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Asmondian

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  1. Hi there! This is a new list of QoL (Quality of life) suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below. The intention is always to come up with achievable ideas within the general framework of the game. What does this mean? It means that you will not find crazy new features that would imply a lot of development time, or requests that may break the original concept of the game. Although the complexity and feasibility of any of them can only be determinate by the dev team, I invite everyone to keep this same QoL focus in future suggestions because I’m 100% positive that those are the kind of ideas that could eventually make it into the game at this stage. Do you have to read everything? No, the titles are intended to be self-explanatory of the core idea, but be sure to check the brief explanation under the images to understand the context before commenting about them. Having said that, I hope you find this an interesting read! OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ HERE ARE MY +50 QOL SUGGESTIONS 1) Interactive actions menu | Disable them while running The game shows the contextual menu allowing us to “perform” certain actions while we are full sprinting, leading to unwanted situations. One of the most common examples of this is when we try to make a strong/running melee attack with a shovel or farming hoe and instead we end up getting the garden plot blueprint in the middle of a fight. Since most of the actions require an animation and that our character remains relatively still, the smarter thing would be to prevent these options to even showing up on our screen while we are full sprinting, avoiding this kind of scenarios. This would also have a visual positive impact since, as I think we all have the experience at some point, while running through a forest or hiding behind a bush you usually get the interactive pup-ups with bushes and trees right up to your face when it is clearly not our intention nor is it something we could do while running. Suggestion: Disable the contextual menu when we are full sprinting, cleaning the screen and avoiding any unwanted action to perform by mistake. Limit those for jogging or walking. 2) Burlap sack cover | Visibility according to its condition This is simple and cosmetic idea, but it could add to the gameplay experience. Depending on the condition of the burlap sack cover its the visibility it offers. Then, if it’s a damaged burlap sack cover, it will allow you to see through it with a soft overlay. Players can use this attrition for their own benefit, either by using it for their captives or on themselves, providing with more depth to this item than just having a complete black screen. Suggestion: The overlay of the burlap sack cover should not be completely black but should offer a level of transparency commensurate with the wear of the item. 3) Quick access limitation | Items inside containers Right now, you can assign a hotkey to any item, even if its inside a container (such as a bandage inside a protector case or any other items you want to preserve), and bring it out anytime you want. This is not only unrealistic but also allows you to abuse the system a little bit. The idea is that the items inside containers should not be visible (or accessible) through the hotkey bar forcing players to have to take them out manually or carry them outside the container. Suggestion: When an item is inside a container (protector case, cooking pot, ammunition box…), you can´t pull out that item by assigning a hotkey. 4) Weapon collision | Guns should retract I am a big critic of the weapon collision feature in DayZ. Not because of the concept itself since its somehow realistic and prevents some of the old clipping issues and shooting through walls that we had in the past. But because of the unpolished and very basic way it was added. Its current implementation is just a clunky animation and one of the worst allies of a smooth PVP experience. Having said that, I'm not proposing to get rid of it at all (although I welcome the servers that do so until there is a better implementation) but to improve it in a way BI has already shown that it can be done. Currently, when our weapon collides with a structure, the same animation is played where we raise the weapon upwards. There are no transitions, no retraction and no intermediate animations. When we peak a corner, we can raise and lower the weapon about 6 times per second simply by a millimeter of collision (Example). Trying to shoot prone on a surface that is not perfectly flat could lead into a disaster due the weapon collision (Example). On the other hand, if we see how the weapon collision has been applied in the company's games such as VIGOR, we will surely see an alternative perfectly applicable to DayZ. In the case of VIGOR, the weapon does not rise towards our head automatically when there is a collision (Example). On the contrary, it retracts (towards our waist) progressively, modifying the target of the gun from the center of the screen but preserving the aiming instance. This system is definitely the one that should be imported to DayZ, replacing the current crude and basic animation. 5) Military flashlight | Vintage L-shape attachable flashlight The standard flashlights are quite useless right now not only because of the vulnerability of not being able to use them as a passive illumination device (you must hold it in your hands) but also because of the massive superiority of headtorches and how common they are. The idea is to add a military L-shape flashlights (like a Fulton MX-99 for example), that can also be attached to our vest/backpack, same place than the Chemlight (aiming at the front). Suggestion: Add an L-shaped military flashlight that can be attached to the Chemlight slot on backpacks and vests. Credit to LAD for its implementation as a mod. 6) Watchtower | Turning a wall into a gate or alternative Another thing I’m not a big fan of is basebuilding, but since it's in the game I think it's better to make the best of it. There are a variety of changes to be proposed in the basebuilding system but the possibility of being able to turn one of the (3) watchtowers walls into a gate is something that every vanilla player wanted at some point and would be quite functional. This can also be achieved with a less restriction/limitation for building next the unwalled side of the watchtower, so you can build a nearby fence there and then turn it into a gate. (In servers where the building restriction is enabled, of course). Suggestion: Allow to turn one of the three walls of the watchtower (only for the bottom floor of course) into a gate. 7) Radios | Voice sound effect Whether you are talking to someone on the radio, in an open field or inside a massive underground bunker, our voice sounds exactly the same. There is no reverberation or significant distinction that allows us to identify the source of the voice. I think many of us have heard people speaking through an open radio and thought it was someone from our team until you realize that a radio was on. Taking Arma 2, Arma III and Reforged as a good reference, where this has been implemented in excellent ways, the suggestion is to add a sound filter (complementary to the white noise) that actually emulates how a voice would sound through a radio, clearly distinguish it from the regular VOIP player to player. I am not aiming at some kind of "militarization" of communications, but at an immersive and clear distinction between regular voice and voice over communication devices. Suggestion: Add a radio chatter sound effect to voices over the radio so they do not sound exactly the same as if we were speaking next to a player. 8 ) Inventory management | Slot highlight and combination clues I did enjoy my extremely hard and punishing learning curve back in the dayz when we had ¼ of the crafting recipes, ¼ of the diseases, features and tools that we have now. But I even when I think the game should be as challenging as possible, I definitely disagree when it became counter-intuitive for new. In many ways, the inventory management it still is, that is why I consider that these two changes/additions could be really useful in that regard: 1) Slot highlight: By dragging a piece of clothing (like a mask, a helmet, a vest, a backpack, a belt and such) from the vicinity/other players inventory to ours, the game should highlight the slot where it can be placed or the item that is currently in that slot. 2) Combination clues: We know that the orange edges on an item are the ones that indicates that we can combine it with another. However, we only see it when we drag that item to the right side of our hand’s slots. The suggestion is then to highlight the items that can be combined just by dragging one item around our inventory, giving a hint or clue of a possible “recipe”. Example: you have a gas cannister and a gas stove in your inventory. If you drag the gas cannister around, the gas stove will highlight with the orange edges. Suggestion: When dragging a piece of clothing from the world to our inventory, the slot where it can be places should be highlighted and, when dragging items around our inventory, if there is other item that can be combined with, it should also be highlighted with the classic orange edges. 9) Getting worms | Infected mass graves Previously suggested in these forums by other users. Right now, you can only search for worms (for fishing purposes most of the time) by using a sharp tool over organic surface. It would be interesting to be able to look for them with your bare hands (or by making them spawn like rocks/mushrooms/fruits due player presence) inside the infected mass graves assets around the map. It would make sense and would be functional for the early game. If it was an action, it could be accompanied by bloody hands to give it even more depth. Suggestion: Being able to obtain worms from interacting with the piles of corpses around the map. This can be either through an action or by simply appearing in the vicinity as is the case with rocks, fruits and mushrooms. 10) Spark plug | Make them spawn inside a box A quite simple suggestion that I really can't explain why it is not part of the game yet. The spark plugs for vehicles should spawn inside their boxes just like the headlight’s bulbs do. Having to resort to vicinity every time we want to find a spark plug, I don't think is intended. Common sense indicates that this is absolutely feasible and it will be a welcome QoL addition. Suggestion: make spark plugs spawn inside a box just like it happens with the headlights blubs. 11) Blocking melee | Penalties You can survive a horde of infected or turn a melee fight with another player into pure speculation just by permanently blocking. With the last modification where blocking is not 360 anymore but directional (so if can got hit by the side or back), this has been slightly mitigated, but it is still quite easy to abuse the blocking, mainly against AI.I’m fully aware that when it was implemented in a more "punishing" way suffering damage or cuts when blocking) the general reception wasn´t good so I think a good middle ground that implies blocking without taking damage but some kind of punishment would be this: The blocked attacks should/could be able to damage your clothes (gloves, vest, jacket, helmet…) and, while blocking, you should regenerate stamina way slower than normal. Of course, there is a lot more to explore about melee combat but these two changes I believe do not escape what would be a QoL improvement to prevent pure speculation regarding blocking melee attacks. Suggestion: Blocking melee attacks should prevent you from getting damage but it could damage your clothes and prevent you from recover stamina like you normally do in idle. 12) Underground triggers | Visible representation This can be difficult to explain for those who have not tried to set up a dark area trigger, so I will try to be very simple: Since 1.19 you can add dark areas to the map (like the one in Livonia Underground Bunker or A2 in Namalsk). You must assign a trigger/area where, when a player goes through, the screen will become dark. At the same time, there are different "levels of darkness" (EyeAccommodation=X) within the same area to which you must also assign a corresponding position and size (Breadcrumbs). While it is not impossible to do, the game does not offer many tools to have a visual representation of the size of these areas and everything must be calculated by eye, leading to tons of trials and errors to prevent the darkness from exceeding the desired limits. The intention is then to add the possibility of having a visual representation of these triggers and their areas ("UndergroundTriggerEdges= 1") after you place them (so you can see in-game if they exceed the wanted limits) or maybe just add a proportional asset (like the one from Dumpgrah) that allow us to estimate with more precision the ranges for X / Z / Y of these "blocks of darkness" while we edit those. Suggestion: Provide with a visual representation for the underground areas trigger to make it easier to set and to detect possible errors in the trigger size. 13) Gas Masks | Put them on/off by a quick access key By assigning a hotkey to our mask and holding that key we should get a contextual menu (just like when we hold our ammo or mag) to put or remove our mask. This suggestion becomes more relevant with the proposal of a new concept for dynamic toxic zones (or airstrikes) and the way we can interact with headgear inside vehicles. Suggestion: allow to put on and off the gasmask by assigning a hotkey to it. 14) Landmines | Disable vicinity view I think it doesn’t make any sense if landmines/claymore can be seen through vicinity when they are active. It is probably the way in which 9 out of 10 landmines are currently detected by players. You just see a landmine in the vicinity tab, you then try to drag it to your inventory, and if you can´t, you know that it’s an active one. In my opinion, these items – once placed of course - should not be visible for players in the vicinity tab, just like underground stashes for example, and only be accessible for eventual disarming through a direct action. Suggestion: Once placed, disable the explosive devices from the vicinity tab. 15) Gasoline cannister | 10L or 5L red jerry cans I think it would be convenient to implement a 10/5L jerry can to serve as an intermediate gasoline cannister between the 20L and a bottle or canteen. Even more considering the recent changes that the game had in terms filling up a cannister and adding fuel to vehicles (I’m referring to the time it takes). A yellow 10L gasoline cannister and a red 5L one would be a pretty good addition without much work involved. Suggestion: Add a 10L and 5L gasoline cannister. 16) Alternative Russian NVG´s | PNV-57 w/ tanker helmet I know that asking for a new item is a bit far from being a QoL suggestion, but since it would be something more cosmetic, according to the context of the game and that could enhance the use of an existent item, I don't think it would be too out of place. DayZ already have occidental night vision goggles that can be attached to the tactical helmet or by using straps. The suggestion is then to add some eastern night vision goggles (like the PNV-57) that can also be attached to the tactical helmet but also be use with the tanker helmet instead of the straps. Suggestion: Add the Russian PNV-57 night vision googles that can be attached to helmets but also to the tanker helmet (instead of the straps). 17) Effects sound overlap | Key bind for volume reduction I think everyone knows what I mean, even when though 5 posts of suggestions I had never really suggested this outright. But for those who do not know, most of the modded servers have different versions of what we call "ear-plugs". This simple feature allows you to reduce to 50% (or more) the sound effects of the game just by hitting a key. Although it may seem trivial, it ends up being quite decisive for interactions because it only reduces the volume of the sound effect, not the voices, making in-game communication possible even in the most adverse situations (loud vehicle engine sounds, wind, rain, ambience and such). So, this is definitely a QoL addition that should be in the base game. I must say that is no real way to exploit this in any way since while you absolutely gain a lot by facilitating interaction through VOIP, you lose a lot of awareness by not being able to hear the sound effects in full volume. Suggestion: Add an assigned key to reduce the level of sound effects to 50%, allowing to give priority to in-game voices at times when it is required. 18) Hunting scope | New reticle and damaged state The hunting scope is probably one of the least updated scopes in DayZ since forever. Even mid-range sights, such as the Kobra or the Kashtan, have been recently improved with 1.20. I do not intend to change its reticle to make it more complex or militarized, nor I pretend any picture-in-picture kind of feature. Just apply the same criteria that other optics have, avoiding it to be a simple black overlay as we have since the DayZ Mod years. I have already proposed that the hunting scope should not be full screen, with blurred edges and a dark vignette. Not only because of a visual improvement, but because this would allow to provide a damaged reticle states according to the scope wear and tear since, right now, you have the same view regardless its condition. Suggestion: improve the hunting scope so it can represent the wear and tear state through its reticle like the other scopes do. 19) Outdoors fireplaces | Extinguish with a shovel or farming hoe Add the ability to extinguish (sort of throw dirt on but with the same dig animation) outdoor campfires by using a shovel or a farming hoe. As I said, the animation for this should not vary too much from the ones these items already have. I think it makes complete sense and would add something different than having to throw water on top. Suggestion: Extinguish outdoors fireplaces by using a shovel or farming hoe. 20) Fresh spawns | Immersive (initial) spawn The idea is definitely not mine or even new, has been around for quite some time in several mods (the one from Zenarchist for example). The concept implies that, when you log in with your character, you do not just pop up standing out of nowhere but instead, you do it lying down and progressively opening your eyes as if you are waking up. While this particular implementation (which applies to all log-in and respawn cases) may create some issues with the player position or with the items you in his hands (due the lay down animation), it could definitely be applied to fresh spawns first spawn where you have no gear at all and the locations are already defined. In addition to this, and even when it’s not part of this suggestion, the idea of adding an overlay (to spawns that are not fresh spawns) such as an eye-opening vignette or yawning sound when logging into a server (as I have already mentioned in another thread) would be very useful as a method to combat ghosting and “X-ray views” due textures load delay. Suggestion: When it’s your first spawn as a fresh spawn, you should do it laying down and slowly opening your eyes like waking up. For any other log in, it should only limit to an opening eyes vignette. 21) Handcuffs | Break them only by force or key Maybe I'll get a little ahead of myself and this will probably be modified in the near future, but in the first 1.20 build, another player can free you from your handcuffs with just their hands. This seems fine to me for most items like ropes or such, but in the case of handcuffs it just doesn't make any sense. This item should be an exception to the rule and other players shouldn’t be able to free you simply with his bare hands. I have suggested in the past a higher punishment for this type of binding, although I understand that it is intended to prevent any scenario that could completely destroy a player's experience (even when you can still “scape/die” by logging out of the game). Suggestion: prevents another player from being able to free you from the handcuffs simply with his hands. It should be only through the key, pliers, lockpick or by forcing them (with significant time). 22) Gasoline pump explosion | Add shock damage I'm not sure when this was changed, or if it was even intentional, but right now if you explode a gasoline pump while being inches away from it (without any kind of protection), you will only suffer a loss of about 45% HP and will NOT take ANY shock damage. This means that you can destroy a gasoline pump, then another one, and you could still walk away after two explosions in the face. This needs to change. If the intention is to avoid an instant-death kind of damage, gas pump explosions should at least generate enough shock damage to knock us out for a good while with a nearby explosion (which would be the more realistic approach in my view). Suggestion: add shock damage of the gas pumps explosions and increase the HP damage to avoid ridiculous situations like people walking away like after an explosion. 23) Ghillie Suit | A new use for plant material The current ghillie suit can be repaired through sewing kit and duct tape, which considering the design of its damaged version, does not seem to make much sense. At the same time, it never seemed too realistic to me that we could craft a ghillie suite out of burlap strips and netting. But that's a discussion for another day. I think there is an opportunity to link and enhance the growing’s feature by giving plant material a new use. What would that use be? By allowing plant material to be used as a way to repair or patch (just like you do with the sewing kit or duct tape). Second, the possibility of crafting the Woodland ghillie suite (greener version of the ghillie) by combining a certain number of plant material (or a sub-item crafted from it like root web or something smaller that we could combine), with a certain number of nettings. This would make even more sense than crafting a ghillie by using burlap strips. Camo net could also be in the mix, allowing the three different recipes for the ghillie suit: Tan Ghillie Suit = 10 Burlap strip + 4 Netting | Woodland Ghillie = 10 Roots web | 10 Netting | Mossy Ghillie Suit = 10 Camo Net strips + 4 Netting. Suggestion: Plant material should also work to repair ghillie suits and, by combining it with netting, it could be a reasonable recipe to craft the woodland ghillie parts (greener version of the ghillie). 24) Gas cannister | Inventory size reduction A gas cannister (Regardless is a small, medium or large one) takes 4(H) x 3(V) slots in our inventory. When combined with a portable lamp or gas stove, its total size does not change at all (except in the case of the blowtorch which becomes 3x4). The suggestion is then to reduce all the gas cannister size to 3(H) x 2(V), and then became 4x3 only after attaching another item to them. Note: I really think DayZ also needs a serious reconsideration of weights and dimensions of many items with a criterion not only realistic but also functional for the gameplay. I don't understand how we can carry up to 3 rifles inside backpack, or how a Taloon Backpack can carry a 20liter jerry can when the model itself is 30% larger than the backpack. Suggestion: Reduce the gas cannister size to 3x2 when they are not attached to any other item (such as a portable lamp or gas stove). 27) Chest holster | Belt attachment In Livonia, the zombie (infected) that spawn in the convoy and could have the punch card to access the underground bunker has a pistol holster around his waist. It would be a nice addition to imagine this for players. Being able to opt between using the holster as a vest or put it in our waist (replacing the belt slot) could give another use to this item that is generally discarded immediately when finding any other type of vest. Suggestion: The chest holster should be also carried as a belt with a pistol holster. 28) Combat log | Offline punishment and logging out clue There are many unpunished practices that make public servers less attractive than the community ones, and combat log is definitely one of those. The absence of admins to control this through logs often leads to very unfair situations, and abuses. For more than a decade, no effective punishment has been implemented against those who uses disconnection as an escape tactic and I think there are many solutions that can be tried. I am not discovering anything new if I say that extending the time of the offline bodies (your body stays on the server) our character's body remains in the world after we force a disconnection is perhaps our best and only option. Many mods have implemented this with great results. But at the same time, I know that nothing is simple and it is necessary to evaluate its impact from more than one point of view. The suggestion is to extend to 5 minutes the time our offline body remains in the word after we log out if and only if we have taken player damage within the previous 5 minutes and we didn´t wait 1 minutes of logging out cooldown, forcing our disconnection. At the same time, logging back in to the same server should also have a cooldown punishment of 5 minutes to avoid any possible “offline body manipulation abuse”. This would at least discourage the quick disconnections after a PVP and force players seek for a safe place. And if they don´t, you just provide a punishment since they will remain 5 minutes defenseless. Suggestion: If you have taken damage within the last 10 minutes before you log out, you should have a 3 minutes cooldown to normally disconnect without any penalty. But, if you force a disconnection under those conditions, your offline body will remain up to 6 minutes in the server and you get a 6 minutes cooldown when trying to join the same server again. 29) PVE threat | Windstorms and extreme fog for Chernarus/Livonia I’m aware that storms and rain are already present in both maps but not really as an “event” and with the same incidence and representativeness that they could actually have. Intense windstorm with a severe temperature impact and a massive fog that only allows us to only see a few meters away would definitely be a great PVE condiment to the gameplay. The duration and recurrence of these weather events would clearly be key in determining whether they positively complement gameplay or become completely frustrating. Again, I’m talking about the kind of storms that force you to stay indoors or move from house to house as long as it lasts or that reduces your total visibility as if you were inside the movie "The Mist". Those which you can't speculate too much because the cold is too intense to pretend to survive outdoors and you could have dozens of infected within 50 feet without really being able to notice it until you get too close. Suggestion: Allow weather events (sporadic, extraordinary) that represent a PVE challenge, either with cold, rain or visibility through intense storms and/or fogs that significantly reduce our visibility. 30) Medical suture kit | A new concept for treating wounds An item that could provide variety to the medical system but without departing too far from what the game already offers would be a medical suture kit. Unlike the sewing kit, it would be already sterilized and would allow suturing wounds without the risk of an infection. Like the sewing kit, it should have a number of specific uses. In addition, I really thing the way we treat wounds needs some changes without implying an extremely hard and punishing system. For example: bandages should not close wounds completely, but simply prevent blood loss. But eventually the player should suture or cauterize the wounds so that they do not generate further infection. The bandages would then be an immediate solution, but not definitive, forcing the player to change them periodically (every 40 minutes for example) until the wound closes naturally (after 1 hour of play) or through a sewing kit or cauterizing the wound with a knife or item heated in a campfire. Suggestion: adda medical suture kit that allow to close wounds without the risk of getting infected. In addition, rethink the treating wounds concept making bandages a transitional method of stop blood lose, but not a definitive way to close wounds and prevent wound infections. 