EDIT: *Idea addition: Colorblind mode. EDIT: *SH alteration: SH loses consumables on a daiy basis while offline. ****Safehouses**** Starting out in DayZ can be excruciating, losing your equipment from death can be crushing, my proposal is this: Let players make Safehouses. In the event of death they can return to their safehouse (S.H.) and get their backup equipment; these S.Hs can be linked/tied to the account so they cannot be raided when the user is logged off (but ARE at risk of raids when the user is playing online.)This also minimalizes conflicts with other users sharing the same house during gameplay and during offline (this probability is small, but still a factor, and should a "Same-S.H". conflict arise, then the Loading-player can be redirected to another server that bears same Sever-Filter setting that they chose from the last Server-Filter [ping, player count, etc.]) With an S.H., the Player can stock up on backup equipment, food and medical gear and help friends (both new and respawns) to get back on track. This also lets the player use different gear whenever they so desire thus adding to the customizing experience further. It gives the player a sense of ownership, safety, and enhanced comradery. Furthermore, the player is always out looking for items, even if they cannot carry more, this Game-Mechanic should be encouraged, for players will actively go out looking for food (and other supplies) and returning "Home" to deposit them for alter use. *Boarding up windows: Players can also board up windows to prevent light from leaking out at night, or repair Window Shutters to accomplish the same result (with aide of the Hammer, Nails, and planks of wood. Cutting the wood requires a Handsaw or the use of Industrial milling equipment. *Locks: Whether or not they can be locked with a key, or barricading the entrance, or have a stealthier alternate method of entrance through a Window, Celler doors (due to the windows and doors being barricaded,) or through a hole by a shrub close to the side of the S.H.. This can be debated. Locks (anykind: internal [doors], external, doors+windows) can be destroyed. *** SH alteration idea: The Offline SH will gradually lose supplies on a day to day basis. Food/water/gas will decrease in % as if your player is actively using them. So when you log in you'll have to find more supplies. Now, I DON'T want to player to die via offline from starvation because it's not standard in the gameplay and we Players don't always have the time to commit to the game on a scheduled basis. For the most part, we've all got Jobs, Families, etc. But, gradually losing supplies, I think is a good trade off. *****additional ideas***** [you can refer to these additional ideas by their numbers to save time/typing.] 1) In-game Chess/Checkers set & Solitaire/Poker cards: This idea goes in-tandem with the S.H., it requires minimal programming for Chess/Checkers/Solitaire/Poker +(Poker chips)-game-logic for the ONLY way the pieces move is by the player picking up the piece and moving it. creating 3D models would be a piece of cake due to simplicity. The purpose: is to allow players who are recovering from severe wounds time to recuperate in safety, or allow the player(s) downtime while greatly minimizing the concern/worry/paranoia of the outside world without the player having to log off from the DayZ game. 2) Vicinity Trading: Allows two players or more to trade in their local vicinity without having to drop items. Efficient... This can be implemented in the "Tab"-Inventory key near the "vicinity-item column." OR theres a button by the "vicinity-item column" that converts it into "vicinity-player-trading-column." 3) Hand by Hand Trading: An object in a players hand can be given to another players hand. A deeper purpose for this is in the next idea-suggestion (Rope) 4) Rope --> additional attributes [irrelevant to S.H.]: If stuck in a hole (if digging holes is implemented) will allow a comrade to tie rope to a sturdy object (tree, post, a team of friends holding the rope taut) and send the rope down to let the trapped player climb out. If players can dig holes/traps, then that action should be balanced with something to solve it; ie, Poison & Antidote, Yin & Yang, etc.) 5a) Duct Tape (D.T.): *Disclaimer*: I have yet to use D.T. so I don't know what its in-game uses or limitations are, or if they're even implemented: Temporarily attaches ANY object to another object. Will eventually fall off in Time, Usage, Whether Conditions, chemicals (that quickly make the tape fall off.) Reason: If the Left 4 Dead survivors have flashlights Zip-tied to their Guns, so can we. When the tape does fall off, the must be a notification, sound or text. 5b) Zip ties: (do I have to go into detail with this idea?)... Temporary Handcuffs that can be cut off, tie items together (ala L4D2 Lights tied to the guns), etc. 6) Colorblind mode; Though I'm not afflicted I play with others that are. No furhter explanation needed. 7) Bullets can peirce through walls: Depending on the material and calibur various bullets can peirce through walls.