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LouisK

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Everything posted by LouisK

  1. LouisK

    Battleye is now on experimental servers.

    They'll eventually get banned again and continue to donate their 30$ to Mr. R.
  2. LouisK

    Two hands

    I believe you missunderstood the concept. Those persons don't have anything on their second hand and are not using it. He meant that accuraccy should reduce when having any kind of item in the second hand, which actually makes sense. I would love to see two hands mechanics. Flashlight + Pistol would be topkop feeling; food and water for faster eating/drinking; crafting and cooking; etc, etc, etc... And I do agree that doors mechanics should be different. Most doors do make a sound when they are being open and this should be added, there is no way a door makes no sound at the speed the doors are opened right now on the game.
  3. LouisK

    Item condition - Worst idea ever

    I normally wear all my ammunition in my higher part of the body, If I get killed (most of the times body shots) the ammo wont work... muahahahahaha. I agree it needs a bit of nerfing since one shoot ruins it all but the concept is perfect and should be worked further. Plus the item condition barely works, only the ruined scopes, clips, weapons and defensive clothes seem to actually not work when ruined, so, apart from having your shirt a bit dusty it shouldn't affect too much your current gamplay. Which is ironic, you're playing while you're supposed to be testing. To every other rant/cry/mad: ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER ALPHER (x99999)
  4. LouisK

    Suggestion: Identification

    White rags + Spray cans could work incredibly well to this. Spray cans seem to be on the game files and planned for future use. I even suggested them so you should be able to paint your gear with it in order to achieve camo effects, such painting your firefighter axe to green and etc. You paint the rag to any color you want, then you paint an overlay over the band with a symbol (out of a great variety that should be given to us) then tie it up to any body part or item. Would work incredibly well, would look badass for groups and is completely immersion breaking free. Spray cans shouldn't be too uncommon to find and they could have several uses before running out.
  5. No way anyone should be punished for playing any kind of style they want. There should be consequences for anything you do, however. Third option is the best and if done correctly it WILL affect the way PVP and player interaction is given. If there are 50 zombies (that also respawn) concentrated in an area you will stop seeing people sprinting across that road or field anymore, because it's simple common sense, one would not risk to get 25 zombies after himself by moving a bit in a town. The same idea can be applied to shooting. I wouldn't shoot somebody if I knew that my gun shot would attract a shitload of zeds that can certainely kill me in a few minutes. Hell, I would even try to avoid players as much as possible. The zeds mechanics should be seriously given a LOT of work and should be the main focus of the alpha. Great, optimized, intelligent and numerous zeds is what should be given to us before the beta, after all, this is a zombie apocalypse survival enviroment and I expect zombies to be on the same place as humans. I don't want overly powerful superman zeds neither, I just want them to be smooth and great to see and play with, as 'realistic' is not a valid word for them since they are not real anyways. If we're given numerous, optimized and intelligent zeds many will turn to another way of playing the game and will think better the consequences of their actions. I agree that different kind of zombies should be added. As an example we could have hordes. These should not be fast or very intelligent, yet would make the looting of an area impossible, since if you get near the horde that would mean having 30 zombies jogging onto you and destroying the building you are in if applies. On the performance hand the horde could share one main AI and even be a LOD of the actual single zombies. On the other hand we could have single zeds not attached to hordes, these would be more fast and intelligent and should "alert" zombies that they come across while chasing you. These could join the hordes or dynamically create new hordes as they walk around an area. Having zombies spawn per building in random offsets (mod) is something I never liked as it doesn't feel very very smooth, I would rather have them spawn per area in perimeters and not per buildings, so they would be scattered around all the area. And how would this affect PVP you say? Let's say there are two roaming hordes in cherno and 20 single zombies in an small area. You met a player and shoot on sight. Both of the hordes should now start moving towards the shot area. Zombies near the area of shooting should roam towards there and form a sort of perimeter in that area. Zombies in the area of shooting should instantly go and investigate the noise. If the shooter suddenly gets all the single fast zombies in an area heading towards him and then two hordes and a shitload of zombies heading towards his area then he would become essentially trapped. If you also add the lack of ammunition to this fact then the shooter will risk too much by shooting someone when they could have talked it out peacefully. This would of course work if zombies respawned unless completely wiped out (area wiping) and would even make people think before going into big cities. Same concept for military bases. There should be defenitely wild zeds and wild hordes that could spawn after a gun shot (for higher performance) or permanent spawned hordes and zeds (lower performance). Awesome zeds combined with a more harder way of obtaining military stuff and fixes for exploits and mechanics of the game (such as combat logging and such) will be the great objective for avoiding indiscriminated KoS and PVP, and don't get me wrong, I am all up for PVP, infact so far I've been shooting anyone with a gun that I've come across, and this is because two main reasons: 1) I don't know if the player will try to combat log or ghost me as soon as I engage him and; 2) I've got a shitload of ammo and I wont have consequences after shooting my really loud gun other than other players hearing it, and since there's nothing obstructing my way I can easily rapidily leave the area.
  6. LouisK

