being able to carry unconscious (and dead) survivors - to get to a safe location for proper medical attention (or looting) - either firemans lift or stretcher. As an aside, I think that it should be challenging to continue to survive long term and not just because of other tooled-up players. There could be subtle benefits (maybe gradually increasing running distance before fatigue, maybe even slightly less gun wobble with repeated use) and increasing problems (e.g. malnutrition if you don’t balance your food intake, being leaner makes you more susceptible to cold temperatures, etc) by being a longer-term survivor. Subtle and not skill-tree based would be my vote. I’d love to see an ‘experienced survivor’ model where a longer lived survivor becomes gaunt and grows a beard (for men obviously). I would really like it if the survivalism aspect was emphasised in the game (even though it’s pretty damn good now) so that you really feel you are against the environment, rather than just other players. Hunting should be harder in terms of animal numbers and behaviour, but should provide rich rewards. Snares would also be a great addition particularly for catching smaller animals – plenty of info on these, for example, in the SAS survival handbook. Anyway that’s probably enough for opening discussion for now. I think it adds emergent goals without being too ‘gamey’.
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