31) In-game map at nighttime | Flashlight effect A very simple detail that could provide some more immersion, although I can understand if it might be too punishing at times: When you open your in-game map, it looks absolutely clear, no matter what time of day it is. Ideally, there should be a continuity with the outside and how the map looks. The perfect scenario (already suggested) would be a 3d representation of the map (without accessing the full screen) or even better, the option to click/hold to access one viewing method (full screen) or another (3d map as an item). But until that happens, giving it environmental continuity when we consult the map could be an attractive change. Suggestion: when checking the in-game map at nighttime, it should have a darkness effect instead of being completely bright, providing some environmental continuity and immersion. 32) HUD customization | Enable/Disable contextual menu Linked to the first suggestion of this thread, since quite some updates ago, the game offers the ability to disable various HUD elements to make it more immersive and cleaner. Among them, we can now: 1) disable the HUD completely (everything that appears on the screen), 2) disable just the crosshair. 3) Disable just the quick access bar and/or 4) disable the server info. However, when playing without any HUD element, this could turn the looting/interacting experience into a quite frustrating one since there is no contextual menu popping up at all. Trying to interact with an item that has a very small interactive area (without resorting in the inventory screen) can be quite challenging, even more if we play with a console controller. Suggestion: The suggestion is to add a new customized option where, even when the HUD is fully disabled, the contextual menus could still show up on our screen. 33) Give action/emote | Hand to hand This idea comes from a recent mod called “Give&Take” by affenb3rt. This mod allows you to assign a key to “offer” (extend your hand with the item and making it visible for other players) so any other player can interact with it (among other minor features). Its's a quite simple idea and very useful to avoid having to drop/throw items on the floor when you want to make an exchange. Thinking about how it could be applied in vanilla, I think we should start thinking about a method to be able to voluntarily show our inventory to other players without having to be tied or having two players interacting with the same inventory at the same time (to avoid issues with synchronization and possible exploits). So it would be a good initial idea to implement an emote (give) like in the mod that allow us to share/show the item we have in our hands so other players can see it through direct interaction. The emote (like the rest of them) should block players movement and of course, inventory management. Suggestion: add an emote that allow players to give (show to other players) the item we have in our hands so they can pick it up by direct interaction. 34) Barrels fill with water | Tweaks and changes For those who may not know, the barrels in DayZ have a function that, while not the most popular, could eventually become a great element for basebuilding: with rain, they fill with water and allow you to store liquids. This water barrels suggestion involves at least three minor changes: 1) First, the rate at which these barrels can be filled, either manually or through rainfall, should be greatly increased. Otherwise, storing water or gasoline in them is just not functional at all. 2) Second, a barrel filled with liquid should not be able to move. We can currently carry a 210kg barrel with our hands and move it like a bag of potatoes. This could also prevent at some point the barrels thefts and griefers since they would have to empty them first. 3) Finally, and as a handicap, a barrel with liquid should transfer its humidity to the items inside of it. Taking advantage of the new features linked to this brought by 1.20, it would be very possible to achieve this. Suggestion: Barrels fill with liquids should have a faster refill, should prevent players from carry them when they have more than 20% of liquid on them and they should transfer the humidity to the items inside. 35) Sound reverberation | Voices What is a reverberation in the first place? It’s the reflection of a sound against an obstacle in a closed environment. If the area it’s a big area, the sound may take a while until it bounces back creating an echo effect. But when the area is smaller (a bunker room, a hangar or a church), the reflected sound is much quicker, creating a “hollow” or “rumbling” sound. In DayZ, we do have this when shooting a weapon in the open or inside a structure. The sound is quite different providing realism and a clue of the source of the gunshot. However, when we check how VOIP sounds, this environment simulation does not apply. In this way, the suggestion would be to apply the same environment simulation criteria (mainly reverberation) to the voices when they start or originate from players within large structures, giving more realism, immersion and offering a "clue" to the origin of the sound. Suggestion: Add reverberation (sound effect) for the voices (VOIP) of the players when these are given in the context of a large structure, offering immersion and allowing to recognize the possible origin of that voice. 36) Enable/Disable NVG´s and Headtorches inside vehicles It's probably a lot more complex than it sounds, but enabling some interactions within vehicles is definitely a road to develop. And a good starting point could be interaction with items involving a hotkey. This is the case, for example, with headtorches or night vision goggles. Being able to turn them on or off inside the car would avoid situations where one has to get out of the car completely to simply turn them off, which makes no sense at all. Suggestion: Allow to enable/disable some devices (Such us the NVG´s or headtorches) inside vehicles to avoid having to get out the car just to be able to interact with them. 37) Handheld Transceiver | Remote detonator holding animation + PTT There are two changes linked to radios that I believe would be very functional. 1) Holding animation: It would be very functional to be able to telegraph to other players what are we actually doing, instead of just hold a “thing” next to our waist. I would love that the animation of holding the remote detonator (Claymore mines) could be used as the default animation for the Handheld Transceiver (radio). Not only would it give ourselves (and others) a clear indication of what we are actually holding in our hand but it would be a hundred times more immersive than simply talking with the radio attached to our waist. 2) Push to talk: Right now, any communication device will just transmit all the voices around the device just for being on. We must turn it off if we do not want our conversation to be filtered through it. This is impractical and at some point, unrealistic. The suggestion then is to the communication devices push-to-talk using the default “caps lock” key (PC) of course. This way, even if we have a radio on in our hands, any voice around will only go through if we are holding (or have locked) the VOIP key. Suggestion: Add the remote detonator holding animation to the handheld transceiver so we can actually tell what’s in our hand and have more realistic approach to the way we would talk into a radio. Make the communications devices push-to-talk so you can actually control what goes through the radio and what not. 38) Epoxy / Blowtorch | Repair fishing rod and beartrap The title is kind of self-explanatory. Allowing damaged fishing rods to be repaired by using epoxy putty (you currently can´t). At the same time, allow to repair a damaged bear trap by using the recently added blowtorch. Both things just make sense, won’t imply much configuration and probably won’t hurt anyone. 39) Nighttime infecteds | Range and clothes visibility Many of you probably don't know this, but clothing in DayZ has a visibility stat according to how bright it is in relation to the environment. This - in theory - would make us less visible to the AI depending on the type of clothing we wear (a black raincoat should be less detectable than a red one in terms of AI aggro). I honestly haven't tested this feature exhaustively to see if it works properly, but the concept is very interesting and definitely has a lot to potential to be expanded. Something that I did test is how the infected, during the night, seem to have the same range of vision and aggro distance as in daytime. The difference, if any, is not too significant to be an attractive element (or advantage) for nighttime gameplay. It seems to me that it would be a good way to reward the night gameplay to drastically reduce the visibility of the infected during the night (even more, if it is already reduced, I personally didn't notice it) and link it to the visibility stats of our clothes. Thus, at nighttime, a player dressed in dark colors could pass in front of an infected at about 2-3 meters without being detected at all (the sound will obviously continue to be a conditioning factor). Suggestion: considerably reduce the range of vision of the infected during the night to encourage night gameplay and deepen the impact of the visibility of clothing under this same concept. 40) Vehicle HUD indicators | Background Blur This is an aesthetic and functional change. As Arma Reforger does, I think it would be quite necessary and would be aesthetically far superior to the current design to add a blur behind the vehicle indicators (dashboard symbols) to add to the aesthetics and visibility of them in all circumstances. There are times when the brightness or the background of our screen ends up taking away part of the clarity of the indicators and this could be improved with this simple modification. Suggestion: Add a slight blur behind the vehicle HUD indicators to make it more visible, clearer and with a design that will be aesthetically superior to the current one. 41) Helmets against melee | Increase shock damage reduction Whenever we talk about helmets in DayZ we are always interested in their ballistic protection. Will this helmet be able to stop a bullet of this caliber? Which helmet offers the best protection? However, we often forget that helmets offer different protection according to the nature of the damage we receive (Projectile/Melee/Infected/Frag). I think that in the early game the helmets should have a greater relevance distinguishing between the player who wears it and the one who doesn't, especially considering the reduction of visibility now offered by the overlay. In this sense, the shock damage reduction using helmets against melee or infected attacks should be considerably higher than they are now, offering a great advantage to the player who prioritizes it over the one who doesn't have it. This is not only realistic but would lead to more balanced results than the ones we have now (where an infected can make us lose consciousness with the same amount of hits to the head wearing a helmet as if we were not wearing anything at all). Suggestion: Significantly increase the shock damage reduction for melee and infected attacks, redefining the importance of this protection in the early game. 42) Low battery | Blinking effect (visual/sound) Mostly a cosmetic addition, the idea is to have an indication that our battery (either car/truck battery or 9v) is about to run out or has less than 10% of its capacity through a slight blinking effect and sound effect every few minutes. It is a detail that would simply add some more ambience, mostly when wearing NVG´s so our screen doesn´t just change to full black from one second to another. 43) Throwing animation | Allow jogging while throwing stance The throwing animation blocks our movement so that it only allows us to slowly walk while we are in it. Then, when we throw the object, our character completely freezes in that position until the animation is finished. I think there is an unnecessary double punishment in this feature. One and hand, the clunky movement limitation at first and then, a complete movement cancellation when throwing the item. Of course, the idea is far from resembling arcade games where things like "run throw" or “run jump throw” are actually a thing. The suggestion then just involves a fluidity request by allowing a faster movement (jog speed) during the initial throwing stance since the movement cancellation or penalty will still be there the moment, we release the click and throw the object. Suggestion: Allow a faster movement during the throwing stance to provide more fluidity to the gameplay. The movement cancellation when actually throwing should remain. 44) In-game server browser | Mods filter and warning Most of us here know that to join a community server (where a vast majority have some kind of mod) we must do it through the official launcher to detect and download the mods and, in case we want to join a different server, we should close the game and repeat the process. However, many new players who don't know this procedure just look for a new server where anyone would intuitively do it: in the official in-game server browser. The idea is there to simplify this by adding two things: 1) A “mods” filter in the in-game server browser so it discriminates the (community) servers that have mods and as a consequence can´t be accessible through the in-game server browser. 2) When trying to join a community modded server from the in-game server browser, a message should pop up indicating that the server has mods and that we must close the game and join through the DayZ launcher. 45) Check pulse | Lets enhance this feature With 1.20, the pulse check feature got a new animation and became a continuous action. However, the concept of this feature is not even a glimpse of what it could be. Back in the “DayZ”, the check pulse had three main functions: a) Identifying the survivor (by his in-game name). b) Know if he was dead or unconscious. c) Tell if it was a recent death or not. Today, all three things have become inconsequential for this feature. You can´t identify a survivor by his in-game name (PC). You don´t need to double check if a player is dead or unconscious because its body position already gives this away. And the state of the corpses informs us about the time of death. So how could we turn this feature (checking pulse) into something meaningful? 1) First of all, the game should remove any state indicator in the contextual menu (red/yellow/green circle) on players bodies. 2) The game should only allow pulse checking on unconscious or dead players, not on conscious ones (Since the animation involves crouching). 3) When a player is unconscious, the pulse should provide some generic information about its state that allow us to obtain indirect information or conclusions. For example: Message after check pulse | Unwritten conclusion/player condition. “Very Weak pulse” = Unconscious survivor but with one or more of the stats (HP/Blood/Food/Water) in flashing red or red. “Slow pulse” = Unconscious survivor, regular stats. “Rapid pulse” = Unconscious survivor but with open wounds (bleeding). (The heart rate accelerates to compensate the blood loss). “No pulse” = Dead survivor. At the same time this could be: “No pulse, no violence signs” = dead by malnutrition/weather/drowning. “No pulse, multiple scratches” = infected / predator death. “No pulse, bruises” = melee death. “No pulse, gunshot wounds” = killed by gunshots. “No pulse, broken bones” = fall damage death. 46) Improvised shelters | Add camo net and attachments We know that there are three improvised shelters that we can craft, but in reality, the vast majority of players only use the most basic one (sticks and branches) because it is the simplest to craft and because of its high level of camouflage. The other two (Tarp and Leather), are mostly in disuse. I have already proposed incentives to differentiate these three types of shelter according to the difficulty to make them (more slots in some than in others), but in this opportunity I propose the possibility of adding attachment slots so that they can really work as a survivor shelter. What could be these attachments? 1) Camo net for the leather and tarp shelter. 2) Portable hanging gas lamp. 3) A slot to add a wooden crate, 4) Xmas lights, among others. The idea is that, when attached, these items have their visual representation inside the shelter and with the camo net attachment you can enhance the use of tarp and leather improvised shelters. 47) Raincoats and ponchos | A new approach I have already suggested in a previous post about the possibility of crafting a waterproof poncho from tarp. This not only exists in reality in the Russian army (Russian Plash Palatka), but it would provide with a new (and real) use to for the tarp/fabric. Given the 1.20 changes to rain and the impact of dampness/weight on clothing and momentum (inertia), I think that both items should complement the clothing (instead of supplant it) by taking the backpack slot (like the ghillies). A raincoat or a poncho should have a protective function, not really a cargo one is if they were a jacket, and the possibility of using them over your clothes with a much more comprehensive design (covering more than just our torso) It’s, in my opinion, the right way to go in a survival path. Suggestion: We should rethink raincoats (and eventually add tarp ponchos) as a survival item and not as a cargo option. It should cover he whole body from the rain by placing it in the backpack slot, similar concept to a full ghillie suit. This should be an auxiliary item of our character, not just another piece of clothing. 48) NVG´s handicap | NVG's | Very dim glow in eyes NVGs are definitely a controversial item. On the one hand they represent an endgame in itself for the player who try to obtain them through the different dynamic events where it could spawn and offers a unique advantage. On the other hand, it completely annihilates the possibility of nighttime gameplay by adding to the lack of incentive to stay on a server or explore the map when night falls. It is possibly for this reason that may servers (with a survival focus), notably reduce the amount of NVG's on the map or even eliminate this item from the loot table to justify the use of other means of illumination. This suggestion aims to bring a little closer to the necessary balance by offering a very slight handicap when using NVGs. As it would happen IRL, the googles should have a very faint glow so that it can be noticed by other players with a trained eye. Of course, it should be extremely dim so as not to completely counteract the functionality of this item. This would be a first step in balancing it out although - as I have suggested in the past - a real and efficient method of counteracting the use of NVGs may be with an overall improvement to the lighting where the light effectively "blinds" the NVGs. 49) Full stomach | Audio clue Most of the HUD elements in DayZ were progressively having their auditory and visual representation. This is excellent because it allows us to do without the HUD and to be able to interpret the sufferings of our character without the need to appeal to artificial indicators. Although there must still be elements of accessibility (because it is still a game), today we can identify a cut and bleeding by sound and visual representation, the damage of shock, a disease, an infection, etc. But one of the elements that still does not have a sound representation is the full stomach or "about to vomit". I think it would be a good quality of life addition to add a stomach sound (different from empty stomach) for when our stomach is stuffed and close to vomiting. Suggestion: Add an audio clue for the full stomach / close to vomiting state to be able to warn of this situation without having to resort to the HUD. 50) Chance of devices already spawn with 9v batteries inside This suggestion is quite simple. Just at least add a minimum chance that devices can spawn with a 9v battery already in them since, right now, no device can spawn with a 9V battery (nor has the chance to do so). While this may encourage the look for batteries around the map, in most cases it ends up ruling out the use of that particular item (e.g., radios, flashlights, etc.). 51) Reduce the sound level for crawling Currently, both the crouching and crawling animations generate the same amount of sound, which I believe is a mistake. Being able to differentiate between walking crouching (2 sound bars) and crawling (1 sound bar) in a situation where we don't want to be detected by the infecteds around would be more reasonable and functional for the gameplay. Even when we want to move inside a house to lose the aggro of the infecteds. It is common to see how they continue to listen to us even when we are on the ground. I have already suggested in the past (and I still hold this idea) that there should be the possibility to walk while crouching (holding the walk key), also making only a sound bar. Actually, whether or not we hold the walk key while crouching, the speed is always the same. 52) Splitting long stick | Chemlight click animation I always thought it would be much more realistic and less “frustrating” if splitting a long stick into three short sticks didn't require the entire 5-6 second animation. Instead, let's just resort to the same animation of splitting the Chemlight (with its 2-3 second duration) in order to do so. You can even use the same sound in the absence of a particular one. Splitting a long stick shouldn’t not be a ceremony. 53) Melee attacks | Hitting and freelook possible conflict Another element that I have personally noticed and once again I don't know if it is a bug or something deliberate is the direction of the attacks when using the free camera. It is as if the direction of the melee attack is not linked to where our character is pointing but to where we look with the camera. Let me give you an example: Imagine you are hitting a locked door or basebuilding fence to break in. You take out your axe and start hitting it. Our character looks straight ahead and hits straight ahead too. Now, with your character hitting the same spot, try to turn the camera (free cam, hold alt) to the side. You will see how your character will still swing straight ahead but it will not generate any kind of impact. I think that melee weapons should follow the same logic of firearms and continue hitting where their barrel - or in this case our character body – is actually aiming. Otherwise, there may be situations where no melee damage hits are not “registered” even when the weapon goes completely through our target. 54) Stealth attack with (attached) bayonets Another item that becomes extremely expendable is bayonets. Not only because they increase the chances of the (horrible) weapon collision system, but also because attacks using a bayonet are slow, consume a lot of stamina and offer no real advantage when used against enemies or infects. In this sense, I think this could be improved by allowing a stealth attack with the use of bayonets attached to the weapon. In this way, it would at least fulfill a specific function by being able to maintain the stealth level and eliminate infected in this way even with a weapon in our hands. I also think bayonets should be rewarded in other ways as well. In the past I have suggested reductions to stamina cost, multiple slashes or increased damage output. These are all ideas/modifications that I would still like to see in the game. 55) Dynamic toxic zones | A new approach Since the arrival of toxic zones to DayZ, they have been incorporated under two different concepts: 1) Static toxic zones, with permanent contamination and specific loot for those areas. 2) The dynamic toxic zones or airstrikes, where toxic gas bombs explode in the sky killing all life in the place and making magically appear NBC infecteds and related gear. In both cases, the full NBC suit is required in order to survive inside. While the static ones seemed to be a great addition because they create an attractive endgame by collecting the NBC an such, the impact of the dynamic toxic zones on the gameplay has been quite superfluous and inconsequential (At least in my experience). Mainly because: 1) They haven't really complemented the experience in the way they could do it. 2) They don't serve as a way to gather the interest of players (quite the contrary). 3) Their only real virtue is an eventual anti-camper method when they fall in military bases. 4) The airstrikes do not seem to have a concrete and rational explanation from the DayZ lore, because it is not known if the intention is to eliminate infected (which would be contradictory to the idea that infected NBC magically appear) or if it’s actually against survivors (. Clearly, we do not know who is throwing them either. So, my idea is this: first of all, I think it is imperative to distinguish static and dynamic in terms of the protection required. Only the gas mask and active filter should be sufficient to survive inside the dynamic toxic zone, making gameplay inside them actual feasible. Second, I would rethink their purpose. Instead of just ejecting players from an area as it does now (because absolutely no one plays with a full NBC equipment in their inventory), they should serve as a way to attract players. How? Simply by understanding that the purpose of these toxic gas attacks is not to clear the area from survivors, but to clear the area of infecteds for a supply delivery. And I know that the term "airdrop" may sound unpleasant to the hardcore gamer, but I find it more rational in the context of a war than a random toxic attack that make NBC infecteds spawn out of nowhere and add toxic related items inside random structures. Considering dynamic toxic zones in this way would not only allow real use to be made of masks and filters (which today is minuscule), but would also propose dynamic points of interest all over the map for players in all instances of the game (provided they have a gas mask). 56) Character comfort | A new passive stat This suggestion is not extremely complex or deep, but I don't want to extend too much in a thread that is already long. The idea of a "passive stat" (referring to an element of our character that does not have a visual representation in the HUD and that works simultaneously with the rest of the stats, as for example, the immunity level), that refers to the comfort of our character and that affects other stats, improving or worsening them as a consequence. This could well be a separate stat or a refinement of our immune system. What would be the purpose of this? To reward the in-game actions that are linked to the survival element of DayZ and that currently do not seem to have too much incidence. In this sense, elements such as campfires, being in-doors, the presence of other players around or being fed by them, the proximity to tents or shelters, the absence of infected or dead players within a certain range, the intake of cooked food, the combination of night and fire or lighting... all these should boost this passive stat. What would be the consequence of a high comfort stat? Mainly a bost in the immune system, increased blood/hp regeneration speed, lower the wound infection or diseases, faster regeneration of broken bones, higher resistance to cold, etc. I think you get the idea of what I mean. 57) Swap objects from our inventory | Objects must fall at our feet One of the most frustrating "bugs" for several years now is the one that originates when replacing a garment or object with another one that we have in our inventory. The game not only replaces the item but also its position, making that sometimes, the item that goes to the vicinity remains under the structures (or above) preventing to access again to it or its content. Unfortunately, I don't really know all the technical considerations to make an informed suggestion about this, but I think that considering a fix or mechanism by which every item we replace falls at our feet instead of trying to replace the position of the item in the vicinity would be an excellent goal to accomplish for a problem that for years has not even been covered as such. I really recommend checking out the other suggestion threads. All of them are still valid and Im sure they would make excellent QOL additions to DayZ. THANKS FOR YOUR TIME OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/
  2. Asmondian