    Matchbox inconsistency

    Actually, opening the box wouldn't reveal whether they are made in the USA or the Czech republic, one would need a close inspection on the materials used on a scientific margin. Opening the box would only reveal their current state (Schröndinger'd!). Close enough, though, now where's my prize to the biggest asshole. On a serious note, I believe the second label would be an easter egg or hint to the actual BI studios.
  7. LouisK

    Rarest loot currently in game?

    We need a sheriff hat now. In all seriousness, I've come across a lot of items, including the press vest, yet I have to see those awesome down jackets. Can openers are really common, i had come across four when I already had one, i picked up the most I could since they are the new mountain dew, yet I dropped them to release some needed space. Walkie takies are pretty uncommon, I did come around the art of war, didn't pick it up :(. TTsKO equipment is pretty common at least for me, i've found them even in already looted barracks. I take my guess at pristine supressors for the M4 (even though they don't do anything!)
  8. LouisK

    Vest protection?

    All of your gear provides protection to different sources of damage. Your motorbike helmet will prevent you from being knocked out by zombies or humans, yet it will take the impact and there for it will be damaged. I had a pristine one become very damaged after being hit by a zombie. Your shirts provides almost no protection to attacks and leaves you vulnerable to any source of damage. If you upgrade your shirt to anything bigger or more resistant you will have increased protection from zombie attacks but no ballistic resistance. Tactical vests will provide little to zero protection from stabbings or sharp stuff, but they will be effective against bullets. (I was shot three times in the chest, with the vest taking no damage whatsoever but only giving me the 'pain' status) Stab-proof vests will provide protection from stabs but not from bullets most of the times. Ballistic helmets WILL protect you from instant death of being shot in the head. Shoes provide protection to your fet as running shoeless will give you wounded fet sickness. AFAIK only gloves don't provide any kind of protection or modifier yet. Every single clothing piece has armor, be it ballistic or impact.
  9. LouisK

    Easter egg: rabbits?

    I propose that we put up the ghost rabbits as the first dayz spooky easter egg and that they should not remove them in the future and leave them as an extremly rare easter egg!
  10. Implying you can successfully invest 20 Million cash in a week and then magically a game appears the week after that. Let's not forget that like.. 60% of the team are not from the czech republic, including Mr. R himself. They've been all the year away from their families in order to get the alpha running and now that they finally succeed they take a well deserve vacation. Hell I would even give them a month vacation after the money they've made.
  11. You should change the title, nobody read the main post. You're 100% Right about what you said, It's amazing how the game is now a real game and it's awesome to playthru it. Yes, it has bugs, so what? It's an alpha. I expected way more bugs than current and there are some full games who release with more bugs than there are now...
  12. LouisK

