The status text messages (I feel....) ruin the immersion and are not intuitive. This is what happened to me today. I spent an hour trying to find loot along the coast, chasing one rotten fruit after the next. Then I moved inland and due to amazing luck I walked in on a crime scene a few times. 3 dead players in a town, all packed with great loot. So I kept moving north. However the game kept displaying messages that were often vague, non descriptive, did not indicate what they are supposed to mean or simply did not make sense at all: "I feel extremly hungry" 5 minutes after eating a complete can of tuna, and drinking a soda. "I want to drink something" 10 minutes after the first tuna. So I go to a small lake and gulp that water like a camel at a watering hole in the desert. Then I casuall jog (not double tap W sprint) for another 8 minutes and the thirst starts again. While this was quite annoying already, Another thing started happening. I suspect a rotten fruit I ate 2 hours earlier started to cause problems: "feels funny in mouth" "feel nauseous" And my screen starts gradually losing color and overbrightening. So I assumed that was food poisoning. As fate would have it I found a player corpse that had 2 pills of antibiotics. I take them and it says: "My wounds feel cleaner" Note that I did not have a single phyiscal wound at this point, only a rotten fruit. However the color fading keeps on and eventually half an hour after the antibiotics I go unconscious. What does this story tell us? These test messages are: -Vague Nondescriptive, they do not point to the cause of the issue, making the player guess. -No indication of how well a need is satiated How much tuna do I have to eat to not feel hungry? When is hunger causing to start damage? Does it cause damage at all? Where can I see how damaged my character is? rocket mentioned ss13 was an inspiration for these messages but it is not a good idea for dayz. SS13 has to use these descriptions to convey things to the player because that game is crude 2d pixels. Dayz does not haev to be this vague and "text based" in a game where every tiny item is a 3d object. Also constantly having my character talk to himself actually is bad for imagination. About the screen shader fx. Desaturating colors is a bad idea. Especially since Dayz has such nice HDR lighting (which you only see in the options and when you respawn, because you will spend most of your time surviving on rotten fruit and inevitably end up with a washed out screen that ruins visual fidelity.) Unadjusted PURE glorious HDR should prevail above screen color fading I know tghe game tries to convey damaging effects by washing out the screen so it appears "subtle" but it comes at the cost of ruining visual fidelity. About food poisoning. Why is eating a rotten fruit such a death sentence? I only ate 1 and died 3 hours later from it, even after taking 2 pills of antibiotics? So the next time I eat a rotten fruit because the loot god is angry with me I can throw that specific player life away because what are the chances of finding another set of pills? Why even bother looting for hours, only to die as a well equipped corpse. All of this can be avoided by having indicators and bars in the corner of the screen like dayz or other simiar games have them. it would have several advantages: -Easy to see how dangerous a need is currently -Easy to see how much you need to eat and how much you should keep for later -Less guesswork and more intuition And for anyone countering my suggestion with "in real life you do not haev indicators": Yes you do have them in real life. If you get sick from food poisoing you will instantly know it in your stomach and intestines. You dont have to decipher some cryptic text message and you dont have to ask why the colors are fading on the screen.