    DayZ in 2023

    Im not sure if that just your alt account or you guys are just continuously synchronized in the comments. Anyway. I see that you quickly abandoned the "we want the game we were sold" argument because you realized it was leading nowhere. Now you are playing with pre-enfusion parity card. But its ok. 1) Enfusion was never fully implemented (not even today). It was added partially, in stages, starting with the rendering 7 years ago. When you talk about "pre-Enfusion parity" do you mean 0.59 (Around June 2016) or do you even have any idea what you are talking about? Parity in terms of what? Please dont tell me that your comparison criteria is only the content... jesus... 2) But let's take the "pre-enfusion stage" then. That would mean that what you want is: No modding support | No climbing | No FPS optimizations | No modifications in Chernarus | No Tisy | No new DirectX | No modding tools | No documentation | No sound improvements | No inertia | No stamina | No new diseases | No wounded animations | No new hitboxing system | No new animation system | No basebuilding | No new night lighting or anti-gamma system | No Gaunter, Sarka, M1025, SSG82, claymore, deagle, m16 ... | No bunker or underground/dark areas/triggers | No toxic areas | No tracers | No bears | No improvised shelters | No NBQ suite | No new dynamic events... I could be all day. I think you get the point of why complaning about a lack of parity with 0.59 its just ridiculous and a completely superficial analysis. 3) There were definitely changes to make the game compatible with a new platform (consoles). Many of them were extremely positive, others not so much (and you can look up my criticisms at the time). Look at the result? The playerbase did not exceed 5k people (only on PC) back then and today the game has recently reached maximum peaks and has presence in three different platforms. I do look at the results and I think people like it. The funny thing is that you bought three times a game that you hate, even after the BETA. The company achieved presence on three platforms, allowed them to extend the life of DayZ without the DLC model implemented like with ARMA, they were able to continue the development of Enfusion thinking about future titles and in parallel to make the mods compatible with the consoles (Reforged). But nah... everything was a big failure because before we had volumetric clouds and now the sky looks much uglier. Come on dude... ts time to grow up. Again, I think you fall prey to a narrative or major infantilism, with arguments so uninformed that it is questionable whether they are even worth answering. My advice is to just let it go. You are here imprisoned by an obsession for something you don't seem to enjoy anymore. There are over 55k people currently enjoying DayZ on PC alone and a huge majority of them purchased the game in its early access stage (and are quite happy with the results). Many of us still have multiple reservations about some of the changes and I do think there were some very particular downgrades in terms of gameplay (I have discussed and elaborated on this many times). But to assume an obsessive stance with the game by commenting negatively on every single post, attacking the staff or creating an "anti-consoles" crusade its quite pathological. Have a good one !!!
  3. Asmondian

    DayZ in 2023

    Honest question: What would be those things/features that have been "promised" back in the day that turns the current DayZ development - in your eyes - into some kind of "complete scam" for those who bought it during the early access? Because I did it and Im quite satisfied with the result and after almost 10 years, with more than 10k hours, after having gone through all its stages, hosted servers, created mods, edited maps, enjoying many new features that were never even mentioned in the beginning, meeting amazing people, playing vanilla/modded/rp/deathmatch/events... and only paying $28 almost a decade ago, I think this was one of my best investments tbh. Even when I can objectively say that 1.20 was one of the worst updates or that I would like to see priority given to other things that I consider fundamental for the game or maybe that the communication is still bad. But you seem to take it to an extreme that is hard to take seriously. If the issue is that you think you "got ripped off" because you were promised helicopters or animal companions and now you can only get them through a mod, then I have no doubt that someone will be able to give you back those 28 bucks and put you out of your misery. Just leave your paypal. Maybe the devs can send you a hoodie or something as compensation, idk. But if what you really want for the game (and im sure you do, otherwise you wont be around) is to become the best survival it can be in a context where almost NO company decides to develop this genre as a MMO (you ask yourself why), you are definitely taking the worst possible attitude (although it may not even be an attitude and you're just trolling). There were communication errors, lack of transparency and a terrible management of expectations throughout the development of DayZ. I (and many many others) have been quite vocal about all of this AT THE TIME. But this is a discussion from almost 5 years ago. Constantly bitching to a development team that has little to do with the previous teams, in a completely different context for the game and the company, ignoring factors like profitability, development complexity, the implications of having an hybrid engine, the fact that the game was one of the first experiments launched under the early access mode, that it has been changed at least 4 times development leadership, that DayZ was never the "old reliable" of BI in its essence, entering the console market as a way lay the groundwork for the next titles and extend the life/development what it was a 7-8 year old game... It doesn't really make any sense and implies that you're just trying to follow a rhetoric you've started and now can't stop. Out of boredom or inertia maybe? Probably. But absurd through and through. I am not going to enter into a chain of endless responses because I know its pointless. I simply wanted to give whoever reads this another POV because you spoke on behalf of "all of us who bought the game in early access", when not all of us think like you.
  4. Asmondian

    Chernarus must evolve

    The comments asking for a new DayZ official map have become more and more frequent in recent years, mostly among console players who do not have the opportunity to enjoy what community maps have offered since their emergence thanks to modding. While I would also love to have something different from Livonia or Chernarus with the same - official development - quality standard, what most of people don't seem to notice is that the problem (if there really is one) is not about the map itself, but about an outdated concept that fails to take full advantage of the impact the map could have on gameplay. They both need to evolve towards a new paradigm, to the true potential that the game has shown (through some community maps) it can offer in this regard. Both Chernarus and Livonia have lagged a bit behind the expectations players now have as a result of their experiences on community maps (especially after playing Namalsk). The, to conceive the idea of a new official map without first understanding what is currently missing (or not fully capitalized) would be a waste of time and resources. l. Introduction | General concepts Just to lay the groundwork and provide some general information for anyone reading this post (new players, regulars or even outsiders), lets start by saying that DayZ Standalone currently has two official maps that both PC and Console players can enjoy: the mythical and historical Chernarus (225 km2) and the more recent Livonia (163 km2), which is a paid DLC. While Chernarus is an extremely well made in many ways and definetly the most popular one, Livonia still has some critical points regarding its general distribution and main points of interest. But a map its not only a beautiful and innocuous landscape where the player is deposited to "create his own experience". Along with each official terrain, there are other elements that determine to a large extent the gaming experience the player will have over there. Every map, through its points of interest, pve threats, distances and others, conditions the game experience and creates, promotes or discourages certain proposed endgames that are already part of the game. This is determined by the topographical features of the map (terrain) + its mission (name given to the folder where all these configurations of the map are located) + the narrative (the history of the map and its relationship with our character). All this prevents a map from being just a piece of land and became a living enviroment. In recent times, it is common to read comments asking for the creation of a new official map for DayZ. Many players have become bored with Chernarus and others have not yet managed to fall in love with Livonia. But even though I believe no one would object to the development of a new map, the proposal would be to analyze the reasons why Chernarus has lost some of its charm and how some community maps (especially Namalsk, community made map) have probably shown a way to move forward. Side note: While Console players can only play these two official maps (Chernarus/Livonia), PC players can try tons of new community made maps thanks to modding support (or even variations of the vanilla maps). ll. The Namalsk paradigm What is Namalsk? Once again, trying to make this post 100% compressible for everyone, we will say that Namalsk is a DayZ community made map created by Adam (AKA Surmak, current leader of DayZ official development and “former” map designer for the game). Being over 2 years old still remains as probably the most popular community map ever made and its a constant demand from console players to be able to test it one day (dismissed by the dev team for now). Why do I refer to Namalsk as a paradigm in terms of DayZ maps? I consider that Namalsk has shown us a how the map can be merged in a functional and determinant in a way that we had not seen with either with Chernarus or Livonia. In this sense, the map is not just a sandbox with more or less pre-defined points of interest and endgames, where there is progression is determined mainly by the transition between tiers (bad gear to better gear). There is something deeper going on in Namalsk. In this frozen piece of land, there is a narrative that can drive the gameplay while the absolute free gameplay remains intact. A reason for being there and a background story (lore) that is not only possible to know within the map itself (without having to resort to external sources) but that has the power to condition and direct a large part of the gameplay. The map then has a story, which may or may not be followed, but which explains and re-signifies to a large extent everything around us. Its history then takes on a different relevance than the simple presence of references to it with elements on the map or for the mere excitement of rolelpay-loving players. In addition to the above, Namalsk innovates in game features making the map an unique experience in many ways. The absolute darkness, the cold as a permanent pve threat, a more dynamic and less conservative gameplay style as a consequence of its size, the clothing as a real element of survival, the presence of structures that can only be found there, a global dynamic event that that challenges all players equally and invites them to join the narrative. There is more in Namalsk than just an icy terrain. This new “standard” o paradigm proposed by Namalsk with its narrative has reformulated the expectations that every player has regarding the maps in DayZ and its influence was evident in the successive community maps that were absorbing part of this new paradigm. Banov, Deer Isle, Istek… among others, are clear examples of this. We can therefore say that there are four things that are part of this new standard of maps that can maximize its potential: A) Its uniqueness B) Lore and narrative C) Endgame/goal D) Defined and meaningfull POI´s (points of interest). Lets now see if any of these 4 elements are fully present in Chernarus or Livonia. Am I asking for Namalsk features in Chernarus? Absolutely not. Namalsk is unique and Chernarus should be too. What I am referring to is the way in which Namalsk and its narrative enhance the gameplay by offering endgames other than mere loot progression. Namalsk is not just about throwing us onto a frozen island and telling us to "survive". That's the basic expectation of DayZ on any map no matter how good or bad it is. In this case, the map offers a raison d'etre and a progressive objective that lets us know its full potential. Then if someone doesn't want to follow it the map is still perfectly functional and entertaining. lll. Chernarus and Livonia comparison: A) Uniqueness: As I described above, the fact that a map has unique features enhances it as a product (like in any other market) and endows it with interest and depth. While Namalsk meets this condition (Underground location, total darkness, more clothing, cold as a permanente PVE threat, frostbite, frozen food, medium size map, new assets, dynamic global event…), in my opinión Chernarus and Livonia are still far from it. Of course this is not the fairest comparison of all considering that we are comparing a community made map (Namalsk) that can segment its audience in an almost arbitrarily way, with maps that aim to fulfill the vanilla experience where the full spectrum of the game can take place for the greatest number of players. However, I would question this last argument because with the addition of the Livonia underground bunker, a new feature and appeal of the game has produce autonomy and uniqueness to Livonia in this regard, and thats why the Devs have not yet been very enthusiastic about bringing it to Chernarus. Because apart from that (underground bunker), the playstyle on Livonia or Chernarus its in essence very similar, not to say the same. Both do not escape from the usual rhythm of the tier progression concept. There is no other pve threat that the usual ones. The number of interactions is not significantly higher or lower. Progress times (after the map is known by the player) are extremely similar. Both maps propose the same style but with a different “flavor” (the landscape) without any unique feature. Nostalgia and fanaticism aside, there is nothing in Chernarus or Livonia that makes them absolutely unique as a gameplay proposal (I hope you guys understand what I mean, clearly Chernarus is unique in many ways. I am referring strictly to the playstyle proposal). B) Lore and narrative: It would be completely unfair if I did not say that the current DayZ Dev team is probably the one that did the most in the history of the game in relation to its lore. That its something that should be pointed out and appreciated. No one who has followed the development since the days of Dean Hall can say otherwise. But historically, the game has always neglected this element (lore/narrative), relativizing its importance for the actual gameplay. Apart from the assets around the map that are not always quite representative the know DayZ lore (I am one of those who believe that Chernarus looks too "sterile" for a global apocalypse and that when one tries to know where we are in the apocalypse, we can think that we are the next day as years and years after the outbreak), neither Chernarus nor Livonia have a narrative of their own or ways to delve into its history directly within the barriers of the map itself. Once again, numerous changes have been made in this regard in 2022 with static toxic zones, air strikes, military convoys, this sort of multiple "spin-offs" from the main story... but both maps still suffer from an absolute lack of context and representativeness in my opinion. Namalsk has shown us that a Lore for the map is not only “flavor” but that it can play a key role in providing in-game objectives, gathering players, re-signifying points of interest, giving atmosphere and depth to a map. Both Chernarus and Livonia, at least for the moment, have failed to capitalize the on-going narrative as an actual part of the gameplay experience. I am asking for the creation of an expanded and elaborated lore in DayZ? Of course not. We don't need it. The Lore to a large extent is already built and I know that the mystery is in turn a large part of it. What I am saying is that, in the case of adding elements, areas or features to the map, these should have a closer link to the map's narrative to enrich them. Otherwise, their attraction will continue to be almost exclusively in the loot that we can find in them. And where possible, these elements should be part of a larger objective and with possible impact on other players as well. That is the concept that Namalsk brought as a novelty. C) An Endgame / Goal: Yes, I'm aware that DayZ, as a sandbox survival game, doesn't need any “endgame” and that you should create your own story under the premise of spawn, survive, die and repeat. I fully agree with this. But let's clarify two things: 1) When we speak of an endgame in the terms proposed in this new paradigm, we are not talking about a linear final objective, but a circular or loop type one, complementary to free will. And 2) It is impossible to deny that any map, with its terrain, mission files, features, points of interest, distribution, pve threats, size and narrative, at some point conditions the player towards a particular style, even with a vanilla configuration. In this sense, the gameplay style that I particulary feel as a vanilla hardcore kind of player while plaing on official Chernarus/Livonia servers is definitely not the best I have experienced in all these years. The endgame seems to have become an extremely flat one that consists of an absolutely conservative style (with almost no interaction), where the priority is to gather the necessary toos to build a base, reinforce it, accumulate supplies and go out to search/raid other bases to go back to accumulate the loot obtained. But leaving aside the impact of basebuilding on the game (where at some point we will have to vindicate people like Smoke, Mandibull, Sanguine, Spaggie, Rene and others guys who saw before many the negative impact that this – basebuilding focused gameplay - would have on the original concept of the game), I believe this happens because neither Chernarus nor Livonia have a parallel global objective that the player who wants a more dynamic experience can enjoy. One may think that Chernarus tried this approach with the presence of static toxic zones, giving a solid goal of getting the full NBC to acces those, or Livonia did it recently with the underground bunker. But in neither case is the objective linked to the narrative, making them merely a "demonstration" of a new cool feature whose interest is usually exhausted when first experienced. I appeal to everyone's honesty (mainly veterans) to tell me how many times they've done the goal of collecting the full NBC suit or accessing the Livonia Bunker? Is the experience so enriching and rewarding to do it over and over again or to do it with a new partner? In my case the answer is no. And the reason for this is that none of the four conditions we are describing can stand on its own. They need to be connected. Does dayz need an endgame? It already has one, whether you want it or not. Every game has an endgame understood as objectives within the freedom of decision, even if we are talking about MMO´s. These can be determined by strong points of interest, by the mere transition between tiers or by the experimentation of a new feature (underground bunker in Livonia for example). Iimagine if at some point an helicopter is added to the map. Getting the parts and accessing it will became an endgame of its own, and this does not means that its crushing the idea of "create your own story". What this objective/goal/endgame never has to be is a conditioner of the absolutely free gameplay (becoming aboslutely linear as in a singleplayer game). But the presence of mission/s in line with its narrative has proven to be an excellent way to enhance the game experience in relation to the map, and I believe today that Chernarus has almost none that if its not strictly linked to the loot and tier progression. D) Defined and meaningfull POI´s (Points of interest): Im probably a Namalsk fanboy by now but I must say that point of interest or location there has a reason for being that is linked to the narrative, its lore and the tier progression. On the contrary, in both Livonia and Chernarus the only element that determines a point of interest is usually the loot that we will find there and the transition between tiers. In the absence of any real lore or narrative, the POIs are only relevant in terms of gear or encounters probability. And this is not necessarily a bad thing, because the game has followed this concept for many, many years successfully. We all learned to move around Chernarus from north to south, or east to northwest, following points of interest largely determined by the gear we would get or the likelihood of players encounters/interactions. However, and here I will concentrate particularly on Chernarus, the former concurrence and relevance that certain points of interest had on the map have suffered modifications that have diminished their relevance for the player (Even with the loot reason/motivation is still present in them). The case of NWAF I think is one that any veteran DayZ player can notice and I was happy to learn that the Devs will focus this year on modifying it. In any other map, the loss of value (for different reasons) of a point of historical interest would not condition the gameplay too much because it could be moved to another one or simply atomize the movement around the map. But on maps of this size and with 60 players, the lack of references or solid points of interest brings with it a lack of encounters and interactions, elements that are the raw material of DayZ in terms of its gameplay. But going back to the original promise of this post, I don't think the NWAF has declined as a hotspot or organic POI of Chernarus just because it has modified its internal distribution and pvp is now less frequent or attractive. The NWAF and Tisy are paradigmatic cases to show how the lack of an ulterior narrative or objective - different than just a loot quest - is necessary to provide continued life and raison d'etre to a POIs. Clearly many of the changes sought a noble higher interest, such as the balanced distribution across the map and the idea of a less "linear" gameplay. But without that organic linearity that the old Chernarus had and in the absence of reasons to visit the POIs, the map gets smaller and the fundamental element of DayZ (the interaction with good or bad intentions) becomes infrequent, ergo, the game loses quality. In few words: It is quite possible that the Devs will re-invent some points of interest in Chernarus. The NWAF case has been perhaps the most publicly announced and the presence of people like DOJ (who has already modified parts of the map in previous patches) adds to the general hope. My reasoning is that, taking advantage of that, it is not only an aesthetic change and / or in order to encourage their visit exclusively from the loot, but consider incorporating elements of the narrative of the map and, if possible, part of a general objective to create (perhaps linked to air strikes, static toxic zones, etc.). lV. Conclusion (TLDR): The requests for a new official map do not delve into the reasons why Chernarus has lost much of its charm. The old linearity and organic popularity generated in the classic points of interest, today has been lost as a consequence of some modifications on it and the map works more as a mere "sandbox" than as an element with real incidence in the gameplay. Namalsk has shown a way forward in terms of what a map can and should represent for the DayZ gaming experience. This implies that it is not just limited to a terrain and a base configuration, the map should also provide with uniqueness and a narrativet hat explains, gives meaning to and re-signifies the points of interest and ambience.Subsidiarily, this narrative must provide a circular and voluntary endgame (not linear or associated exclusively with loot) that allows gamplay to be directed in conjunction with the natural progression between tiers. Chernarus and Livonia currently lack this (or at least they have not taken advantage of it), and the alternatives that have been proposed in order to approach these features (underground bunker, static toxic zone, etc.) were not very functional because they were made in the absence of a narrative and without a raison d'être independent of the mere progression of loot. The location of the static toxic zones makes them a transitional and unattractive target, with no real relevance or incentives for their realization. For its part, the underground bunker of Livonia has no narrative or circularity for the gameplay, so that once the curiosity to visit it is satisfied, this objective is exhausted. Both Chernarus and Livonia must evolve according to the standard projected by Namalsk and under the features we tried to describe above. The idea of a lore with real impact on the gameplay and predominant reflection in the map's environment must be rethought. An organic mission should be developed, possibly linked to air strikes, toxic zones and possibly with a resignification of the NWAF or, failing that, Tisy. There are many details to explore and I do have many proposals in this direction, but in this first post I just wanted to see if I'm the only one who feels the same way about Chernarus and Livonia. Thanks for reading.
  5. Asmondian