    Press Vest

    I am still waiting for the anonymous masks shown also along with the press vests!
  13. Well, after playing a lot of hours with my pals, reading the forums and experimenting in the game I have found some concrete explanation on the current medical system and how it works. This could either be all incorrect or correct information but the plan is to improve it so we can all agree in a common explanation for the health system. The following is more like a homemade version of this http://dayzdb.com/guide/11-standalone-status-effects ; I had no knowledge that this existed before I made this post, and by comparing both you can see this is actually pretty accurate. Nutrition Your character has energy. Energy is recovered by ingesting the nutrients, proteins and vitamins needed according your life style, weight, age, etcetera. You waste off a lot of energy by moving around in chernarus when it comes about jogging, running, jumping, etcetera. As soon as you spawn your energy, food and liquid levels will be really low, and the liquids (known as thirst) will be near to a critical point. Current known character modifiers: Energy; This measures the amount of energy your character has. It might decrease by doing excersise and moving, and it will increase by eating, drinking and resting. Seems you will go unconcious if your energy is very low. Food (Hunger); This measures the amount of food your character has. It will decrease over time and wasting energy accelerates the process. It will also be reduced by certain diseases or vomiting. Increased by eating. Each food increases the hunger differently. Soda cans currently increase the food levels by a bit. Htdratation (Thirst); This measures the amount of hydratation your character has. It will decrease over time and wasting energy accelerates the process. It will also be reduced by certain diseases or vomiting. Increased by drinking water or soda cans. Blood; This measures your current "life". It can be decreased directly by external sources (such as an impact, a bullet hit, a bleeding) or internally (diseases). It can be increased by a blood transfusion or a saline transfusion. Stomach*; This measures how full you are. *Read on the dayzdb.com guide. Your thirst and hunger levels will appear on your inventory if they reach a certain point where you need to eat or drink, indicated as hungry , hungry or hungry and thirsty , thirsty or thirsty depending how bad is your condition. There will be text notifications on three levels: Level 1: "I am hungry; I could use a drink" and similar. Level 2: "I am starving; I really need a drink" and similar. Level 3: "I am starving; I really need a drink" and similar. Once you get a red notification it begins to drain blood. Tips on nutrition As soon as you spawn you should head to a water source. So far we can assume with a high certanety that the water from well ponds is completely clean. There for your first objective should be drinking about 20x of this source until you get a message that affirms that you're full. You have then satisfied completely your thirst as you begin around a 20% level of thirst. So far everyone that drank from the wells did not get water intoxicated. Most of the people who drinks from water ponds (including the swamps, lakes, rivers, etcetera) are intoxicated. Food is another matter. You should keep eating as much as you can while always having a reserve in case of emergency. Do not over eat as that might cause you food poisoning. Eat until you get the "I am full" message or something along those lines. Use common sense. Hunger is not a problem if you wait until it starts warning you about hunger and you eat two cans of anything then. Hunting is not yet implemented so the only source of food are the cans and others. I believe when cooking is implemented, a well cooked meat or rice will provide really high amounts of energy and food level. Athletes tend to need more calories: While there are no vehicles, every survivor is an athlete. This means sprinting, running, jogging and walking consume energy. You will get hungry and thirsty faster if you spend your complete time sprinting (full speed running). You will get tired more often and your accuracy will be extremly affected by the tiredness. If you don't like eating every five minutes then avoid sprinting more than short lapses of time. Use sprinting only when really needed or you see it fit as the situation over goes. If you sprint from the coast to zelenogorsk to meet your friend without drinking you will most likely die before getting there. If you fill your stomach with water you might make it, yet the energy gained from that water will be heavily consumed and you will find yourself thirsty again at half of the way, most of the times. Following these tips it is garantized that you will not receive those annoying messages unless you waste your energy incredibly fast by sprinting for over 1km non stop. Many people believe the hunger and thirsty consumes really fast but It doesn't. What to avoid - Over eating past full. - Eating rotten stuff. - Drinking from ponds without purifying. - Eating stuff in bad state - (Starting from damaged) I believe this has no effect YET. - Dehydratation: You will go unconcious if you reach critical states. You should have around a few minutes when the red messages start popping in. - Starvation: Same as above. Health System Health, just like the mod is measured by the amount of blood on your body. It is currently unknown the exact amount of blood we have, and how exactly it increases or decreases over time. Rather than that we have lots of visual indicators. How to measure your state When you spawn, you have full blood regenerated on you. You'll notice your blood level is degraded when your screen colors begin to desaturate and you will see less and less colors until you reach black and white. You can measure how bad by the amount of colors you perceive. It is highly noticable but hard to explain on text. Different Health States There are different health states that will affect your character's blood, and these are hunger, thirst, blood loss, sickness & instant, healing, healthy. There are other stats which will not affect your blood and may happen while all or any of