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Everything posted by Roshi (DayZ)
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I like the minimalist approach to the starting inventory.
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*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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Good point. Pain relief might do the trick though.
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Been discussed before, but would love to see pistol-whipping and striking with a rifle butt, or with a bayonet...
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Farming would be good from the point of view of ensuring a balanced diet so that long-lived survivors don't get malnourished/scurvy - see my 'Medical System Overhail' (I know - it should be overhaul but made a typo...) thread.
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I'd also add management of hypothermia and hyperthermia (as per my post in http://dayzmod.com/forum/index.php?/topic/110154-heat-stroke/)
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The setup promoted by the OP is not my cuppa tea, but in some subtle format would be an interesting idea. However, I think there is a definite role of environmental temperature, activity level, hydration etc that should be taken to account, as core temperature is one of the more tightly regulated physiological variables. The body is much more sensitive to increased core temperature than decreased core temperature - an increase of about 5 degrees celsius is life-threatening compared to about a 10 degree decrease. Core temperature during exercise in the heat is controlled largely by sweat evaporation, the efficacy of which is determined by clothing, wind, and ambient humidity. I think running all the time in open terrain in full sun with a full Alice pack, carrying an assault rifle and wearing a Ghillie suit should be quite dangerous and should fatigue you out quickly. At the very least you'd need to hydrate a lot more. If you don't believe me, maybe we should field test it...
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Keep both if the field of view height advantage of the third person is reduced/removed. Else first person only.
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Infected Players… I want to be INFECTED!!!!
Roshi (DayZ) replied to SeaBiscuit (DayZ)'s topic in DayZ Mod Suggestions
Yeah this has been through the ringer a few times but interesting.... I reckon infection is a good idea if initially indistinguishable from another sickness that the player can get, so that signs of illness - especially after being attacked by a zed - should be worrying to both the 'possibly-infected' player and their team mates. Once infection kicks in fully though - the player should die and become a zombie - i.e. they are not playable. After all, the definition of a zombie includes a lack of conscious awareness. The dead player-zombie then is controlled by zombie AI and acts accordingly - i.e. rips a pathway through their former team mates. This would seriously make your friends nervous to have you around if you develop signs of illness in game (even if it is actually just pneumonia) and would add to the basic paranoia that makes DayZ so great. Also, players that are killed by zombies should come back as zombies - complete with their backpack and gear (but probably drop what they were holding - i.e. guns). -
If survivors cried out involuntarily when badly wounded that would be awesome - if you are part of a team you need to quiet them down as they are attracting zeds (or more worryingly bandits) - dose them up with a shot of morphine to send them to la la land or, well, there's one in the chamber... :)
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I wouldn't quite go as far as things that are obviously a bad idea for a given situation - more like things that you would think might work if you aren't medically trained that might not work very well. That is, if you are a Regular Joe with no previous experience of treating serious wounds you might think it's a good idea to fuss over getting debris out instead of applying pressure or (in a very severe situation) maintaining an airway. But something like this would be cool. I reckon if you could have some kind of animations or a graphic of the wound (not for the faint of heart) that would be awesome - e.g. see pulsating fountains of blood then probably a damaged artery - bleed out quicker - stuff like that. So you make decisions based on the evidence in front of you - not just a generic approach to 'gunshot wound in thigh'. Anyways - doesn't have to be this complex but a step in that direction would make my day :)
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Thanks for the feedback, although there is a slightly worrying undercurrent of pants removal...
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Epinephrine to slow blood loss?
Roshi (DayZ) replied to fathairybeast's topic in DayZ Mod Suggestions
Applying pressure seems like a good option. -
Epinephrine to slow blood loss?
Roshi (DayZ) replied to fathairybeast's topic in DayZ Mod Suggestions
Transfuse platelets in platelet deficiency (thrombocytopenia) or dysfunction (e.g. use of clopidogrel or alkylation by aspirin). -
Epinephrine to slow blood loss?
Roshi (DayZ) replied to fathairybeast's topic in DayZ Mod Suggestions
Increased blood pressure in part due to vasoconstriction - (acting through alpha-adrenergic receptors in vessels) - i.e. increased total peripheral resistance by closing down peripheral blood vessels, as well as by increased cardiac output (increased heart rate and contractility). -
Epinephrine to slow blood loss?
Roshi (DayZ) replied to fathairybeast's topic in DayZ Mod Suggestions
As far as I know it's used more for shock in an ICU environment (closer supervision) as it increases cardiac output. In cardiac ischaemia (in angina or cardiac arrest) it can worsen the situation by increasing cardiac work and therefore oxygen demand - leading to more damage... -
Watery rice stool diarrhoea with dysentery - common in cholera, not just the screaming shits.
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*Overhaul :) But good point...
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Just a thought - being able to move shipping containers around with a forklift to build good sized enclosures. No idea about implementation, or whether there are forklifts already in arma 2. Be interesting from the perspective of those who are into fort building, and not getting enough juice out of razor wire and sandbags. But hey, what do you all think?
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Personally, I support the OP's doing away with third person or, as another poster said somewhere one of the many other times this was discussed, lowering the POV so it gives less bonus visibility. There are of course many who will support each side of this argument. I guess Rocket will make the call as he sees fit (and there will either be more threads by people wanting it removed across the board or outrage if he does axe it). I find the game far more immersive and scary without 3rd person but if its available it's too much of an advantage to voluntarily ditch it. Would love it if a few more servers had the option. PS As far as I can tell the NZ servers (where I play) don't seem to have it permanently disabled anymore. Please let me know if that's not true and I'll jump on in :)
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In an effort to enhance the authenticity/realism... Would like to see an animation where you put thhe backpack on the ground in front of you to open it. This means to access your pack, and the shit hits the fan, running off leaves the backpack on the ground. You either have to run and ditch it, maybe to return later, or take a stand to keep your goodies. It's pretty hard to get that can of beans out of the bottom of a backpack when it's on your back...
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Fair enough - just chucking a thought out there.
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Feature: Replace infection with 'Zombism' infection.
Roshi (DayZ) replied to 7-75 callaghan's topic in DayZ Mod Suggestions
Have them both. Not knowing if a teammate has a bug that can be cured by antibiotics ior whether they have zombie infection where they gradually turn into a zed, and suddenly attack you - would be awesome! -
Hey all - this mod kicks ass. long overdue... Just a couple of equipment suggests: - head lamp - maybe using the NVG model, perhaps more common than NVG, as obviously more limited. - pistol and torch dual wield - rather than replacing pistol with torch... I.e. Make torch a piece of kit like hunting knife in the lower inventory - operated by pressing L. Other thought was an optional red filter for these light sources: Pro - harder to see Cons - less illumination My camping head lamp has red filter option so wouldn't be a stretch for realism... Any chance of a limited power supply on NVGs? Non-rechargeable? Cheers
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1) headlamp & pistol/flashlight dual wield http://dayzmod.com/forum/showthread.php?tid=577 2) Machete - faster than axe but no dual function of cutting wood. 3) EDIT: changed my No3. Radios - rare - normal radios which put your voice on direct as well as secure radio channel. Very rare military radios with throat mics that drastically reduce voice on direct. My 2c...