    Chernarus must evolve

    It became very difficult to put in words the main idea of the post without giving concrete examples or suggestions of what is intended for Chernarus and Livonia from my point of view. But if I did, citing examples of endgame or how the lore could have transcendence in the gameplay and so on, anyone reading it would probably focus on these (or suggest others) instead of discussing the diagnosis. Already many have not interpreted well what I mean by a lore/narrative added to Chernarus/Livonia, thinking as if it were a mere element of rolelpay, and I am probably partly to blame for not expressing it clearly. (English is not my first language). I will try to edit some phrases of the post to try to make it clearer. Thank you!
  6. Asmondian

    Chernarus must evolve

    @nemorus | I think you are being a bit reductionist and oversimplifying what really is involved in creating a DayZ map or any other feature. I can't agree with your analysis, neither about Chernarus quialty nor about new community maps like Barrington. The complexity of a map probably lies in many, many more places other than just its terrain or landscape and I think your do not note that. It is hard for me to engage in a dialogue without this being put on the table. ----------------- ----------------- ----------------- ----------------- ----------------- ----------------- ----------------- @Sauwercraud | Hey dude. Yes, there definitely needs to be an "extra step/reason" in the progression that justifies visiting certain places. But I don't know if the tier factor will be enough because it has already been implemented in some way (With the exclusivity of certain weapons/gear in the static toxic zones, that somehow works as a new tier). That's why I'm so keen on the idea of a complementary narrative to signify the points of interest along with a tier progression (either from the loot, the lore/contexto or through a new feature with a great appeal like in Namalsk). The important thing is that, as you say, it does not reach the point of "exhausting" the gameplay in any way and can be a transitional and experience-enhancing objective. Probably the location of the toxic zones at south aimed at this idea of going deep in the map and then coming back, but in my experience, I question if it really fulfilled that goal. I would love a new official vanilla map and BI clearly has alternatives in their backlog. Tanoa is a map that has been optimized for the testing the new engine for example (although without boats I see it as a very difficult fit for DayZ). However, with the current development team approach (and size), the time it would take and how it would eventually fragment the official/vanilla audience further may not be a good idea. It could only respond more to a comercial reason than a gameplay one (paid DLC), so I don't see it as a smart decision. Regarding Namalsk, the good thing about it its "endgame", regardless of whether or not it is "finished", is that it affects the dynamics of the game at a whole and allows you to explore new features that otherwise you probably wouldn't (the absolute darkness if A2, the dynamic of gathering elements to activate something in some part of the map and that has an impact on the rest of the players, the cold as a threat, etc.), that's the most important thing. One can repeat the Lantia experience several times because of this and the fact that it is complex makes it even better. The loot is not the big incentive (at least on servers without the ER7 RFW como los 100% vanilla), but to complete the narrative is, and that's precisely what I'm aiming at. I think Namalsk can feel alive in any server with +15 players on it (in my experience). ----------------- ----------------- ----------------- ----------------- ----------------- ----------------- ----------------- @Parazight | Clearly anyone would prefer to fix the game's most glaring problems, but that doesn't preclude discussing an idea or concept. I think the old phrase "stop adding content and fix the bugs" has been largely superseded when you learn how a development team works and is structured. We/they must always look for ways to enchance the player's experience and the ydo, because this has been the criteria for almost 10 years. Otherwise, we would still have the same features since Dean Hall, but without bugs, and the game would have died many, many years ago. So I can´t really understand the reasoning. A new map with a paid DLC format could well generate new revenue, but as I said in the post and comments, I don't think it's the smartest way to go. Improving the map or several points of interest is a goal already set for this year, and the recent addition of guys like DOJ gives me the impression that it is an aspect that interests the development team. Thanks for the feedback
  7. Hello there! I've been wanting to do a new post with some ideas for a long time so here it is: A new QoL (Quality of Life) list of changes for DayZ Standalone that I think it could help to provide an overall better experience in the near future. The intention was to come up with achievable and “easy to implement” suggestions that involve small changes or tweaks within the current content of the game (with some exceptions). As I said, these are not meant to be massive changes and that is precisely the idea. At this stage of the development of the game, suggestions like “add helicopters”, “add shooting from vehicles”, “add this completely out of the blue and complex idea” conspires against the possibility any of these will be even considered. Keep it short, keep it simple and aim for an impact on the daily gameplay without much effort/development behind. Hope you (and mainly the Devs) find them useful or at least serve to awaken other tweaks/improvements. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ HERE ARE MY QOL SUGGESTIONS 1) Being able to set locked attachments by default on spawned vehicles (server configuration) Right now, we can assign a chance of occurrence of any vehicle attachments (Spark plug, wheels, battery, radiator, etc.) in the cfgspawnabletypes.xml and set, for example, that vehicles spawn at 100% ready to be driven. But what we cannot do is to make those attachments already locked inside vehicles so everyone would have to use the proper tool to remove them. Why is this so important? Because right now, any player can (and they usually do) remove any vehicle attachment with their bare hands leaving scrapped vehicles all over the map. This is not only unrealistic but also generates an unwanted consequence of emptied the servers of working (or potentially working) vehicles since its extremely improbable that players take the truble to rebuild a completely empty vehicle or destroy them to force their despawn. So my suggestion is then to add the possibility to lock vehicle parts from their spawn through the cfgspawnabletypes.xml and implement this idea as a default configuration – at least for the wheels – for vanilla servers in order to discourage random scraping vehicles without any reason but harming the rest of the players. Exception: The exception to this rule should be the ruined parts, which should be able to be removed without the need of any tools. 2) Allow players to interact with doors while aiming or performing simple actions (Eating/drinking) When you try to open a door while aiming your weapon (Hip fire or ADS) or performing any simple action that do not involve a full movement restriction, you won´t be able to interact with doors since the “[F] Open” menu won´t even show up on your screen. It is also quite frequent to see players hitting the doors with the weapon melee attack in this kind of scenarios. I really think there is room to improve this by allowing to interact with doors with your weapon raised or when you are performing some simple action like eating or drinking. This shouldn’t really create any huge conflict between the key binds since you can assign “[RMB] + [F]” = Melee hit (only when you have a weapons in your hands) and [RMB] or [ADS] + [F Hold] = to open the door. If you are eating/drinking, just hit [F] = open door like you normally would since the on-screen menu should show up. 3) Add the existent rusty textures to functional vehicles Vehicles in DayZ have a particularly shiny condition (even when damaged) and their aesthetics in my opinion “clash” quite a bit with the rest of the vehicles/structures around the map (and this is even more noticiable in Livonia). While this may respond to the idea of making functional cars more identifiable to players, it kind of kills the atmosphere of an abandoned scenario. My suggestion is something that I have personally implemented and the result was incredible: being able to use the rusty textures of the wrecked vehicles (both in chassis and parts) in some of the functional vehicles in DayZ adding a massive ambience without the need of any new content. These rusty - but functional - vehicles, would camouflage much more with the world providing an incredible atmosphere. It is something anyone can do right now in their server, but it would be great to have it on vanilla-public servers as default. 4) Allow to see (not to interact) the inventory of a surrender survivor I have already mentioned this suggestion in my previous post and I think it is very important to bring in it back to the table. If you want to check someone inventory to identify a possible threat, you are forced to either tie them up or ask them to drop everything to the ground. In both cases, the interactions usually end pretty bad because there is no reasonable middle ground between the willingness to interact of both. In order to deepen interactions and increase the chances of encounters that do not result in a mere KOS (which is part of the game and should always be present), it would be good to allow inspecting the surrender survivor inventory when he performs the raised hands animation. This could be limited to 3 basic conditions: 1) Having your hands up 2) Crouched raised hands position - instead of the standing one 3) It should be limited to see, not interact, the hostage inventory. There are lots of servers that had already implemented this system through mods and it works really great. It would be a shame not to have it in vanilla. 5) Make the tents placement less restrictive in relation to irregular surfaces It is perfectly understandable why tents must necessarily be placed around flat and clear areas to avoid any clipping issues or exploits like blocking entrances and things like that. But the current tent positioning - even in clear and semi-flat areas - is so restrictive that it is almost impossible to place them in most of the terrains if they are not 99% flat. In a way, this kills its purpose of hiding tents in the forest or outside mayor cities. I think it became necessary to make the vanilla placing system for tents slightly more permissive taking into account that, in case of any unwanted clipping or exploit that prevent other players for looting the tent, we can destroy them and access their content anyway. There are some mods that already allow a more flexible positioning without braking the laws of physics and I’m aware (and glad) that with 1.15 we will be able to disable the clipping restriction. But a middle ground between extremely restrictive / full clipping allowed would be greatly appreciated in the vanilla experience. 6) Nerf / restrict the leaning (or sprint) while running / aiming A fairly simple suggestion that was somewhat corrected with a small QoL mod not too long ago: the idea is to limit the possibility of leaning (Q/E on pc) while running avoiding that unnatural movement/exploit to dodge bullets. In the current build, if you are not aiming your gun, you can spam Q/E (leaning) while running to make a strange “snake movement” and avoid bullets. Of course it still has the general stamina limitation but it’s a very common thing among players even in 100% vanilla servers. Same with the Q/E while shooting your weapon (not running). In short, the general idea is to nerf this movement with that objective, there could be multiple options: 1) Disable the possibility of using Q/E while running full sprint by forcing a speed reduction (jog) every time you lean. 2) If you are aiming your weapon (ADS or Hip fire), you shouldn’t be able to go from Q to E directly. Instead, your character should take the normal straight instance first. For example: You aim your weapon, you Hold “Q” to lean left. If you hit “E” to lean right you won´t be able to. You would need to release “Q”, go straight and then Hold “E” to lean right. 3) Reduce the speed of the Q/E movement in general. 7) Increase the speed and traction of the M3S truck within realistic ranges (Prague V3S) I think the main reasons why the M3S truck is not very popular (IMO) since its release are probably two: It only have 2 seats, when I think everyone was waiting for an +6 passenger’s cargo. That’s something that we can´t really change with a QoL suggestion. But the second reason is that it’s extremely slow, being its max speed 44-45km, pushing its engine to its limit. As a result of this, most of the times the M3S end up abandoned somewhere around the map, used as a storage method and completely vanishes for the rest of the players in a server. So my suggestion is this: since the M3S is based on the Prague V3S… why not to use the IRL max speed (Around 60km/h) without moving away from a realistic approach? This would make it slightly more functional without losing its heavy cargo truck nature. That extra 15km/h could really make a difference. 8 ) Increase the light sources glare while using NVGs NVG´s are a quite OP item and I think we all know that. In a way, it’s good to be like that since those are (or should be) one of the hardest pieces of equipment in DayZ and kind of an endgame for a lot of players in the vanilla experience. However, there is something that as an ARMA franchise fan always surprised me and I believe that at some point it would have to be part of DayZ (either officially or if possible through mods): The impact of light sources on the lens of NVGs is almost nil. You can look directly at a light source when using your NVG´s as if you were looking at the sun with the naked eye. I know it's a change that probably requires a bit more development to be just a QoL suggestion, but having it would not only be a much more realistic approach but would also imply a greater balance when facing NVG´s equipped players equipped. So the suggestion (somewhat ignorant of how it might materialize) is to aim for a greater impact of light sources on all night vision devices. 9) Add an audible indicator to the consuming pills action Pretty simple suggestion: just add an audible indicator for when you consume pills (medicines in general) so you don´t have to rely on the HUD anymore to tell if you actually took it or not. I think most of the sounds for this are already in the game files so I think it shouldn’t be something extremely hard to implement. 10) Reduce the amounts and general lifetime for human steaks, bones and fat Unlike animal meat/guts/fat, which lasts about 45 minutes on the ground as long as the animal has been skinned and quartered, human remains last 14400 seconds (4 hours). It seems to me that it is excessive and that it pollutes mostly the coastal/spawn cities during the “fresh spawn’s massacres”. I assume that the idea is to leave a record that "something happened in that place” but you can achieve the same result without the negative impact of having tons of human remains littering the map, killing the fps and server performance. Thus, the suggestion does not attempt to nullify the idea of human remains being left in place for an extended time to prove that something happened or is happening there, but to adjust it to more reasonable numbers. I believe that a lifetime of 5000 seconds (Around 1.3hrs) and by slightly reducing the amount of human flesh obtained by the dead players would still fulfill the function without these negative elements mentioned. 11) Add a short delay before the auto-alignment of the sight/scope when entering ADS This suggestion is a 50% aesthetic and 50% a functional modification that implies the following: currently, when we raise our weapon to enter ADS, the iron sight or reticle aligns perfectly with the center of the screen in a matter of milliseconds. This allows anyone to aim at the center of the screen before entering ADS and shoot perfectly centered without even finishing the ADS entry animation (as in CSGO). A subtle way to slightly modify this would be to set a slight delay in the automatic alignment between the weapon and its iron sight (I’m talking about less than a second) when entering ADS. In other words: when one enters ADS, the weapon and its iron sight/reticle should take 0.40 seconds to align to the center so that one cannot shoot 100% centered immediately and the first shot will be conditioned by this (and the following ones by recoil/sway of course). Thus, if the first shot does not take at least one second of aiming, it will never have the perfect accuracy it currently has. 12) Distinct (low pitch) sound for the “Screamer” infected As we know, since 1.13 we have new types of infected, each with its own particular attributes, being the “screamers” one of them. Every time they aggro a player, they attract multiple infected to the area with his shout. The main issue I always have with these infected is that, even when they are visually identifiable because they are dressed as generals, the most important characteristic of these (their scream) goes a bit unnoticed since it is exactly the same as the rest of the infected. I think it would be ideal, simple and it would add a lot more to the experience to add (or modify the existing ones) a much deeper (lower pitch) tone to their scream so that, even without having seen it, we can tell that “a screamer has screamed” and that you are probably in big troubles. 13) Allow to cut medical scrub t-shirts into rags (Consistency with pants) It is not a very relevant suggestion but it would add to give consistency in this aspect. Simply allow that medical scrubs t-shirts can also be transformed into rags as they can currently be done with pants. I repeat, it is completely inconsequential, but it points to consistency. 14) Add dark vignette during ADS in addition to the already present blur effect Just another trivial but very immersive suggestion. The idea is to add a darker vignette around the client screen when you ADS. It provides a more realistic effect and definitely adds to the visual aspect of the game. It also serves as a way to prevent gaining clear information (even with the blur) of the surroundings when you are looking through a scope. It could also be limited to when one holds one's breath as a sort of advantage/disadvantage between the slight zoom obtained and the tunnel vision effect. 15) Add a sound effect when zeroing your weapon to prevent the need of any HUD element With 1.15 experimental update, we are now able to tell in which fire mode our weapon is set without the need of any HUD element and just by hearing the particular sound of each fire mode. This was something that lots of people (including me) have been asking for and we are grateful that it has been incorporated. However, this opens the door for applying the same reasoning to other aspects of the game, such as when calibrating your weapon/optics, another thing I had suggested in the past. In few words: You always need to enable the HUD just to calibrate your weapon and know the zeroing range of your weapon (100m, 200m, etc.). This kills a big part of the immersion of playing without any HUD/Indicator. By adding a simple “click” or “progressive nut” sound effect, you can just go all the way down and then use that sound reference to identify the distance you want (Example: 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ. 16) Allow to repair hard surfaces containers with an epoxy putty Quick, reasonable and should be an easy to implement suggestion: allow hard surface containers to be repaired by using epoxy putty in the same way it is used to repair reinforced helmets and vests. I think this is logical, consistent and something we unfortunately cannot do today. 17) Disable the ability of burying ruined items or containers Another change that should not be very difficult to implement is to cancel the possibility of burying containers (or items in general) that are ruined. At the time, I had suggested the possibility of adding an attrition damage every time we bury and dig up an item (to reduce a little the imbalance offered by this feature), a suggestion that I still support, but I think there is not too much discussion that completely ruined items should not be used as storage methods using the persistence time of underground stashes. 18) Make binocular smaller and attachable to your belt and/or backpack I will probably repeat this suggestion until the Devs get tired of me. There is currently no incentive to use binoculars over any other item that allows us to see at a distance (Scope in hand, rangefinder, scope on weapon) besides the steady pulse they offer. Its size is too big (3x3) to even carry them and you can't attach them to any slot to save that space. If you compare the IRL size of the model of binoculars those are not quite far from a 1P78-1 Kashtan scope from example and the last one takes only 2x2 in our inventory. So the suggestion is to add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back and change their size from 3x3 slots to 2x2 to enhance people carry them more often. This item really adds to the game and it’s just a shame that people do not use them because of this (I really think it’s the main reason). 19) Mix the unconscious and dead animation to enhance the check pulse / uncertainty meta As a consequence of the unconsciousness animation being so recognizable these days, the goal of determining whether someone is dead or not becomes rather inconsequential. While it is something that is achieved after learning the characteristics of one position (uncon) and the other (dead), most players already know by now how to use the information provided by the player’s animation. I think that being able to tweak/mix a little bit more the position of an uncon player by assigning some of the death animations (facing the sky) would give a greater difficulty and "revive" that initial uncertainty. You will then be forced to discover whether the character is alive or dead based on their pulse, breathing or sounds of pain. 20) Reduce/differentiate the lifetime of the packed tents form the unpacked ones We all know that tents have a huge persistence. Around 45 days (or 3888000 seconds) once one places them and this time gets refreshed every time we interact with them. This is great in a game that appeals to a persistence world but the thing is that packed tents somehow share this persistence time making players able to hide them (again, I’m talking about packed tents) in random places, making them unavailable to the rest of the players. Of course you can play a bit with the nominal values to compensate for this but it would be ideal to be able to differentiate the persistence between unpacked and packed tents, so the latter being much less persistent and forcing them to respawn after, for example, 8 hours of inactivity. 21) Add an audio clue for the dehydrated state (like when starving) Added in 1.14 stable, we can identify when our character has very low energy (food) by hearing the sound of his stomach crunching. This was definitely an excellent addition to the game in every way. Taking that concept, I would like to see it also applied to our character's dehydration which currently has no sound/external representation at all besides the HUD. A suggestion/alterative to this would be to randomly employ the "out of breath" sounds (same sound used when we run out of stamina after holding our breath) as an indication that our character has reached dangerous levels of dehydration. Not in a permanent way but in a repetitive way that allows us to notice that our hydration has reached dangerous levels. 22) Add the spawn of certain sawed-off weapons in the world The mechanics of sawing off weapons is great, but there is no way for players to learn about this feature in an intuitive way. By this I mean, no one is going to saw off their weapon if they don't know that this feature is even possible since not even the description of the handsaws is a good source for this information for this. There are many new players who do not even know that this mechanic exists. With the recent addition of the sawed-off LE-MAS, it would be excellent if both the sawed-off LE-MAS and the Sawed-off BK-43 (leaving outside of this list the sawed-off mosin 91/30 and the sawed-off BK-18) have a minor chance to spawn directly in the world. This would serve two purposes: 1) To give a greater variety of weapons in general 2) Introduce the knowledge that these items exist and it is possible to craft them natural way. 23) Reduce the lifetime of empty garden plots due inactivity With a similar concept of the one mentioned about human flesh and bones, garden plots are another element that unjustifiably contaminate the map. While it is true that they can be manually removed with the same tools that were created, no player will take that trouble to do it and their persistence time is too long. Of course I am referring to the garden plots per se and not to the ones with crops that already have a much more reasonable life time, avoiding permanent farms. I think a good idea would be to set them to a persistence of about 6 hours - 21600 seconds – without any kind of interaction, so that the map can be progressively cleared of them. 24) Allow the ability to craft improvised split by using Duct Tape Whether as an alternative to bandages/rags (with the same splint model) or with a new ducted model, I think it would be quite realistic and practical to be able to craft a splint by using 3 short sticks + Duct Tape at +75% of its capacity. Of course the ideal would be to have a new model for this splint and even with own characteristics (which is more efficient in maximum healing time considering that rags/blends are easier to get than Duct Tapes at +75%). But in the short term, at least having the ability to alter between rags / bandages / duct tape should be a good step forward. 25) Crafting an improvised tripod (One use only) The idea is quite simple although I understand that it may be a bit more elaborate to implement it since it will require a new model and so. The suggestion implies that by combining two short sticks with one long (unsharpened) stick, you can craft an improvised tripod to which one can then add a rope or metal wire so that it can be used in a campfire with a cooking pot. It should be a one-time use item (once set up it could not be removed) or progressively damaged so it could not overcome the benefits of the metal tripods. It would not be a bad idea either to be able to directly attach pieces of meat or long sticks with meat on their ends to be able to cook multiple foods at the same time. 26) Unconditioned action of grabbing / taking out items This is something I suggested quite some time ago and every time I play DayZ I notice that it would be extremely necessary for the smoothness of the gameplay (mainly for consoles). A little bit of context to explain this idea: not that many updates ago, the "reserved slot" system was implemented so, for example, if you have 2 long rifles on your back (right shoulder / left shoulder), and one of them is in your hands (with the reserved slot on one of your shoulders), when you try to grab another long rifle you won't be able to do it unless you manually drag it to the reserved slot. The "reserved slot" system is excellent because it avoids what happened before its implementation when players unintentionally throwing items to the ground when looting other items. However, there are some situations where we would like to avoid this “manual mechanism” and take or pull out an item imperatively, without any restriction. For this, I suggest that through a “hold key” of a few seconds, we force our character to replace or drop the item in the reserved slot or hands without the need to open our inventory. Let me show you with an example of how it would work: Example 1 (Forcing picking up items): We have an AKM in our hand and a Mosin on our right shoulder. The AKM has the reserved slot on our left shoulder. We see an M4 on the ground and want to take it fast. If you hit F, we won´t be able to grab the M4. If you open our inventory and drag the M4 to our character, we won´t be able to pick it up either. We will need: 1) Drop the AKM by holding “G”, and then hold “F” to grab the M4 into our hands or 2) Open our inventory, drag the M4 to the reserve slot for the AKM. 3) My suggestion: If we approach and hold F for 3 seconds, this weapon will directly replace the reserved slot of the AKM. Example 2 (Forcing pulling out items): We have a knife in our hand and our inventory completely full. We are bleeding and we have assigned the bandages to quick access 2. My suggestion: If we hold quick access 2 for 3 seconds, our character will force the bandages into his hands even if it means throwing our knife on the ground. 27) Allow to add full backpacks inside vehicles I understand that, in the past, there were bugs related to the possibility of putting containers inside containers, thus generating a rather dangerous "Inception" effect. But once those bugs were fixed I think it is more than reasonable to consider the possibility to store backpacks (as with any other container) with items inside vehicles. It is not only realistic but quite necessary for the gameplay in general. Clothing should be excluded from this possibility. 