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bacter

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  1. bacter

    Exp Update 0.61.136505

    3 days ago i played the rolled-back exp. version of last weekend on UK 04, 1st person. I was in a gunfight with a guy at tisy base, we shot at each other over a distance of maybe 150 meters with SVDs. I aimed and fired. At the very same moment my opponent fired as well. Still scoped, I saw the hit register (impact, blood) and the player go down. Maybe half a second later, my head tilted and I went down, blackscreen, dead. I wondered if the delay was because of bullet travel, but it seemed too long for that.
  2. I think it would work, IRL what would seperate laymen from medically trained people would be better wound treatment (irrigation, suturing), correct use (indication) and administration (intravenous) of drugs and professional CPR. But I'm not sure if I want such a seperation in game (the notorious soft-skill-debate...) - If they implement it they would have to make sure progress (e. g. medical skill) can't be made by grinding (injuring a friend, bandaging him, injuring him again...) - I don't know how skill progression without grind could look like. As you said, advancing when finding and reading books (or medical journals!) like in Fallout could be a solution. On the other hand I really like the possibilities you mentioned - sparing valuable players and 'keeping' them! I meant bandages should deteriorate only after application to simulate progressive contamination. There should be need to change them every once in a while.
  3. Sounds good, I'll look into it! Good point! Like in RL, a bite wound should be considered as infected and treated with antibiotics. That's what I meant. Arterial bleeding could be the 'heavily bleeding' state, excorations/blunt trauma could be 'lightly bleeding' (not realistic but makes a lot of sense gameplay-wise). Also I didn't mean a wound should be visible at the exact spot of suffered trauma (which would be hard to implement I guess). Obviously, the game already differentiates between head, torso or extremity trauma, so e. g. a blunt hit on an arm results in a change of texture (minor hematoma) regardless of the exact impact. A fracture would result in a 'severe hematoma' texture ect. Likewise, for arterial bleeding, only representation for some major arteries would be needed: Carotid artery for hits of the head/neck, brachial and radial arteries for arms (knife fights!) and femoral artery for lower extremities. These four predefined spots on the player model would be enough to make a cool simulation of arterial injury. I really like your ideas!
  4. I wondered how a neat and authentic medical system for DayZ could look like without making it too hard to implement by building on what's already in game. I think the additional mechanics could be implemented relatively easy and yet would add a lot of depth to this lovingly punishing game. making it overly complicated / too technical, it still should be 'fun'. Note: this is not realistic, I tried to translate real life medical conditions into a game environment. For example a lot of antibiotics can be used for a variety of underlying diseases but having to use a specific one for your condition in-game makes it more challenging. Medical items - Bandages Bandages (and wounds, see below) should be visually represented on the player model when clothes are taken off (to avoid clipping, also it would be cool if you had to undress after a fight to check and treat your injuries). After application, bandages gradually diminish in 'quality' (pristine, worn) and need to be replaced when 'ruined'. 'Ruined' bandages and rags are likely to cause wound infections (see below). Crafting options: Bandage + gaze = pressure bandage, bandage + antiseptic = antiseptic wound dressing. - I.v. Catheters After an intravenous catheter is inserted, bandaging it with gaze should make it possible to keep it in place for later use (like in hospitals). It could be represented on the player model's forearm as a circular bandage-texture without causing clipping. It would be useful for rapid fluid / blood replacement in combat situations. Keeping it in for too long gives a chance of wound infection, sepsis. - Antibiotics, drug intake I've settled on widely used antibiotics to cure the infectious diseases mentioned below. Like magazines a packet of antibiotics (and painkillers) contains a certain amount of pills or tablets. You have to take them regularly (every in-game-hour for example) for a certain amount of time in order to cure an undesired effect. If you find a watch in-game it could display your character's relative time and be used to time drug intake. Negative status effects - Arterial bleeding Sharp items or gunshot wounds should have a chance of causing arterial bleeding, which is represented by A) A characteristic pulsating squirt. They nailed it in the game Overgrowth https://youtu.be/0lp3HD3RQOY?t=28 (pretty close to those I’ve seen in RL). B) Clothes that get more and more soaked in blood. New particle effects and the new renderer should allow visual representation for both A and B. Causing rapid loss of blood and hypovolemia. Treated with a pressure bandage and i.v. fluid replacement or blood transfusion (more effective). - Blunt trauma is visualized by hematoma and excoriations. Head trauma has a chance of passing out, chance of tinnitus, chance of temporary visual and motor impairment. Extremity trauma is already in (limping, decreased aim, shaking). Treated with painkillers and regular bandages for excoriations. - Fractures treated with splints and painkillers. Visually represented by severe hematoma (axial deviation would be cool but I guess it would be hard to implement) - Respiratory infection caused by exposure to cold, wetness, airborne transmission when being around infected individuals for too long. Coughing gives away your position. Reduced stamina. Treated with Clarithromycine. - Gastrointestinal Infection caused by ingestion of spoiled food. Causes vomiting and hypovolemia. Symptom control with intravenous fluid replacement (Saline) and charcoal tabs. Treated with Doxycycline. - Wound infection, sepsis chance of infection every time a wound is not treated with an antiseptic and bandaged. Untreated wound infections may lead to sepsis: shivering, reduced stamina and eventually unconciouseness and death. Visually represented by purulent discoloration of wounds and bandages and a spreading rubor around the injury. Wound infections and sepsis can be treated with Amoxicillin/clavulanic acid. - Phonotrauma Tinnitus when a gun is fired in your direct vicinity, temporary. Please feel free to share your thoughts! Edit: typos, formatting
  5. i was on an experimental server for a little while yesterday. did they modify the gamma/brightness thing? i had the impression i could see way less with gamma on max. can anybody confirm that? this would be SO awesome!
  6. thanks for the reply! i don't mind losing my gear, i should have stressed the second aspect: stumbling upon a murder scene when scavenging is very exciting for me. is the killer still around? what happened here? ect.
  7. nice update, but one thing really bothers me: this makes it almost impossible to retrieve your gear after dying far away from the cost. also, findig corpses is one of the most important aspects of exploring imho :(
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