the mentioned states are in effect, these are: unconciousness, shock, pain, broken legs. How to lose blood There are two ways to lose blood: either externally or internally. On the first one, any external source will directly take blood from you via the damage, and these sources could be either a bullet, an impact, a zombie bit, etcetera, and your blood levels could reach critical instantly. On the other one, your blood will most likely degenerate over time and will be caused by things such diseases, vomiting, blood loss, etcetera. Your clothes will give you increased protection to external sources of damage. How to gain blood Two ways that I discovered so far: Nutrition & Medicines. Your blood naturally regenerates if you reach the healing or healthy status, that means, if you are very well fed, hydratated and rested (high energy). Otherwise there are two medicinal ways to recover blood and both requiere another person to administer them to you: Blood and Saline. Both are intravenous, there for need someone else to administer them. Saline will work as a replacment for blood when needed, and there are no restrictions to it yet. Blood, instead, has the type restriction. Blood Types You will spawn with a blood type every time you die. It will be different and it will really affect the way blood transfusions work. Just like real life there are compatibility issues. The blood types are 0+ 0-, A+ A-, B+ B- & AB+ AB-. Google up the blood transfusion compatibility to know whether you can receive blood from another donor. You can find your blood type with a blood testing kit. MEDICAL SUPPLIES In your trips you might find different medical supplies, these are: Antibiotics These cover most of bacterial infections and are of moderate time of effect. Injection Vial These have inyectable antibiotics inside. Time of effect should be really fast. Syringe These are used to collect blood samples OR inyect antibiotics from the vial. Bandages Both the green one and the ones in first aid kids are sterile. Rags Rags are non sterile improvised bandages made with shirts. Painkillers Used to aliviate the pain in a moderate-low effect. Charcoal Tabs Used to absorb poisonous substances in your stomach. Saline Saline is used to boost your current blood level. Often works with unconciousness. Morphine Used to aliviate great amounts of pain. Instantly. Epipherine Increases hearth beats, should work for most of unconciousness cases. IV Kit Used to create an intravenous kit along with saline. Blood Test Kit Used to know your current blood type. Blood Bag It is always empty unless filled with your own or somebody's else blood. Splints Used to heal broken bones. Made with wooden sticks and a bandage. First Aid Kit Contains all the elements to provide first aid: two bandages, syringe, IV kit, empty blood bag. Defribilator Used to wake up someone from unconciousness. Not tested. Can't be used to revive. Some could be missing. Diseases These are a great addition to the Standalone which implements a great amount of ways to get sick, rather than the old hit & infected-antibiotics part of the mod. Nobody is completely certain of how it works yet so the following chunk is mostly assumptions and experiments... but sound logical. So far people has gotten sick from: Eating bad stuff, drinking bad stuff, getting fed or drink bad stuff, getting hit, etcetera.. This can be translated to the different diseases: Water Intoxication, Food Intoxication, Poisoning, Bacterial infection, Saturation. Other effects, cures and diseases might exist, the following were tested by experience. Water intoxication Origin: Intoxicated Water (Sea Water, Ponds, Lakes, Rivers, dirty containers) Effect: Vomiting when the disease begins. Great loss of blood while it's in effect. Increased Hunger. Dizziness. Cure: It goes away by itself if you keep well fed and hydratated with clean water. Vitamins help to get rid of it faster. How to Avoid: Drink from wells, or purify the water you're going to take if you don't know it's origin. Notes: There are no messages previous to the disease and it is an instant contagious. Food Intoxication Origin: Rotten fruits. Effect: Vomiting when the disease begins. Great loss of blood while it's in effect. Increased thirst. Dizziness. Cure: It goes away by itself if you eat sane food and keep well hydratated when it demands for water. Vitamins help to get rid of it faster. How to Avoid: Don't eat food in bad state. Get Charcoal Tabs before you get into sickness status. Notes: Unknown notifications. Aliment Poisoning Origin: Eating anything not edible normally. Drinking anything not drinkable normally. Effect: Vomiting. Nausea. Dizziness. Funny or weird tastes in your mouth. At last periodic loss of blood. Cure: It might seem strange but antibiotics help on this one. Don't know if it goes away by itself. How to Avoid: Eat charcoal tabs immediatelly after eating or drinking the unknown substance. Don't drink such substances. Notes: After consuming such substances you will receive messages such as "My mouth feels funny" or "I feel something funny in my mouth". You can cure by applying charcoal tabs on this phase. After this passes you will get the dizzyness passive status and will proceed in the disease. Bacterial Infection Origin: Dirty wounds. Effect: Great periodic loss of blood. Pain status. Cure: Antibiotics. How to Avoid: Clean wounds with alcohol when your wounds are itchy. Notes: Before achieving this you'll see notifications such as "My wounds are itchy" and "My wounds hurt". Oversaturation Origin: Over eating or drinking too much. Effect: Loss of blood. Vomiting resulting in losing some percentage on your hunger and thirst. Cure: No known cure. How to avoid: Don't eat / drink past the "I'm feeling full" or similar messages. Notes: You will receive messages such as "I feel over saturated" and similar. Cleaning wounds Origin: cleaning your wounds with alcohol. Effect: no negative effect. Cure: no cure. How to avoid: can't be avoided. Notes: This happens when you clean your wounds, you will receive messages such as "My wounds look cleaner" until you get a "My wounds are completely clean" or something along those lines. This is most likely a place holder status for the system to clean wounds and is most