28) Allow players to extract (drain) gasoline from vehicles into a container One functionality that would be extremely useful and definitely possible to implement is to be able to obtain/drain gasoline through the tank of vehicles (and I am referring exclusively to functional vehicles). By simply approaching the same container with the same mechanics as in a gas pump, one could obtain gasoline from a disused vehicle to use it in another one. It would be an interesting addition to the gameplay. 29) Handcuffed players should be able to get inside vehicles for themselves It would be very convenient and useful to allow restrained players to perform certain actions for themselves that do not involve the use of their hands. A very clear example of this is when we want to make a player to enter a vehicle while their hands are tied. They simply cannot do it. However, they can get inside vehicles with a sea chest or barrel in their hands. We definitely need more consistency in that regard. The suggestion is then to allow the action of entering vehicles with hands tied, even when it means that, inside the car, the player goes with the same animation of any other player. 30) Add a sound effect from grenades seconds after they have been thrown Right now, the only reference we have that someone has thrown a grenade is the warning offered by the removal of the security pin. Nothing more. You may or may not die in complete silence due a grenade before we even hear the explosion. I think it would be amazing and quite simple to add a "plonk" or “hitting to the ground” sound effect to the grenades seconds after they have been thrown (something simple, not even a realistic reflection of impacts against the floor or walls or anything similar). This will make things much more exciting and give an auditory cue that a grenade has landed close to you, creating that panic moment. Just like with the artificial sound after you have placed a landmine. 31) HUD-free screen representation (or sound effect) for the bleeding state I know that the Devs have spoken about this in the experimental 1.15 update changelog, but it seems appropriate to mention it again. You can see this all the time in almost every DayZ stream/gameplay while playing on hardcore servers. People trying to play without the HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic! I know that your screen will eventually became black and white over time and that there is a “cut sound” when you receive a wound, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some heartbeat for example, being even realistic since your heart will beat stronger when you lose blood to compensate) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. 32) Obtaining berries after cutting a Canina bush or Sambucus bush One of the items that has been forgotten and has almost no impact on the gameplay are the berries. Probably because of their low caloric level or because of the difficulty of finding them (and I’m pretty sure those are even disabled in 1.14). My suggestion is that one can get a % of berries by cutting the bushes proper to each of them instead of having them spawn as dynamic loot on the ground. I think it would be an excellent exception to the rule and would re-signify this natural food source. Those bushes are not really easy to find and there are not usually tons of them in the same place to be able to exploit this feature, so it would be a great reward for players who actually know this mechanic. 33) Clothing state should also impact on their max cargo capacity I know this is not a QoL suggestion because it would imply quite some development, but in any case, maybe it could serve as a think tank for Devs and modders. In a nutshell: the suggestion is that the state of the clothing / equipment, besides impacting on its thermal, permeability and durability properties, also has a direct bearing on its carrying capacity. Thus, a pristine field jacket for example, will have 42 slots of capacity, but in a worn condition that capacity will be reduced by 10%, damaged by 30%, badly damaged by 50% and so on. I think the impact of slot reduction (something very noticeable for any player) would give so much more importance to the fact of having to take care and repair your equipment. On the other side, considering that there is already a mechanic to allow the game to drop the content of things to the ground when they get destroyed, this could be also implemented along with this capacity/damage system to drop the items that were using those “damaged slots” in to the ground. Just an idea. An alternative, to make this mechanic less frustrating, would be to apply the same logic as with the ruined clothes. That is to say: if you have the item on, the things that are already in the "damaged" slot will not fall or get lost, but when you move them you can no longer place them in the same place. The same is currently true for damaged items (e.g. a backpack). You can use it until you take it off and then you can't put it on again. 34) Enable vehicles respawn time base on inactivity (or reduce its lifetime if it is actually working) I've explored quite a bit in this regard and I could not achieve a functional system where vehicles disappear after, for example, 5 days of inactivity. I think this is key to the intention that I've been arguing in several suggestions in this post: that the vehicles are part of the servers without, after a few weeks, completely disappear because they are either scrapped by the players or are abandoned and unused in some corner of the map. One establishes through the different variables that we can modify that a vehicle disappears after X amount of hours and the event is generated again and it just doesn't happen. The car remains there permanently until someone destroys it completely (which is not the case). My suggestion (and at times question) is to know if it is possible to add this mechanic (or correct it in case it is not working correctly) and set a lower lifetime to the vehicles event after someone they leave them somewhere on the map and completely independent of their condition, the presence of ruined parts or any other type of feature. Respawn based solely on inactivity. 35) Alternative despawn system for spawn cycling dead fresh spawn’s bodies Another suggestion regarding dead corpses is a bit more complex and is mainly based on the concept implemented in the "Body removal" mod by DannyDoomno1. Let me give you some context: For those who do not know it, this mod forces the despawn of dead fresh spawn’s bodies in a shorter time than vanilla (for example, 5 minutes, and you can set any time) if a player has respawned within a certain – definable – time. Then, for example, if you die in the NWAF (Dead body A), then respawn in Berezino, suicide within the first 5 minutes of that character’s life (leaving the Dead Body B) and gets a new spawn in Chernogorsk, the “Dead Body B” will disappear in a much shorter period of time (and as long as there are no players nearby to see how it disappears in their faces) than the dead body 1, that will remain for the vanilla lifetime. This avoids several things: 1) littering the map with dead fresh spawns due the spawn cycling. 2) Abusing the spawn cycling mechanic by obtaining starting fruit in an almost infinite way. I really think that a similar system could work really well in the vanilla DayZ experience. 36) Allow to manipulated attached communications devices through key binds Another suggestion that unfortunately you will see repeated ad nauseam, but I really think it is extremely necessary mention it whenever possible. Just like with the Head Torch or the NV googles, you should be able to turn it on/off radios and change their frequency when those (radios) are attached to your backpack by using a default key. Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. I even think Ammo (Modder, part of the DayZ Underground team) has implemented the possibility of interacting with the radio attached to your backpack/vest by moving your head down and looking at it without items in your hands. But in this case, some particular key binds for radios would be more than enough only for when they are attached to our backpack. 37) More worms (x2) if you use a Shovel or Farming Hoe The title is pretty self-explanatory: if we look for worms in the ground (for creating a bait or other use in other traps) using a shovel or a farming hoe, we should get twice as much worms as we would get from using a knife or any other smaller tool. I think this is an easy to implement idea that shouldn’t require much. 38) Hatchets and axes should allow us to get bark from trees Another quite simple suggestion to make the game more consistent is the ability of obtaining bark from trees by using a hatchet or an axe. Right now, you can chop down a tree but you can´t get bark from it, being quite frustrating when in any other IRL scenario it would be even easier to cut some back from a tree with a hatchet than with a kitchen knife. Just add the toggle option for cut tree or cut bark by clicking LMB once. 39) Communication devices should relate with the dynamic events I know there that are probably countless complexities to make this possible, that’s why it’s not really a QoL suggestion, but I think what is really important is the main concept behind it. The idea is to establish a much more direct link between communication devices and dynamic events so that it is through them that their use is enhanced. How could this be achieved? One example would be to play some kind of sound, alarm, broadcast, morse code or simple “beep” through the radio when an air strike is about to fall within a range of 5km. Another example would be to be able to track helicopters crashes signals in a range of 2km by using a field transceiver as a backpack, giving a real utility to this device. Anyway, there are dozens of ideas that I could come up with to link communication devices with dynamic events, so I repeat, what matters is the concept because I think that in this way these items will take a greater role in a natural way. 40) Stunt effect (and minimal shock damage) when throwing things to a player Originally developed by Helkhiana and mainly seen at Namalsk, anyone who has played the map probably know about the great mechanic with the snowballs over there. For those who don't know, when you throw a snowball at another player and actually hit him, he receives the impact as if it were a melee hit. I'm not sure if it takes any kind of hp damage or shock damage, but the mechanic itself is just excellent. So, the suggestion should be a little bit obvious by now: bring that feature to the vanilla experience and let players being able to throw some very particular items (like rocks or other blunt items) at other players generating a stunt effect and/or a very light shock damage. I envision the possibility of several fresh spawns throwing rocks at the same more geared player in order to knock him out. It would be something very interesting gameplay addition if you ask me. I understand that there may be some inconsistencies with the system and it may not be 100% polished, but as long as it is added as a gameplay enhancer and not a pvp tool, I doubt it demands an absolute level of accuracy. But obviously I'm not in a position to evaluate this. 41) Adding a horn to vehicles (Default H) whose use consumes battery power This is something already present in the DayZ Expansion mod (even with the animation where the player hits the horn) and that adds a lot to the game experience. Just add the possibility of honking the horn in the vehicles (Default H). To avoid spamming this feature, each time we honk the horn it should consume a % of the car battery. 42) Contaminated areas vs. Air Strikes, a more dynamic approach to toxic zones This is probably the most controversial suggestion of the post, but I would like you to at least consider it. It would be interesting (and an extremely useful addition for the gameplay) to be able to slightly differentiate the “static toxic zones” (permanent, with high tier items) from the “dynamic toxic zones” (resulting from air strikes). In what sense? Let me explain: We all know that the static toxic zones have created the goal of obtaining the complete NBC suit in order loot those high tier areas. In other words, this objective is based almost exclusively on the possibility of looting T4 gear. While interesting, this meta it is somewhat limited and runs out rather quickly since many players abuse this system by hiding an NBC suite in the vicinity of static areas in order to loot regularly. On the other hand, the dynamic toxic zones (or air strikes) 95% of the cases are reduced to the idea that one must escape from them. Thus, there are not too many gameplay opportunities after an airstrike since besides running away, because there are hardly any players running around the map with all the NBC equipment. Again, a very limited meta. My suggestion: the idea is to generate a difference between dynamic and static toxic zones, using the best of both scenarios. In the case of the dynamic toxic zones, they should only require a gas mask (with a filter of course) to avoid any kind of damage. In other words, the dynamic toxic zones should not generate cuts in our player. On the other hand, the static toxic zones, since they have (according to the lore) a permanent contamination for some reason (added to the fact that they contain high valuable loot), they do justify the need for the full NBC suit as an end goal meta. What will be the result of this? A higher incidence of dynamic toxic zones in the game where players can actually play inside them and use this amazing new feature as another pve threat (and not only be forced to run away. 43) Add an animation for when turning on/off NVG´s Currently there is no power up animation for the NVG's, head torches and universal lights in the case. There is also no transition effect for the NVGs. While this is purely aesthetic, it does have an impact on the gameplay when it comes to knowing whether we are actually trying to turn on the device or not. The suggestion in this regard would be: 1) Add a power-on sound for these devices. 2) Add an animation that involves holding the hand to the head in a sort of manual activation (to be able to see it in 1PP). 3) That when "lowering" the NVG's it takes 1 second more to turn on and first we see the lens as seen in the image above this text. 44) Add vegetation on roads I always found the roads in Chernarus to be in surprisingly good condition, a bit out of tune with the general atmosphere of the game. The same thing happened to me in Livonia where, in contrast to the houses consumed by vegetation, this pattern was not repeated on the roads. Thus, the proposal is to expand a little the margins of the roadside vegetation towards the center of the roads, thus gaining much more atmosphere and ambience with a modification that, I hope, should not be extremely complex to implement. 45) Disable the vehicle parts HUD indicator when driving a vehicle The idea is to disable the on-screen indicators of the parts of the vehicle when you are driving it (see image above). I am aware that we can perfectly well disable the HUD completely, but I think that a vast majority of players turn on the HUD when driving because they need it to have a better reference of the gears and speed, and the fact that sometimes that menu end up popping up in the center of our screen, messing up with our vision is quite unnecessary. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMMATICAL ERROR OR POOR CHOICE OF WORDS, ENGLISH IS NOT MY NATIVE LANGUAGE
  8. First of all I want to thank for the recent addition of two new official servers for the Brazil region because they are the only servers where the South American community (12 countries) can enjoy the original DayZ experience. With this in mind, I would like to suggest (and I hope it won't be considered as a lack of gratitude) a different distribution of these servers. I will try to be brief: Currently (and thanks to the addition of 2 new servers today September 8), Brazil has these regional servers: DayZ SA - SP 5140 | Chernarus | 1PP/3PP Dayz SA - SP 5134 | Chernarus | 1PP/3PP Dayz SA - SP 6452 | Chernarus | 1PP/3PP DayZ SA - SP 5131 | Chernarus | 1PP DayZ SA - SP 6455 | Chennarus | 1PP (Temporary) DayZ SA - SP 5131 | Livonia | 1PP/3PP (Temporary) Considering the impact that version 1.19 projects for the Livonia map and that, until not long ago, the region did not have any official Livonia servers, I think it would be ideal and greatly appreciated by the entire community of South American players if BI could modify the Dayz SA - SP 6452 | Chernarus | 1PP/3PP server (or any of the three Chernarus 1PP/3PP) to a Livonia and in First Person Only. We are a lot of DayZ players that have acquired Livonia and we want to play on an official server, 100% vanilla and as we believe the game should be played (1PP only). Even if a reasignation of servers could imply having to remove a temporary one DayZ SA - SP 6455 | Chennarus | 1PP (Temporary) for example, I don't think it's a problem because I have a rough idea on how many people play on the official Brazil servers and it would be even more beneficial to have a single 1PP Chernarus server and a single 1PP Livonia server, centralizing those masses of players and making those servers high pop 24/7. I know it probably sounds simpler than it probably is for you guys, but considering that it would not involve allocating more resources but managing the existing ones, we would really appreciate it. THANK YOU!!
  9. Hello there! This is a new list of QoL suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below, and the intention was always to come up with achievable and “easy to implement” suggestions within the general framework of the game. Nothing too crazy, no completely new features or things that would not be in line with the overall concept of DayZ. Were these ideas deeply thought through and evaluated? To some extent, and that’s why I probably underestimate the complexity of actually adding any of this to the game. Only the Devs (and probably some experienced members of the community) can get a real idea of what adding them would actually entail in light of the current structure and content. So keep this in mind when assessing them because nothing is actually “simple”, even when it appears to be. Having said that, I hope you find them useful and least serve to awaken other tweaks, ideas or improvements, either from the official development or through community mods. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ HERE ARE MY +50 QOL SUGGESTIONS 1) Soviet Plash Palatka | Tarp/fabric poncho. It would be very interesting and useful to have a craftable "plash palatka" that goes in our backpack slot offering high insulation value and waterproof protection. What is a plash Palatka in the first place? This is just an improvised poncho made of fabric, very popular among soviet troops and many other armies. This piece of gear could be crafted from a piece of Tarp/Fabric (2) combined with a Sewing Kit (75%) or Leather Sewing kit (50%). It would not only provide with another relevance and use for the Tarp/Fabric (item that its currently almost unused because players always craft the Improvised Shelters over any other alternative), but would also provide an extraordinary survival feeling with the proper balance between protection and size (no inventory slots). As I said, this item also has a real context with soviet clothing and the DayZ lore. 2) Precise positioning | Transparency when trying to place big items There is a general issue when we want to place large items (such as a barrel, a power generator and such…) when using the blue print system (or precise positioning). The item completely obstructs our vision (1PP) and we have to play with the free cam to be able to guess where is going to be placed. Although this could be fixed with some modifications to the holding animation of these items, their models or maybe by extending their positioning range (to be able to position it from further distances), when thinking about modding and possible big custom items, a definitive solution could be to add some kind of transparency to those items when the precise positioning is activated (LMB Click). By this, you would be able to see through them. 3) Flare guns | Higher altitude + longer duration (Credit to Kafeina) Currently, the flares shot from a flare gun last just a few seconds in the air and then they start falling at a very high speed, making them quite useless for their intended purpose (signaling, illuminating, attracting other survivors). The idea is to simply increase their height (shooting speed/distance) and reduce their descent time so that they can last at least 30 seconds in the air and then, another a little more when falling. Kaffeina (modder) has already implemented this with his "Aerial-Flares mod", but I think an intermediate version would be an excellent tweak for the vanilla version of DayZ. 4) Flags | Craft armbands and courier bags from them Flags are a rare item and the only real use for them right now is to add them to a flagpole. Since some updates ago, you can now obtain rags out of them. However, this item could be much more interesting (and also used by any player, even with non-base building intentions) by being able to create improvised backpacks and armbands from them (like you do with a burlap sack or boar pelt). This would not only offer a new element of customization (which is always welcome) but also a new and interesting use for an item that it tends to be exclusively associated with base building. 5) Sawed-off weapons | Less weight + random spawn in the world There are 4 weapons that can be sawed off right now, but the Mosin is the only one that actually lose some weight (4kg to 3kg) in the process. It would be convenient and consistent that all the weapons lose at last 1kg of their total weight when you do so. The LE-MAS (FAMAS) perhaps could be the only exception to this rule because of the type of modification it undergoes. In addition, as previously suggested in another thread, it would be interesting if these sawed-off weapons could also spawn into the world instead of being an only crafted item. Always thinking about diversifying and expanding the content with a large amount of non-op civilian weapons for tier 1 and tier 2 zones and also, since these are not very popular, it would give new players the knowledge that they actually exist. 6) Player animations | External clue when managing your inventory (Credit to Wardog) This suggestion clearly came from Wardog's tweet (@thewrdg) where he showed us some of the game's “hidden” animations, among them, one that simulates the player checking his pockets. For anyone who hasn't seen it, he linked that animation (checking your pockets) to the action of opening/managing your inventory, so that there is a visual clue to other players of what you are actually doing (instead of displaying a completely static player). I think that having this feature would be excellent to achieve a better realism by filling that lack of immobility when a player is still but checking his inventory and also, it would provide a visual cue of a possible risk, danger or appearance as part of a player during an encounter. An initial 3-4 seconds delay would be very necessary to avoid forcing the animation with each opening of the inventory. 7) Pieces of guts | Alternative fishing bait The idea is quite simple: Instead of having as our only option the earthworms as bait for the fishing hooks, make it possible to cut small “pieces of guts” out of animal/human guts to also use them as bait. It would provide us a better use of this item while being able to combine even more hunting and fishing in an organic way. Not to mention that it's something quite common IRL when improvising a bait. (Thanks Project Lemons) 8 ) Tripwire | Attach a loaded flare gun Another idea that I believe would add to the general gameplay is the possibility of attaching flare guns to the tripwire. This way, when its activated, the flare is fired and the presence of a player in the area is warned. We all know that this can be already done with other lighting items, but of course a huge flare in the air would provide with a much more interesting and noticeable indication of a player presence. This would also serve to play with the players' minds in anticipation of a possible air attack (dynamic toxic gas), forcing them to move from their positions. Eventually, this could even be extended to other types of weapons and ammunition, not for the purpose of damage or incapacitation (which I understand would be quite complex to materialize and neither is the idea to make this kind of traps as it happens in games like Rust), but for the weapon to be fired to the air, providing a long range audible alert. 9) Items Sterilization | Boiling items to sterilize them (Credit to Mikhail) Non-sterile bandages and rags, plus any other items that can provoke a wound infection in the future, can only be cleaned/sterilize with disinfectants. It would be a good and also a realistic idea to allow to get the “disinfected status” by boiling the rags/bandages in water. Attention should be paid to the time in which bandages and rags become ruined for this to even be possible. This idea is not new, and there is already a community mod that allows this by DZR|Mikhail. 10) Bayonet | Multiple cuts inflicted While bayonets have gotten a bit more attention recently by increasing their overall damage (being more effective against infected) I think there is still room for improvement in close combat to give a new relevance to this quite unpopular item. In what way? By providing a 100% cut chance and even, by allowing each hit to generate two wounds or bleeds on the affected player instead of just one. A hit with a bayonet against another player should represent a game changing scenario during a pvp, where the affected player should seriously consider his blood loss as a conditioning after having received a “lunge”. 11) Shelters | Differences and advantages between them Since its implementation, the craftable shelters and their three variants - improvised, tarp and leather - there was never really a differentiation between them besides the required crafting items. They all have the same storage, persistence and durability, even when the time and difficulty invested into crafting them is different. This is why the vast majority of players simply choose the “Improvised Shelter” as their main option, not only because it’s the most accessible to craft but it’s also because it offers the best camouflage. This kind of kills any incentive of crafting the other two shelters and prevents us from giving more use to the whole feature. The proposal is then simple: provide with more differentiations between them, offering more/less slots, more/less resistance, more/less persistence, more/less waterproof to the items inside, etc. The leather shelters should definitely be the best of all tree, followed by fabric shelters and finally, the improvised shelters should be just that, improvised, lasting no more than two or three nights, with slots limited to a single survivor storage. 12) Attachments | Better management/replacement (Credit to Akula) This suggestion and the next one are 100% from the user akula692008 from the DayZ forums, so I thought it was a good opportunity to make them more visible for everyone since I completely agree with both. In few worlds, the game should allow us to replace any weapon attachment (optic, buttstock, handguard, etc.) by the same way it does with magazines, this is, by dragging the item to the “combine” section of your hands instead of forcing us to drag it over the particular attachment. This would be not only more practical but also consistent and particularly useful for console users. 13) Attachments | Inventory battery representation (Credit to Akula) Right now, if we carry a rifle with a battery for your optic plus a universal light for example, we would see two batteries, one under the other (left side picture), and it is not quite intuitive for telling which device they belong to. The idea then is to reposition the elements as shown in the image above. This small change would solve this lack of clarity providing with a cleaner and clearer view. 14) Raincoats | Add the hood to them I understand that this is definitely not a simple thing to do and that there are many, many things to consider in what would appear to be a small cosmetic change. Nevertheless, I always wondered why those hooded pieces of gear like the Gorka Jacket, Raincoats or Hoodies did not allow us to equip ourselves to cover our head, protecting this part of the body from the rain and adding to the heat retention (or protection against frostbite in Namalsk). I think it would be a good feature (or future change) to consider either models with the hood already deployed (where it blocks the head slot because it is already taken by it, avoiding clipping problems) or, something more elaborate, like the possibility of folding/unfolding the hood. There is also a “banal” argument linked to a post-apocalyptic aesthetics where hoods and ponchos are a fundamental element. 15) Repeater | Sawed-Off version Simple idea that would add to the diversity of the civilian’s low tier weapons without really implying new content is the possibility of sawing-off the Repeater as it currently happens with the Mosin and other weapons. Of course, it should suffer the corresponding nerf to the distance, accuracy and weight, but the basic concept would be the same to all the sawed-off weapons in the game. Not to mention that it is something that actually exists. 