TL;DR at the bottom. I would like to bring up a topic which I think needs to be addressed and I would appreciate feedback from players and would be thrilled to hear from the developers their plans if any on this matter. Blood. Not gore, just blood. A integral part of the DayZ genre. Blood both as an effect and a mechanic is one of the cornerstones of this game and if properly executed could add such an amount of dynamic, atmosphere and value to existing mechanics to the game. This thread aims to detail the ways in which such a feature could be visualized and executed. I do hope the developers do not underestimate the value that well implemented blood would have on this game. I mean that in a thoroughly respectful manner, speaking only as someone deeply in love with the concept of DayZ. Survival & Tracking: wounded animals, wounded players, if a relatively severe wound is left unbandaged they should bleed until hemostasis kicks in, possibly a couple minutes would suffice. This would allow both tracking of players/animals if you fail to kill them and could be integrated into the zombie AI for them to follow the (scent of?)blood. even something similar to footprints with a longer lifetime. A bonus to this would be allowing blood bags to be pierced and produce the same effect, lure people/zombies into a trap. Perhaps it could operate on a scent mechanic that would also allow guts to be used as for zombie attraction, effigies and such, though that strays a bit from the topic at hand. Combat: People bleed, people who get shot bleed. Not only is it more satisfying to shoot something and know that it hit it due to the blood that came out than it is to shoot something that just goes into ragdoll without any blood, but it can also be extremely useful on combat situations as a visual indicator that your bullet landed and it definitely hurt what it hit. While Arma 2 does blood effects far better than Arma 3 (not really an opinion since Arma 3 doesn't really have blood effects), it is still far from perfect, I make that comparision because Standalone basically uses Arma 2's blood effects. This ties in again with the tracking, wounded people fleeing a fight do have a chance to be tracked. Immersion & Aesthetics: It's a horror survival game, there are people running around infected with an adrenaline fueled rage inducing virus, they bite, claw, scratch, kick, punch and these thing generally draw blood. It may be beyond the games tech to do blood stained clothes effectively but blood drips, pooling on the ground, etc should all come into play. It just makes sense. Horror elements: This would also assist the psychological elements of murder/cannibalism, without adding immersion breaking mechanics or remorse or sanity. Merely making the processes of cutting up and eating people mildly traumatic should suffice. Blood, guts and disgusting sounds as you cut them open and so on, not really my scene so I can't really expand on this. The thought is quite unsettling. Eugene stated that firing guns should be a mildly traumatic event once audio is finalized, so should be the case for murdering and eating people. This does extend into Audio and such but is still Blood related. Health: Your life is measured by the amount of blood you have in you, that is at the heart of DayZ, it only makes sense to add visual cues to blood loss outside of post-process effects blurring your vision. Examples of some dynamics this adds to the game... -You walk into a house, find a dead player lying on the ground, Makarov in hand, blood on the ceiling, you've stumbled upon a suicide. -You find a dead player on the ground, gun in hand, wounds indicate they where shot, the blood is still there/fresh, the killers may still be around. (this could expand into the hiding bodies mechanic) Did they want you to find the body? Is it a trap? Was it self defense? -You walk into a house, no bodies but a trail of blood leading to a room. Someone wounded inside perhaps? maybe a trap? Maybe someone poured blood on the ground with a blood bag, lured a zombie or two into the room and locked them in? Do you dare investigate or do you turn and run? -Zombies would be more likely to wander towards areas where death has occurred (scent mechanic) -Gutting players or animals may and not washing the blood off of you may make you more noticeable by infected. Summary: New/Improved mechanics -Bleeding - Visualised by visable blood trails/blood pooling - hemostasis chance is reduced by medication like aspirin - bleeding inflicted by sharp melee weapons/bullets (blood loss from blunt melee is more complex) - Blood will pool under the wounded body part of dead animals/players/infected rather than always at the centre -Blood Stained - visualised by bloody hands/arms - applies the scent to the player - can be washed off - acquired by handling corpses/gutting -Scent - Increases Zombie awareness/they path towards the general area - applied to bodies guts, blood stained players, bleeding players & animals/blood trails- May be a future property for non passive animal AI to hunt players/infected -Blood based health visualised more effectively - Gameplay enhancer -Sharp Melee/Bullet wounds emit blood particles - Visual cues for combat/immersion -Expanding dynamic gameplay/roleplay - "This is your story" all these things add to the immersion and roleplay elements of the self written story of each unique life a player lives in DayZ