likely to be changed in the future. This shows up as a disease. Any of the previous mentioned diseases will show up on the inventory as sick , sick or sick , depending how advanced the disease it and on what stage it is. Player States These are passive player states that might occur during playing. These can or can not be caused by a disease and have different causes. These can stack up with each other and do not directly affect your blood level (except for bleeding). Most of these are caused by external causes. Bleeding ( bleeding ) Origin: Penetration of damage. (Ballistic/Impact). Effect: Blood dripping off your clothes. Cure: Bandage How to Avoid: Being well clothed reduces chance of bleeding on zombie attacks. Ballistic penetration can be stopped by vests and helmets. You can't avoid this from sharp stuff such axes, knives, etcetera. Notes: you will see messages such as "I can feel blood dripping off my body" and you will see the blood coming out of your wounds. Unconciousness Origin: Dehydratation, Starvation, High amounts of damage. Effect: You go unconcious. Unable to move or see. Cure: You can be hit with an epi-pen. You can be fed and be given water. You can be administrated with saline. How to Avoid: Don't go into critical levels of hunger or thirst. Don't get shot (Sounds easy, eh?). You can use ballistic vests and helmets to prevent incoming bullet damage. Impact damage might not be stopped so easily. Notes: Completely black screen. Unable to do anything. Can respawn. Shock Origin: Highs amounts of damage. (Impact/Ballistic) Effect: Blurry screen. Different levels of blurryness depending amount of damage taken. Cure: Morphine (?); Waiting. How to avoid: You can't, really, given most of the times by an axe swing. Might happen if shot but not killed. Pain Origin: Any amount of damage. Effect: Character screams constantly. Cure: Several painkillers. Morphine (Instant). Cleaning wounds with alcohol. How to avoid: It seems to be random on the damage. If your clothes stop any bullet it will give you pain but not bleeding or blood loss. Notes: no notification on this, maybe in the future the "Your wounds hurt less" messages will apply if the pain effect is applied and somehow a cure is paplied. Broken Legs Origin: Being shot in the legs (Not happening now); falling from high places. Effect: Unable to move legs. There for unable to stand or walk. Cure: Splints. How to avoid: Don't fall off that cliff. Dizzyness Origin: Any disease; over eating/drinking. Effect: Increased reaction to food/water. You want to vomit. Cure: vomiting. How to avoid: cure your sickness, don't eat bad stuff. Notes: you will get messages such as "I feel dizzy" or "I want to vomit" Healing (healing) Origin: Being well fed, drunk and rested. Effect: Regeneration of blood over time. Healthy (healthy) Origin: Being well fed, drunk and rested and full blood. Effect: Increased regeneration of health. Notes: you will get a "Completely healthy" message. General Information - There is no instant cure for sickness status. Most of the diseases will go away an interval after taking it's correct cure. Applying the wrong cure might get you even sickier. - Always sterilize if you use rags. - Do not eat or drink anything stupid. I almost died for drinking the alcohol (thinking it was vodkah!). - Purify or boil (not implemented) water with the tablets if you don't know where it came from. - Always purify pond water. Do not drink directly from it. Except it is really needed. In such case only drink a few sips. - Wells are a safe source of water and can be found in almost every city or town. Some cities have more than one. - Always have extra supplies. If you get sick, the disease might consume your food and/or thirst levels very fastly. - Don't use anyone's blood unless you're sure of their types and yours and if you're compatible. - You can be force fed with anything if you're not moving. You can be killed by anyone who feds you the wrong things such as desinfectant. - Your blood can be stolen if you're not moving. You might also get blood injected in hopes that you're not compatible. - Taking blood from yourself or somebody else when their levels are low can kill them. - Clothes do affect the chance of bleeding and they actually stop bullets if the equipment is suited to do so. - You have a short lapse of time on which the charcoal tabs will heal you instead of killing you. - You can desinfect almost anything with a desinfectant liquid. You shouldn't desinfect food. - If your character is complaining about pain, refeer to the painkillers or morphine (instant solution). - Saline replinishes your blood safely. So does blood but is way more dangerous. - You're not a tank if fully geared either. The ballistic gear might stop one bullet or two. It will defenitely NOT stop an axe either.
  14. I did add the alcohol fake disease status and as for alcohol tincture it is already explained on bacterial infection and on general tips. Thank you! I've also added inventory notifications and text notifications. I might also add some general guides regarding the whole gameplay and not just the health system, it might help.
  15. Well I got the healing and healthy status for the first time since i've started played. It took very high amounts of food and water and I could only achieve it because I was lone wolfing since my mates were sleeping.. This was added as a side effect on the list, updated some things, also added saturation sickness.
  16. In the future It would be really cool if we had two new things: 1) With the introduction of the planned farming feature, you should also be able to collect fruit from the trees, as seen on this picture, there are apples on those trees (Zelenogorsk) 2) Spray cans. But not for graffitting as I doubt that would be easily possible, but to paint and camouflage your equipment. I am not on full blood but you can see that the fireman axe is pretty much camouflage-breaking, especially with a full green TTsKO equipment, it would be nice if you could paint the head of the axe or the yellowish part with spray cans so they would fit your camouflage. (Of course, a paint can should not apply the whole camouflage color into the item, but just the color itself the spray can has)
  17. LouisK