16) Bone Knives | Attachable to the improvised rope belt Maybe this will be changed in the near future because this item is in the game very recently, but I suggest to add the possibility of carrying the improvised knife on the rope belt. I think it is logical and a way to make this a "first step" in the survival crafting progression for any player. I honestly didn´t find many arguments against this like I did find with the stone knife because of its shape and model for example. 17) Feet Wrapping | Increased crafting cost + less durability We are all aware that an improvised item, easy to craft and offering a great advantage when approaching enemy with total stealth could be somehow abused. Unfortunately, many players have been using it as a “pvp meta” lately. In an attempt to avoid this, the proposal is to increase their crafting requirements (actually, I would personally increase it for all the wrapped crafting recipes in general) and reduce their overall durability (or at least prevent them from being repaired or their requirements - rags - from being significant), so that they only serve as a transitory solution in those cases where your footwear get ruined and you must look for another one, avoiding bleeding feet or frustrating scenarios. 18) Radios as an attachment | Slot for vests and belts I have already suggested the possibility of having custom key binds for the use of radios so that we do not have to resort all the time to put them in our hand to interact with them in the first place. I believe that for items that are not so popular but at the same time can represent an extraordinary element for gameplay and immersion, making them as practical and accessible as possible is definitely the way to go. In this occasion, the suggestion is related to the possibility of attaching the radios to our vest and belt. This would also allow us to have more than one active radio simultaneously, on different frequencies. 19) Clear indication for front / back fences (precise positioning) Even when you can always use the knots on the poles and the initial position when deployed to know the direction of the fence (front/back), it is often quite unintuitive (its direction) when you have to rotate or place them in a very specific position. The suggestion is then to add some sort of “direction indicator” in the ghost model itself, or slightly modify the model (the bottom portion that would be buried for example) so that it clearly indicates which is the front and which is the back in a more intuitive way, even after having placing it. 20) Torches | Fuel should fully charge the torch Maybe the current limitation to this is somehow related to a balance and performance idea due the duration of the torches in general (avoiding that someone can leave for a long time multiple torches lit in a very easy way), but I think it would be a more functional that, when adding gasoline to the torches, they charge at least 50% of the total and not just 5-10%, forcing us to soak them in gasoline like 6-7 times. Using gasoline to fuel torches is already a difficult method to use and it should then have its reward which would have to be a hell of a lot better than simply adding rags. 21) Holding breath | Stance impact on the stamina depletion speed (Credit to Simonvic) It seems to me that it would be not only realistic but very beneficial for the gameplay in general to be able to differentiate the speed at which stamina is consumed when holding breath, not only depending on the weight (which determines the total stamina and therefore, how long we can hold our breath) but also by the stance of our character (standing, crouching or prone). Thus, for example, if we have 30% of our maximum stamina due our gears weight, when we hold our breath while standing, it will empty completely in 5 seconds. If we are crouching, it will do it in 8 seconds and if we are on the ground, it will do it in 15 seconds. It doesn't make much sense that someone lying completely flat on the ground, in a resting state, even with a lot of equipment on him, can only hold his breath for less than 1 second when he wants to land a shot. 22) Automatically stack items in your inventory (Credit to InclementDab) Right now, if we have for example a stock of 10 .308 bullets in our inventory, and we grab 5 more from the ground/world, these new 5 bullets will take a different slot in our inventory instead of just stocking on top of the existing 10 bullets. It seems to me that it would be more than practical to expect the game to put identical/stackable items together directly in our inventory, or at least to do so once our inventory is 100% full (no slots available). This can be limited to certain items categories if there is any case where it would not be convenient to stack. The same should apply for meds or other stackable items. Example. 23) Tearing up chickens using only your hands or boulders With 1.17, and improvised bone knife has been added. However, to get those bones in the first place, one already has to have a knife to dismember the animal that provides it. This doesn't make too much sense considering the progressiveness of a survival crafting line. I think the ideal case would be to allow players to dismembering small animals (Chickens and rabbits) either by using their own hands or using the rocks in our environment. As a result, we should only get bones out of them. 24) Open cans by hitting them with a rock With a very similar criterion of the previous suggestion, and taking into account that since version 1.17 we can now “combine” certain items with boulders from the environment for our crafting, it would be excellent to use this feature to open food cans, obtaining a substantial reduction in their total amount. 25) Mask attachment slot for backpacks and belts Keeping the idea of gas masks having multiple uses and not being limited to static/dynamic toxic zones, it would be quite necessary to be able to add attachment slots for them on both belts and backpacks. 26) Lock picking | Reduced effectiveness (Eventually tied to passive skills) While this idea relates to a broader concept like passive skills evolution and such, I believe that lock picking should not have to be 100% effective (opening or locking the doors on the first attempt) but rather have a percentage of effectiveness where it is possible to fail to do so and have to repeat the action. As I said, thinking about an eventual development of passive skills, this percentage of effectiveness could be linked - or even conditioned - to the skill developed by the player (or survival time). But an initial approach would be that lock picks do not always open the door but that there is a chance of failure followed by an audio clue that it has failed. 27) Grenades | Automatically attached to grenades slot 4 Quality of life modification, the suggestion is to automatically assign the slot of the vests grenades when we pick them up from world since, right now, we must manually take them to our vest. 28) Epinephrine abuse | Negative effects and overdose Epinephrine has gone from being a medical item to a military tool, where players stockpile large amounts of them to use one after another, perpetuating their stamina in an unrealistic way during combat. The concept behind my suggestion is precisely to try to avoid this abuse by generating some kind of punishment. This could be with an overdose effect (shock damage, reducing the duration/boost with the second application or permanent stock max at 50% for 10 minutes making it easier to go unconscious after being hit) or by adding a general stamina reduction after the epi effect (for a period of 2-5 minutes) if you applied more than one epinephrine within 10 minutes. Again, the main idea is to find a way to counteract its abuse by relating it to an effect it would produce in reality. 29) M7A3 grenade | Tear gas grenade (Credit to DUG) I believe that tear gas grenades would be an excellent addition to complement the use of masks in situations other than airstrikes or toxic zones. They should cause coughing, stamina reduction and eventually sock damage (unconsciousness without a default recovery until the gas wears off) if the players are exposed for too long. Of course, this could be repelled by using a gas mask with full filter, completely avoiding its effects. Particular attention should be paid to the area of action to avoid possible exploits where the smoke goes through walls, generating undesired scenarios. 30) Wash hands under the rain Being able to wash your hands when it rains (complementary to the idea of bringing back the “catch rain” feature, especially for maps like Livonia) would definitely be a QoL addition to the game. It wouldn't be invasive either (for the HUD) since you would only get that pump-up option if you have bloody hands and you are in the outside. They could even make it automatic without the need for animation. Bloody hands are probably the biggest enemy for new players, and if we add the rain, that first game may be impossible for them. Fighting each other may be a great option to leave only one active threat. 31) Rusted and static fire barrels around the map One of the simplest and most efficient attractions in maps like Namalsk is the presence of static fire barrels spread around the map where players can get together, warm up or cook. While this concept already exists with the indoor fireplaces around Chernarus and Livonia, the fire barrels provide a much clearer guideline and are generally found in large places, industrial areas and barns where you (and your group) can take a minute of rest, away from the urban areas. The suggestion is then to add those rusty, static fire barrels scattered around Chernarus and Livonia. 32) Bandaging | Continuous cycle when you have multiple wounds Right now, when we have more than one cut/wounds and perform the bandaging action, we have to complete a full cycle, finish the animation and then click again to start the bandaging animation again for treating the next wound. Although there are some “exploits” to speed this the “finish/start”, the ideal in my eyes would be that - as with other actions such as cutting down a tree, drinking water or getting planks from a plank pile - we could simply hold the LMB and the cycling would be continuous according to the amount of cuts/wounds that we have. I understand arguments like that there are multiple wounds and not always in the same place, however the animation is always the same, so it would not be something that could break any kind of immersion either. In other words, if you have 2 cuts, you just put a bandage in your hands, hold LMB and your character would perform two full cycles. If you interrupt the second cycle, you have only been bandaged once. 33) Logging in | Anti-ghosting + anti-glitching + anti-combat log I think it has happened to many of us that, being in a closed place, a player logs behind and kills us. In the same way, it is also frequent to chase a player into a building, waiting for the moment to rush their position and when we finally do it, they have disconnected without any actual indication to us. Although this suggestion would not be a definitive solution, I think it could help to prevent these situations and avoid the huge disadvantage it generates. What would this consist of? Adding a dark layout/vignette (as happens when we are regaining consciousness) that covers our screen and gradually expands until disappear along with a yawning sound (or any audio clue) would be an indication that someone has connected in the vicinity. On the other hand, the dark vignette / layout covering most of his (connecting player) screen for the first seconds after joining the server, would obstruct the ability to see through walls with the slow loading textures glitch that most of the low ends PC´s and consoles usually have. Clearly, it would not be a perfect system, but it would make ghosting, combat log and exploits associated with connections/disconnections less frequent. 34) Wooden Crates | Another general nerf suggestion This is a suggestion that I've been holding onto continuously by trying different approaches, because I really think that the wooden crates are very OP in a game like DayZ. I still believe we need a general nerf for wooden crates, therefore, after proposing a general reduction of its size and persistence time, the suggestion is now to increase the requirements for its construction, raising the number of nails needed from 16 to 32. 35) Actions over other players | Directional conditioning Actions involving interaction with other players should only be possible if you are face to face with them. We should not be able to feed players from behind, give them medicine or similar actions. Of course, there could be exceptions to this rule, such as tying another player or applying a bandage to him. 36) Improvised clock bomb | Crafting recipe Add the possibility of creating an improvised explosive device from a gas canister, tape, a grenade, metal wire and a kitchen timer. How could it work? First you should combine the duct tape with the gas canister, creating a new item called “Improvised explosive device” with tree attachment slots: 1) Explosive slot (grenade, flashbang, smoke grenade, etc.) 2) Metal wire 3) Timer. You can then add the required items, set the kitchen timer from 1 to 45 minutes and then attach it to the device so that, when that amounts of minutes have passed, it releases the spoon from the grenade and after a few seconds explodes. Because of its complexity and because it has a gas canister in addition to the grenade, its damage and explosion range should be higher. 37) Tents | Allow tents to be carried in player’s back I am sorry to be repetitive with this idea but I firmly believe that one of the main reasons why we do not find isolated bases scattered around the map (as historically happened in DayZ) as opposed to massive basebuilding structures, is because of the impossibility of transporting the tents in a simple way that does not necessarily require a vehicle. Both the military tents, the car tents and the canopy ones should be transported in our back taking the backpack slot. 38) Throwing items | Low throw alternative I know that this is definitely not a simple suggestion to implement, but I don't see it as impossible either. The concept is simple: once we enter the throwing stance after pressing G (PC), by moving the mouse wheel (as we do to change between optics) we can toggle between a normal – high – throwing stance and a low throwing stance from the waist. This could be particularly useful for throwing grenades at short distances, underneath structures or even to be able to throw random items at other players safely and without having items flying through the air. 39) Weapons attachments variation | Add the painted variation to weapons While I imagine there are already plans to add back the spray-paint that allow us to customize the weapons/attachments, it would not be a bad idea to have the color attachments already included in the random preset of some weapons as an alternative. This would add to the diversity and content without necessarily affecting the CLE. These attachments can either spawn in the world or for now only in the preset of the selected weapons. Many community servers (PC/Consoles) already have them added and they seem to work just fine. The only problems are usually with the colored mags. 40) Dynamic events | Abandoned night camps with fireplaces This suggestion is part of a larger thread that analyzes different alternatives to generate a reward for players who stay on the servers at night instead of just logging out, waiting for the day. Basically the idea is to take advantage of light sources during the night and link them with dynamic events. In this sense, it would be interesting that the “helicrashes” have a light source that makes them more "visible" during the night (like a beacon light that could also work with a radio signal) and, at the same time, the possibility of having other dynamic events such as “abandoned camps” with an active campfire where high value items can be found. I think it would add a lot of depth and ambiance to the game while providing access to the rewards of a dynamic event to players who choose to play even with the disadvantage of the night. 41) Snare traps against players | No damage + reduced mobility for 1 min The idea is to use this feature not only to hunt small animals (rabbits) but also as a trap against other players. How would it work? Of course some kind of animation/model would have to be added to the activated snare trap, but when a player step over it, it would attach to his leg (like a splint does) forcing the wounded walking animation for a whole minute. The affected player would then be unable to run full sprint and would be partially defenseless, even without having suffered any damage. 42) Vehicles water indication | More intuitive symbols While many of us have become used to being guided by the white smoke to determine whether a vehicle radiator has or needs water, it is quite common for new players to be confused by the unintuitive nature of the indicators. More precisely because while the fuel gauge shows a full tank on the right side, the water gauge seems to be the other way around. The suggestion is then to unify this representation of both gauges with the same criterion and maybe even add a red color to the indicators to make them much clearer. 43) Plate Carriers | Color variations I know it would be an absolutely secondary addition but very much appreciated for diversity, customization and content, the possibility of having different variants (textures) of Plate Carriers I think would be a nice addition to the game. It would not escape from the colors that usually wear these vests IRL (black, dark green, etc.) and it would not mean a huge work behind this item (it would be a simple retexture). 44) “Chemicrash” | Contaminated dynamic events Another feasible alternative for random dynamic events could be some kind of "chemical crashes" or "chemicrash". These could well be models of wrecked trucks that were transporting toxic waste in barrels from the toxic areas and were ambushed or crashed on the road. Naturally, this event should be followed by its respective toxic zone (with a rather limited radius), being only accessible to players with NBC equipment (or at least with an PO-X Antidote if you have a bit of skill), infected with NBC suits and loot rewards similar to helicrashes. The idea is to give more diversity to the use of NBCs and masks without this objective being limited merely to the toxic zones. 45) “Cooking” canned food | Water bath + increase its nutritional value The suggestion is based on the possibility of "cooking", or rather heating, canned food to increase its nutritional values based on the idea of comfort. The cooking method, to be consistent with what would happen in reality, would require a cooking pot filled with water, thus avoiding burning the can. They could only obtain the "cooked/hot" status by offering extra energy and/or hydration. It would be a good way to encourage the use of cooking methods and give more depth to this item. 46) Multivitamins Pills | Less quantmax While this has been changing over the course of the updates and vitamins are not as OP as they were before, I still feel that the minimum amount of pills is high enough that it is not valued correctly and ends up being overabundant. Currently, vitamins have a chance of spawning up to 10 pills, they are not very rare to find and can be stacked. The suggestion is simply to set a quantmax of 10% for this item, making it scarcer and therefore more valuable. 47) Long-Mid range Optics | Add a dark vignette Definitely not a new suggestion and I had already proposed it a few years ago, although not with this format. Basically what it aims to do is to add, in addition to the blur effect that ADS has with an optic, a dark vignette to provides with a more realistic and at the same time immersive approach. As you will notice in a suggestion below, I am not in favor of absolute darkness (as happens with the Hunting Scope for example), because it also ends up being quite unrealistic and immersion killing, so a simple darkness that forces us to focus on our target without obtaining much external information (although realistically one shoots with both eyes open) would not only be a welcome aesthetic and immersive change, but would give another spice to the pvp with ranged weapons. 48) Hunting Scope | Non-Full screen alternative view Following the same reasoning of the previous suggestion, and as I had already mentioned, we know that most (if not almost all) optics do not appeal to a "full screen" design where everything is black except for the reticle. On the contrary, the whole screen is zoomed to the optics, but what is outside it (sides) is blurred. It would be interesting and would look 10 times better if this would also happen with the Hunting Scope (see suggestion image), adding also the already suggested vignette. The effect and immersion achieved I assure you is gratifying. 49) Improvised metal sheets from vehicle parts Questionable suggestion but a suggestion nonetheless, I think it wouldn't be a bad idea to bring back the old concept of “scrap metal” to be part of some crafting recipes in DayZ Standalone. Of course not to the levels of DayZ Mod or games like Rust with extravagant crafting recipes, but something much more basic and limited. For example, with the possibility of turning car parts that we find in the world into improvised metal sheets to be used in our basebuilding constructions. Each car part (door, hood, trunk, etc.) would offer us 1 “sheet metal” that would be nothing more than the current sheet metal with a rusty texture. I understand that even if it sounds simple it is definitely not, but a similar concept that allows us to take advantage of the items along with a more apocalyptic atmosphere to the constructions (basebuilding) would be welcome. 50) Cutting trees | Two-step process (Credit to Derleth) In a nutshell, the idea is that when a tree is cut down, it will fall to the ground as it normally does, but without dropping the "reward" items yet (wooden logs, firewood). In order to obtain those, we must cut the tree again on the ground and it will then disappear, leaving only the wooden logs, firewood, long sticks and such. This would help to avoid unwanted clipping/collisions situations with trees and would also provide with a more realistic approach to the mechanics itself. 51) Shove away player/infected | No damage, 1 sec cold down, no stamina requirement (Not QoL) There are many things that could be improved in the melee system in DayZ, but where I notice a gap to be filled is when you end up cornered. In short, it is quite common to see players "stuck" without the possibility of changing weapons or resorting to attacks that slightly push the infected away to be able to survive that situation. Of course anyone could say that a good player would not have put himself in that position in the first place, but the game has to be difficult, not frustrating. For that, it would be interesting to consider the possibility of pushing away infected and even players, which would be the "default attack" when our stamina does not allow us to hit with our weapon or make a strong fist attack. This “push”, which should have a cold down of at least two seconds to avoid any abuse, should not generate any damage or take any of the stamina recovered away, could fill the gap that exists between unrealistically holding indefinitely a guard up against a wall until a friend comes to save us or die cornered against a wall without any resource at all. 52) Nerf to NVG's vision | Vignette intensity It is not the first time I suggest it and I am compelled to do so because I know that the game will at some point go in that direction. NVG's are too OP an element for a game like DayZ that aims for a balanced day/night gameplay. Not only because it discourages any player from playing at night in the presence of this item because also because the clarity of vision when using them and the lack of "blindness" from light sources. That is why one of the things that could be easily and quickly modified is its range of vision or vignette, to slightly punish the huge advantage obtained. 53) Encouraging nighttime play | Night wild life Once again, keeping the idea of encouraging night gameplay through “advantages” for the players, it would not be a bad option to consider increasing nocturnal wildlife in areas where they are not frequent during the day. That way, coyotes (alternative to wolves), white-tailed deers, foxes and other animals that IRL usually have a nocturnal activity, can be seen and found close to cities (even spawn cities). This would not only give an incredible complement of ambience (not to mention if you consider the population of glowing eyes in some of them), but it would translate into a much easier access to food sources for players who decide to stay playing during the night. 54) Better small containers | Add attachments slots (Credit to Florian) In all honesty, with over 10k hours in the game, I have never used a container to protect my items from external damage and I think very few players actually do it. Containers nowadays are more storage methods (buried) or inventory organizers rather than a protective piece of equipment. In this sense, the idea is to at least provide with a better utility in relation to their capacity and size. Right now, they can hold as many slots as they take, killing somewhat from any kind of benefit in carrying them (even more the ones that offers almost none protection). The proposal is simply: add more slots to the interior in relation to its size and/or add attachment slots to some of these containers to be able to carry more than their total slots, offering a real advantage when using them. 55) Gasoline | Used as kindling to start or keep a fireplace Gasoline should definitely be an item that allows you to light a fire without resorting to other types of fuel kindling’s. And even after the fireplace is on, you should be able to continue feeding it from "loads" of gasoline as it happens with the torches. This would re signify the use of bottles with gasoline or jerry cans for a survival purpose and not only related to vehicles. 56) Basebuilding | An electrical protective system (Not QoL) I'm not a big fan of basebuilding because I think it's a feature that consumed a lot of work from the development team and, in practice, it was never really one of the main attractions of the DayZ experience (not talking about Exile or the last part of the DayZ Mod). However, there it is and while it's a decent concept, it clearly has a lot of room for improvement. One of the things I have always proposed are the electrical protection systems to provide with a more balance experience with this feature. In other words, the possibility of electrifying the barbed wires once placed to make it difficult to even destroy them through regular melee methods. How could it work? Simply the same way Xmas lights work, one connects the barbed wires (disassembled) to a generator or battery and then attaches them to the fence/gate. This would generate an electric current to the touch, preventing their destruction through melee strikes. It would be a good element for base protection against offline raids and would also be within the real possibilities of the game with the current content. How could it be countered? An electrified barbed wire could not be disarmed with regular pliers and the player who touches it would receive health damage, shock damage and probably a cut. He should then either destroy the power source (generator or battery) or use rubber gloves (NBC Gloves) along with the regular pliers to dismantle them (giving a new use to this piece of clothing). I would have a lot more to elaborate on this topic, but as I said, I don't want to stray too far from quality of life suggestions. 57) Better skybox | Higher cloud intensity (Not QoL) I know this is a highly sought after idea and that there is probably some discomfort in comparing the game to previous versions in just one aspect, when in 99.9% of things it has improved tremendously. However, aside from any nostalgia or the idea that “all past times were better”, there is a reality and that is that the sky in DayZ has lost some of its appeal, probably founded on valid performance and synchronization reasons. It is also true that suggesting something without offering an applicable alternative is too easy for us (the community) but I think we all trust in the ability of the devs to find out a new approach to this and achieve more immersion with the skybox without the need of volumetric clouds. 58) Combined actions for Structures (Credit to Skigoggles) (Not QoL) Regardless of all the technical complexity of such an idea, the concept is still very interesting. The suggestion basically implies that certain actions (complex, big ones and generally associated with basebuilding but extendable to many others), can only be completed by two or more players working together. In this way, one player could initiate the action until 50% of it is completed and then, holding the click, another player should "help us" and complete the remaining 50%. Then the crafting/action will be successfully completed. The possibilities and alternatives are endless for this but, I repeat, what is important here is the concept behind it to force collaboration in complex actions and at the same time encourage interaction. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMATICAL ERROR OR POOR CHOCIE OF WORDS ENGLISH IS NOT MY NAVITE LENGUAGE
  10. Asmondian

    The "Mission Livonia" || DayZ SA - SP 5137

    I couldn't agree more. We really need an official Livonia server in the region (SA). It was a pleasant surprise to see it temporary (and more and more people seem to be joining) so I sincerely hope it can be permanent (and turning it into 1PP would be perfect). Thank you!!!
  11. Asmondian

    Server Side Mod? How?

    CONTEXT: Hi there, hope you guys can help me out with this: Im trying to start a server just for an event. Its a 100% Vanilla Server but, I want to install Community Online Tools (COT) server side mod to have some control People should still be able to join through the regular Dayz.exe (without any launcher). QUIESTION: It is possible to install a "server side mod" where people can still join the server without getting kicked for not having the mod installed? How? Mod (COT) is already working 100% on the server with its key and permissions I know I can assign permissions and roles but Im trying to find a way to avoid using any Dayz Launcher I know I can change the "verifySignatures" value to 0, but thats definetly a risk and I heard that there is other way. So, how can I enable the mod only for myself and still let players join without mods installed? Thank you in advance!
  12. Asmondian

    Qol Suggestions

    That is why I personally put so much emphasis on suggestions that are QoL. Mainly because those are the ones that are most feasible to be implemented over big and complex suggestions that involves long development time and probably won't even be considered. Not because the development team is slow, lost or they just don´t care. I think that's definitely not the case. Its because DayZ's biggest problem was always being a hybrid between technologies where it had to decide if X feature/content was worth the developing time over other stuff when that would probably have to be reworked again from scratch when migrating to a new portion of the Enfusion new engine. This happened before with 0.62 and it will probably happen again with a more advanced version of Enfusion as well (Arma Reforger).
  13. Asmondian