    idea with eating food

    I agree to add a "Eat whole can" if it takes 4x as usual to eat it then. Also remember that cooking actual food and hunting will be added soon and I am really sure that cooked food and meat will restore WAY more than cans.
  18. LouisK

    idea with eating food

    Uh... Each food element has "uses" and each full bite consumes 25% in cans, 10% in rice/cereal/powdered milk. It is unknown what percentage of hunger and energy each bite and each time of food restores.
  19. LouisK

    Possible Hunger/Thirst Improvement.

    I've thought of something that could sound logical and maybe is like this already: "Maybe this changes with the addition of cooking and all, after all, in the mod cans regenerate very little blood compared to what cooked meats do, and here that could be the same but with hunger and energy points. A full can (4 uses) could restore 10%/5% (2.5%/1.25% every full bite*) (respectively) while meat (Let's suppose this is cow meat, and each bite takes 50% of it's use) could restore 50%/%25 (25%/12.5% per full bite*) *Full bite in cans would actually be 25% of it's use. This would mean 25% of the can would regenerate 2.5%h and 1.25%e (hunger, energy) every time, if the bite consumes less than 25% a three-simple rule should be applied: 25% - 2.5 x% - y x being the percentage consumed and y the percentage of hunger it should restore: (x*2.5)/25=y This would mean every 1% consumed, the hunger restored would be 0.1% Same procedure for energy: 25% - 1.25 x% - y x being the percentage left on the can and y the percentage of energy it should restore: (x*1.25)/25=y This would mean every 1% consumed, the energy restored would be 0.05% Exact same procedure applies for meat." Full post is regarding the saline effects: http://forums.dayzgame.com/index.php?/topic/158804-blood-bagssaline/
  20. LouisK

    Blood Bags/Saline

    I would prefeer over time regeneration no matter how thirsty or hungry you are over what there is currently now with a saline bag. While that would not be completely real, it would not render blood bags useless, since saline bags are way easier to get and less troublesome to apply. Or having them expire after a while and as explained in other posts, work as a substitute that has to be administrated repeatdely over time until you're back to normal. Let's say you could have two blood values Real Blood Saline If you're shot and lose let's say, 3000 units of blood, you are left with 2000 Blood. Then you apply a saline, and you now have 2000 Blood and 3000 Saline. Saline should decrease in two ways: Degenerative after time, so let's say, 500u/h or when the blood regenerates, this means, if you had 2000 blood and 3000 saline, and you regenerate 500 units of blood, your saline should decrease by 500, meaning both saline and blood conjunctevelly should not be more than the maximun amount of blood in the body.... But in no way it should regenerate blood on itself as it would be otherwise rendering the current transfusions useless. I do agree with having a more easier way of having regeneration of blood activated. I don't want to have to eat 10 cans of something to activate my blood regeneration system, but neither I want for it to be super easy to like one can... Maybe this changes with the addition of cooking and all, after all, in the mod cans regenerate very little blood compared to what cooked meats do, and here that could be the same but with hunger and energy points. A full can (4 uses) could restore 10%/5% (2.5%/1.25% every full bite*) (respectively) while meat (Let's suppose this is cow meat, and each bite consumes up to 50% of the meat) could restore 50%/%25 (25%/12.5% per full bite*) *Full bite in cans would actually be 25% of it's use. This would mean 25% of the can would regenerate 2.5%h and 1.25%e (hunger, energy) every time, if the bite consumes less than 25% a three-simple rule should be applied: 25% - 2.5 x% - y x being the percentage consumed and y the percentage of hunger it should restore: (x*2.5)/25=y This would mean every 1% consumed, the hunger restored would be 0.1% Same procedure for energy: 25% - 1.25 x% - y x being the percentage left on the can and y the percentage of energy it should restore: (x*1.25)/25=y This would mean every 1% consumed, the energy restored would be 0.05% Same exact procedure to be followed with meats.
  21. LouisK

    [OUTDATED] DayZ: The Ultimate Loot Route

    Military base in zelenogorsk, Green mountain prison building, Base west of kababino, NWAF itself. Those are the high end destinations after looting that military base.
  22. One thing about server hopping is, what about if you join a server which you don't really want to play? Today I joined a server and it was on night time, I left and joined another and It was again night time, and on the third try I got to day light time... Repeatdely joining a server should restrict you from being able to pick up loot. The more servers you join, the higher the timer is. (Example: Started game: 0 Sec timer for loot. 0 Minute tolerance Joining first server: 15 Secs timer for loot. 3 Minutes Tolerance. Joining Second server: 1 Minute timer for loot. 5 Minutes tolerance. Joining Third server: 5 Minutes timer for loot. 10 Minutes tolerance. Joining fourth server and so on: 7 minutes timer for loot. 15 Minutes tolerance. While tolerance means the time of play in a server you should have before being flagged as hopper; and the amount of server joined is reset every time the tolerance you have accumulated reaches to 0 minute) As for spawn killing, that isn't a problem and never will. It is actually one way to deal with server hoppers right now. If you're going to disconnect in the middle of NWAF at the runway then you deserve to be killed on spawn.
  23. There are servers which are not white listed to the main hive and will cause character reset whenever joined. It's a matter of luck I believe :(
  24. LouisK

    Question about melee weapons

    I believe the hit box where the damage is applied is where the axe makes contact with the surface when it's swinging. Crosshair does not affect the axe or any melee weapon, you just have to learn how to aim depending the movement of the weapon. First person helps a lot, and with practice you wont miss a hit. Also helps standing.
  25. Sticks and bandages create an element which fixes it. Also in the mod morphine did fix it too (I don't know if it's still the case). You can try to die too.
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