    Qol Suggestions

    I didn't want to see a suggestion thread without a response. Here is my feedback: 1) I think It would be redundant because there are already items that allow you to bandage yourself directly. Perhaps the best thing would be to allow certain clothes to be torn/turn into rags by hand (without a knife). Like shirts or medical scrubs. 2) There is a mod for that (ZenLeftovers) and, in practice, it ends up being quite confusing for players (and probably has a negative performance component). But the idea of tracking players is definetly good. As an alternative, for example: leaving a bloody rag/bandage on the floor after they use it. This would be much less frequent that with food/soda cans and more linked to a tracking situation (pvp). 3) Performance issues probably. 4) Without proper fire animations for this first, its hard to imagine molotov cocktails. Too many things can go wrong with it. 5) Because of the massive work behind sync, animations and such. Not a QoL. Its extremely hard. 6) Again, massive work behind it, mostly in the synchronization part. 7) Faking death could be exploitable agains AI. Many have suggested in the past 8) It probably will. 9) Same with horses. Not QoL. Tons of work behind this. Physicals, animations, syncornization, etc. 10) Definetly. More civilian clothes (or retextures) with higher stats (insulation) are needed. 11) Performance. Its a game, and balance is needed. If you set a max then you end up having dead bodies despawing in front of your eyes. 12) The learning curve is hard in DayZ, but it is part of the game. After all, it is a survival game. 13) It could work for some particular cases, but if it is 100% consistent (applied to infected and players), it could make the experience very clunky and not very fluid. 14) They do miss you sometimes, even after an initial aggro. 15) AI its hard. That will happen with any infected. You can get above a vehicle and kill them from there. Maybe they could climb these smaller structures, but you also have to measure the impact on the gameplay of the infected being "unavoidable" 10/10. 16) Not a QoL. 17) There was an option back in the days, but imagine if you add that to the hundreds of fruit trees that are in chernarus in trying to walk through them. There must be an explanation of balance and performance. 18) Not a QoL suggestion, but a request. 19) Not a QoL suggestion, but a request. But yes. 20) M... 21) Come on dude. 22) Its not inverted, is how it shown IRL. But it could be inverted for intuitive porpuses. 23) Agree. 24) The CLE its not linked to the player count. Maybe just avoid hiving in public servers. But many players would leave because of that. 25) Not a QoL suggestion, but a request. 26) You can burn stuff. Adding interactive trash cans around the map would be redundant IMO. 27) Basic coding? You should share it to the devs. 28) Lore. 29) Yes. 30) Not a QoL suggestion, but a request. 31) Not a QoL suggestion, but a request. 32) I mean, is to complicate something that its working without an actual real benefit. 33) Yes to the last part. 34) Maybe, with a chance of getting sick (like with the unknonwn food) if you dont peel it. 35) Yes. 36) Not a QoL suggestion, but a request of new items. 37) Not a QoL suggestion, but a request. Its very related to server performance issues tbh. 38) Because its hard, and a dead player have loot on it, and there could be tons of sync issues related to this. 39) Yes. We definetly need more in-game options to report or access the feedback tracker (or even the workshop, like in Arma Reforger). 40) I don't think the game wants to have the feeling of playing R6. 41) Definetly. 42) Yes, more "thematic loot" would be nice. Same with the pharmacies 43) Agree with the sawed off guns part. 44) Bells are hand-operated in almost every church in the world. Also, I don't remember if the models of the DayZ churches include them.
  14. The following is just a list of QoL (Quality of Life) improvements and/or small suggestions for the game that I think could provide an overall better experience for the next updates... I think that, after reading the 2020 roadmap we can tell that Dayz development it’s on a stage where there is probably not a lot of room for completely new ideas or crazy concepts (we leave that to mods), however I do think that small QoL additions and small tweaks that can be affordably implemented can still be implemented. Luckily, many of the past suggestions I made have been actually implemented in the game – of course I am not saying that it was because of my suggestion – so it is good to know that the vision is similar. That’s motivated me to create this thread. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ HERE ARE MY 50 QOL SUGGESTIONS 1) Smoke Grenades | Add a working Spoon for the 1-M8 Right now, when you take out the pin of a 1-M8 smoke grenade it starts smoking right away in your hand. Just like the rest of the grenades with a spoon (With exception of the EGD-2 that doesn´t have one), make it to start smoking only when you release the spoon - when you throw it away – and not when you are actually holding it in your hand. That’s how they actually should work IRL. 2) Adjust Zeroing Turret | Zeroing without HUD You always need to enable the HUD just to calibrate your weapon sight and know the zeroing range (100m, 200m, etc.). This kinda kills the immersion of playing the game without any HUD/Indicator. There are two alternatives to improve this: 1) By adding a simple click sound effect, you can just go all the way down and then use that sound reference to identify the distance you want (Example: 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). 2) By making the HUD (or just a number shown on screen) dynamic like it used to be. When you change between distances the weapon HUD shows up (or could just be a number in the bottom left) and automatically disappear after 2 seconds. The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ. 3) Blood Bags and Saline Bags | Tweaks/effects modifications over health Both items have lost a lot of interest and almost nobody uses them given their very week properties and the fact that being low blood is not really punishing for players (besides the black and white screen). We need to provide those item with a more interesting effect and I think an incidence over health regeneration is the answer. That’s why I strongly suggest to buff those two medical items by changing: A) Blood bags should regenerate 1000 blood units - over time - instead of just 500 blood units. B) Blood bags should also provide with a non-cumulative boost in the health regeneration. C) Saline Bags should provide with a blood regeneration boost up to 500 blood units (like it does right now) plus a hydration effect (at least 100ml per saline bag, similar to what a bottle water provide). 4) Raw meat and fat/lard | Immediately induce vomiting and/or no nutritional value Right now, if you have charcoal/vitamins pills, you can keep eating raw meat/fat and avoid its negative effects by taking the medication right before or even right after you consume that food. This is an easy way to survive but also an exploit for the survival experience. It creates a very exploiteable scenario and surviving skills/effort are not being rewarded at all because of this. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline) or by reducing the nutritional value to almost cero, you can avoid this and force players to cook the meat/fat before even considering eating. 5) Tripods | Size reduction and/or carry as attachment Tripods are one of the least used items in the game and I think it’s because of their big size. It’s a shame since is one of the more basic survival elements that a player can use if they want to stay away from urban areas (where you can´t use the fireplaces inside houses) and avoid the tedious task of cooking each steak one at a time. Right now you can´t carry those in most of the backpacks and you can´t even carry them as a melee. Reducing its size to 1x7 (instead of 1x9) or allowing players to carry them as a melee and/or as a backpack attachment would definitely be a good QoL addition for the game and something that many players have been asking for a long time. 6) Handheld Transceiver (Radio) | On/off key and different voice channels Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when those are attached to your backpack by using a default key. (Suggested key for PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this). Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. Weather with an on/off key or with a different voice channel (like with Local / Global / Vehicle in the past) you can somehow create a “push to talk” kid of implementation to avoid people broadcasting everything they say. 7) Binoculars | Add attachment slot for belts and backpacks Add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back. It’s an extremely immersive item but it lacks practicality right now because of its large size. It would be also great to change their size from 3x3 slots to 2x2 to enhance people carry them more often. 8) Cooking with a long stick | Keep character’s position (One-click action) Turning the cooking with a long stick action "One click only" (Not holding RMB) and allowing players to keep the animation (Sitting, holding the stick in hands) while changing between steaks/meat/food it’s something that needs to be part of the game at some point. It’s frustrating (and very immersion killing) having to break the animation every time just to change the steak and then enter the sitting animation again, over and over. You should be able to keep that animation while you can still access to your inventory to change the baked meat to a new raw steak. 9) Rags | Reduce the amount obtained by cutting clothes There is an excess of rags in the game making these (and the bandages) never a concern for anyone who plays Dayz. By limiting the amount of rags that you get/craft from a piece of clothing you can provide with a new relevance to this item at the same time of justifying the search for a better kind of treatment: bandages. The differentiation in the application time was definitely a great idea, however, I still think we need to go further into this differentiation (possibly with a chance of infection between them in the future). 10) Vehicles parts | Car wrecks and proper tools to remove parts The problem I see in general is a lack of balance between finding/adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably just drag and drop all the vehicle parts to the ground just to mess with the rest of the players in a server. It became pretty discouraging and usually very few people even bother in fixing a vehicle (Besides their performance issues of course). That’s why I think that you should be able to attach vehicle parts to vehicles without any tool, but you should definitely require the proper tool to remove (non-ruined) vehicle parts from car wrecks (coming to Chernarus according to the 2020 report) and working vehicles. By only allowing to remove non-ruined vehicle parts by using the proper tool, you can provide with some reason to exist to those items too (Tire Iron, Screwdriver…) and also make the vehicles wrecks a more relevant element for Chernarus/Livonia. It could work like this: Pliers for removing a Sparkplug, Screwdriver for Batteries, Doors, Hoods and Trunks, Tire Iron for Wheels, Wrench for the Radiator. I think we would have more “almost complete vehicles” around the map because of this. 11) Dead players | Enable to extract blood from corpses (One-time action) By allowing players to extract blood from dead bodies (One-time action per corpse), you can make this feature – blood transfusions - worth again along with re-significate the blood test kits and blood compatibility system. It should be a one-time blood extraction per body and that could also reduce/change the dead body persistence / despawn time and its condition (decompose model) after you extract blood from it (also helping cleaning up the server, performance). I really think this could enhance a lot of PVE experiences and also the survival path. 12) Shoes wear | Nerf overall wear and tear A general nerf to the shoe wear is really needed IMO. I know that there was already one since the first implementation of this new feature but it was not enough. This should not be a permanent concern for players and in certain scenarios it ends up being ridiculously negative if your shoes can get ruined just by walking for 2 hours. Reducing the overall wear and tear of all footwear (at least on high tier boots) and increasing the damage tied to fall damage would be a good way to balance out this feature a little bit more. 13) Small Stones | Train tracks spawn concept back I do not know exactly when build the small stones stopped spawning on the sides of the train tracks and began to do so on the hiking trail. People are struggling a lot to find those at start to craft a knife and survive the first stage of gameplay. I think it was much more intuitive, realistic and identifiable before. Maybe we should go back to that implementation, add/increase the spawn in the train tracks or a combination of both. 14) Combination locks | Ruined after using a Hacksaw on them The combination locks should become ruined after you break them by using a hacksaw. This is mainly to avoid that raiders can easily usurp a base by changing the code and lock the door again. The raid of a base becomes a total demotivation for the owners since the intruders have a way easy path to take all their effort away (beside the loot inside). It’s also not very realistic to be able to use the same chain when you've already cut it with a saw. 15) Wooden crates | General re-balance, crafting and destruction Wooden crates are really messing up things in-game right now. They are way too big (10x5), way easy to craft (Only 10 nails + 2 planks) and extremely persistent (45 days). People can craft 5 of them in a blink of an eye with only a nail box and hide long automatic weapons almost indefinitely, reaching their max cap and completely vanish those for the rest of the players within that servers. It’s also frequent to see raided bases with +30 wooden crates just laying around forever since you just can´t even destroy/recycle them. That’s why I suggest: A) If you don´t want to sacrifice space, just reduce one horizontal slot and add one vertical (9x6) making them not able to hold AR´s inside. B) Reduce their persistence time without interaction to avoid “dead underground/glitched bases”. C) Crafting should be harder: 10 planks + 10 nails at least. D) Allow players to destroy/dismantle the wooden crates with the same tools that you can use to destroy a wall. 16) Bleeding | HUD-free representation You can see this all the time in almost every Dayz stream while playing hardcore servers. People trying to play without any kind of HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic. I know that your screen will eventually became black and white over time and that there is a “cut sound”, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some drip sound while you are bleeding or a different kind of moaning) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. 17) Duct Tape | Epoxy Stick / Electronic Repair Kit / Weapon Cleaning Kit / Sharpening stone resignification Certain changes in the duct tape consumption have been implemented according to its destination. That was definitely a step in the right direction. But IMO this item it’s still overpower and unrealistic for most cases and it overlaps with other items in the game, turning them useless since duct tape is really easy to find. By removing the ability of fixing guns, vests, helmets, radios, lights and suppressors with the Duct Tape, you instantly assign a role to the epoxy stick, the electronic repair kit and the weapon cleaning kit that don't currently have. Those are “dead items” most of the times due the disproportionate and unrealistic properties of the duct tape (even after the nerf). A fundamental part of Dayz is loot diversity and that each item has its particular purpose, so IMO we need to enhance that as much as we can. 18) Blood Bags and Saline Bags | Spawn already crafted/completed Complemented to the previous suggestion on the blood bag and saline bag effects, I think it would be a good idea to add those as complete items (% chance, along with the empty bags and kits of course) around medical areas. This would also provide with a better purpose to the blood test kits since you would need to check the blood type of the blood bag that you have just found and always know your blood type. 19) Hostages | Allow players to jog while tied up The holdups were always a big part of the Dayz experience but, nowadays, they seem to be less and less frequent. Big part of that could be due the lack of “broken bones” features and non-lethal weapons/ammo. But I think there is also another reasons for that: restrained players are basically useless for themselves and their captors since they just can´t move fast enough. Because of that, you can´t take to another position and also, it’s extremely easy to break out of the ties. Allowing jogging while you are handcuffed would expand the interaction possibilities a lot in my opinion. 20) Weapons fire mod | Sound effect and/or weapon representation Same reasoning that with the zeroing suggestion, it could just be a simple “click” sound to give you the reference that you have changed the weapon fire mod. It would definitely be a great alternative if you could actually see this change reflected in the gun model (you can “inspect” your rifle by entering in the throwing stance with a SMG, a rifle or a AR) but, in the meanwhile, a simple sound effect should do the trick. Once again, the idea is to being able to play with a complete clean screen. 21) Gas Stations | Limit the amount gasoline Gasoline in the gas stations is unlimited and that can´t still be a thing if we ever think to work on some future base building improvements like an electrical defense system. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource could take a new relevance for the game (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and by limiting its amount we could be one step closer to that and of course, removing the ability to get gasoline from ruined gas stations. 22) Blood Test Kit | Modify animation and provide with disease information We currently have a not very related animation for when you use the test kit on yourself (it’s the same as crafting a rag for example). I suggest to change that animation to the one used when you extract / apply blood/saline. It would be a great addition to provide more information after using a test kit, like certain description of blood properties that could be relatable to a disease (without being too explicit about your sickness). For example: amount of blood white/reed globules, etc. 23) Barrels, Vehicles, Wooden crates | Camo net as an attachment Hidden bases in the forest was an amazing thing back in the day. Your travels through remote locations were more enjoyable because you always knew that something could be hidden around. Now, since tents can´t be carry anymore in your back, vehicles are not really a safe option for remote locations and the general positioning system (in relation to the surface) for barrels and tents is quite restrictive, people just limit themselves to use the OP underground stashes as their main storage alternative. I’m not going to talk here about the negative effects of underground stashes for the CLE and its unbalances as a storage method, but the point here is that, by allowing players to use camo net as an attachment for barrels and vehicles - just like it happens with the tents - you can provide with a more balanced and effective method to hide stuff in remote locations or building a base round them. 24) Burying Dry bags | Make them take damage with every bury/unbury Similar reasoning than with the wooden creates, Dry bags are quite easy to find along all the coast (Docks/containers) and people use them as a big storage method as a hidden underground stash. You can prevent this by using a similar criterion than the suggested (reducing its capacity since its very unrealistic that they could hold 3 M4s inside) or by making them take some damage/worn every time you bury/unbury them. 25) Players backpacks inside vehicles | Disable them from players model There is currently an issue when multiple players get inside a vehicle: if the player in the front seat have a backpack, that clips through the back of the seat and prevents the player to enter the seat behind (The contextual menu just won´t show up because of the backpack obstruction). While the clipping issue it’s also something that need to be fixed, the bigger problem here is the impossibility of accessing the back seat. Maybe by removing the backpacks from the players just like the game does with the items in hands you can prevent both issues at the same time. 26) Surviving without a knife | Tear up action / crafted bone knife As a fresh spawn, if you couldn't find food or a knife in your first 10 minutes of gameplay you are basically dead (Even more if we are talking about a rainy cold night). No knife means that you can’t skin and quarter an animal (usually a chicken) and without canned/dry food around and no small stones in some close hiking trail (and you need to know the map for this) you just can´t overcome that scenario. I think it would be a good idea to add a “tear up” action that you could use with a chicken (or any other animal) to get the bones from them and maybe some low % of steaks. You can then use the bones to craft a fishing hook and also a bone improvised knife by combining multiple bones. This will allow a survival path alternative from the first second of gameplay. 27) Diseases Indicator | Different diseases symbols by using a Blood Test Kit We definitely need to have different icons for the multiple kind of diseases, especially for new players. This is probably something already planned to be a thing since we saw some different symbols per diseases in previous experimental builds. The global bacteria icon it’s just not intuitive enough and not very helpful for the learning curve of the game. Along with the suggestion about the blood test kits, It would be also a good idea being able to use the test kits on you not only to identify your blood type but also to assign a new symbol to properly represent the disease you have (Example: you have cholera with the global bacteria icon, after you use a blood test kit, the bacteria icon change to a more cholera representative icon). 28) Weapons proportions | Increase their horizontal slots w/ a more realistic approach It doesn't have a lot of logic that a person can carry up to three long weapons inside his backpack. That threatens the idea of an intelligent looting and, above all, it’s against the realism that the game should aspire to. Seen people with three M4s inside an Alice backpack or a AK74U or UMP inside their jacket it’s just ridiculous. I think you should modify the general proportions of weapons (or backpacks, cargos…) to adjust them with a more realistic criterion to avoid people carrying up to 7-8 weapons on them. 29) Reloading while running | Conceptual consistency This is something that IMO have no coherent reason to exist and make PVP feel extremely clunky and unresponsive. What’s the problem? You can´t chamber your gun, reload or change between mags while you are running. But if you think this due some realistic approach, then think again. You can still perform all the reloading animation while running it if you just jog or walk for a fraction of a second, hold R and then start running again. It just makes no sense at all and make the game feels completely unresponsive in this regard during combat and you would see a lot of players holding R without anything happens. Allow players to reload/chamber their weapons while they are running or at least be consistent in the decision of allowing to reload only while jogging preventing them to release Shift for 0.05 seconds, hit/hold R, and then start running again while changing mags or reloading the gun. 30) Fishing rod | As melee or backpack attachment I definitely think that the game should increase the attachable slots for the backpacks (like with the binoculars proposed before) and the fishing road should have a place there. The fishing rod is probably one of those items that you need pretty early in the game in order to survive. Allow to carry it as a melee and/or add an attachment slots for backpacks. 31) Less food, more cooking | Make the most out of canned/dry food I still believe that the food amounts in DayZ is high enough for a survival game. Scarcity and the search for food must represent a much more important objective than it currently has. New players usually struggle to survive since they can´t identify the multiple sources of food fast enough during their learning curve, but once they know the basics, food and water ceases to be a concern throughout his multiple hours of gameplay. So along with a general reduction of the food for vanilla servers, what I’m talking about in this suggestion is the ability of taking the most of the food by cooking it. We all know that we can do that with raw meat, mushrooms and fruits (By baking and boiling, increasing their nutritional values up to 50-75%) but this system could/should also be applied to canned/dry food. How? A) By cooking water bath all the canned food (Peaches, Spaghetti, Beans, Tuna, Sardines) and the rise to increase their nutritional values up to 50-75%. Full canteen with water, cans/rise inside. B) By combining powdered milk with a full water bottle/canteen. C) Jam and Cereals should be the only items that you can`t actually cook. 32) Low blood effects | Decrease body temperature (Idle) As I said in other suggestion, I think that the effects of low blood are not really punishing for players besides the black and white screen. Being low blood should represent a pause in your normal gameplay until you get the values up again. By lowering the general body temperature (with its effects) you can achieve that forcing players actually consider regaining blood again as part of a “mission” after doing anything else. 33) Survivors corpses | Flies noise reduction / disinfection While I love the re-addition of fly noise around bodies because it helps you to find dead bodies, I think is too high and even more when you have one dead body inside a building, preventing you from even communicate with other players (VOIP and third party coms). You can always skin and quarter the corpse to avoid this but the bodies sometimes became inaccessible (clipping onside a wall for example). Reducing the general flies noise would be a good QoL in my opinion. Also, using disinfectant spray on a corpse to remove the flies/noise could help a lot. 34) Weapon Collision | Weapon retraction alternative The weapon collision was implemented some builds after BETA. But using a single - and awkward - animation (Raising the weapon to the sky) has turned PVP into a very clunky experience when fighting close to obstacles or indoors and its implementation is still uncomfortable 90% of the times anyway. The idea is then to opt for a more dynamic system like many other games did with a weapon retraction concept instead of a single lock animation. My suggestion is to implement a weapon retraction for SMGs and pistols, and a mixed concept for long weapons with an initial weapon retraction in relation to the obstacle proximity and the raised weapon animation if the source of the collision is extremely close. 35) Zeroing Key binds | Separated keys for Iron sight/hip fire and Scope Since the game added the two different zeroing some builds ago - one for the Iron sight and one for the Scope - it forces you to enter the scope and aim to the void every time you want to calibrate your weapon before / during combat. Even when this could be considered as part of a realist approach, it ends up being clunky and unrealistic since you could definitely do it outside the scope by using just the turret/knob. By adding/splitting key binds (for Scope zeroing and Iron sight zeroing) you would be able to change the range individually without having to enter the scope/iron sight view every time. 36) Communication Devices | Range, Multi-frequency concept and persistence We really need a change for radio concept to make these items useful again. Having 7 different frequencies and only a 5km range turns what could be a huge element of interaction into an absolutely dead item. I have suggested quite some time ago to increase their general range, around 10km for the personal radios (I remember an EXP build though where they were worldwide and people use them a lot), and that all communication devices should be multi-frequency, with a higher "sound gain" or lower “noise” when you are on the same frequency than the broadcaster. In the case of the Field transceiver and Zenith studio, there shouldn’t be such distinction so it can be heard perfectly along all frequencies. The argument against the multiple frequency idea could be a possible "loss of privacy". But let's be honest, almost no clan/squad uses in-game communications to talk to each other, not even on RP servers. Radios have been and always will be devices for meeting strangers, not regulars. The other part of the suggestion is about persistence. Just like with the construction lights, you should be able to place and power the Field transceiver with a power generator, making them persistence and enable for longer periods of time. I imagine a natural increase of the usage of this communication items at nighttime where people return to their shelters and turn on their radios while waiting for the sunlight. 37) Apartment buildings and pharmacy | Resignification of their “loot class”. We definitely need to assign some kind of “loot category” to the apartment buildings since there is almost no loot inside those. Not even snipers (since the new dispositions of most of the cities) or base owners visit those building anymore. There is almost no loot inside what you may think were one of the most populated buildings before the “apocalypse”. Back in the days, they were the main source for civilian tents. I suggest to go back to that “loot reference” for the apartment buildings. Similar reasoning with the pharmacy (wrongly referred to as a supermarket). There is almost no loot at all inside those most of the times when they could be an amazing (and realistic) medical area reference to direct players there, just like with hospitals and clinics. 38) Item reserved slot | Darker coloration in inventory This is more and aesthetics tweak. Since 1.06 we now have reserved slots for items that we take from our inventory to our hands, leaving a “ghost icon” of that item in our inventory. But this “ghost icon” is quite unnoticeable in my opinion and could lead into some confusions. If would be good to add a darker coloration (or just turn it black and white style) to make it more prominent. 39) Player to player actions | Rewarding interaction through an action boost This is a general concept and not a particular idea. You can apply it to multiple scenarios. I think it would be excellent to be able to reward in some way when another player feeds us, gives us a medicine, heals our wounds, repairs our clothes, applies a saline, gives us a blood transfuse, etc. I'm not talking about rewarding that player in particular, but rather rewarding the action in general through a small bonus that differentiates it from when we do it to ourselves. All under the reasoning of "greater effectiveness". For example: if another player gives us a blood transfusion we should receive 700 units of blood instead of the default 500, or the action should be way faster than when self-apply. If he feeds us, that food should offer more energy than if we eat it ourselves or faster. I remember how in the past we couldn't apply a saline bag to ourselves and we depended on a stranger. That encouraged a lot of interactions that are now mostly lost. 40) Improvised backpack | Being able to break it down Pretty simple suggestion. Just be able to break down the improvised backpack obtaining the burlap sack and some sticks back. It could be done by combining the bag with a knife (losing the rope in the process). Just like the recent change added with the fence/watchtower kit. 41) VOIP | Avoid that it cuts off when open the inventory I honestly don't remember this problem in buils before 1.06, but every time you are using VOIP and you access your inventory (Tab) the VOIP cuts off. You need to enable it again and then when you close the inventory it cuts off once again. This is extremely annoying and, as I said, I don´t remember this this strange behavior in the past. I add it as a suggestion because I don't know if it's a design decision or a bug. 42) Hot items | Dissipate heat over time / restart You can currently heat a cooking pot, an earthworm, meat/steaks or anything that retains heat and use it as a permanent “improvised heat pack” to raise your body temperature and avoid the negative effects of the environment. Three hot items in your jacket and you can go out almost naked in a cold rainy night. This would not be an exploit if the temperature were to dissipate over time, but unfortunately it does not. My suggestion then is to make the temperature of the items decrease over time or, at least, to return to their initial temperature after a server restarts. 43) Power Generator and Engines | General noise reduction Vehicles and power generator noise its way to high. Almost every player turns down the effects slider while driving in order to hear their voice inside a car (Even with all the doors closed). There are even mods to automatically turn down the sound effects with a key to compensate this. Same thing with the power generator. Would be great to be able to reduce the general volume in both cases as a general tweak and/or use the motor oil as an in-game method to reduce the general noise of vehicles motors and generators, giving this item an actual purpose. 44) Lock picks and handcuffs | Make them unique/useful Lock picks and handcuffs are not getting the relevance that they should in a game that uses their features/items as the main source of stories and interactions. The fact that you can open any door/gate just by punching it several times and that it takes around 40 seconds to break free some hard metal handcuffs kind of kills their purpose and completely wastes them. We already have certain “resistance” according to the different doors but, in my opinion, metal gates shouldn’t be able to be unlocked by “brute forced” and without a lock pick. I’m talking about the factories gates or the metal gates in general. Similar reasoning with the handcuffs. You shouldn’t be able to break free from those without the key and you (or another player) could also use hacksaw, some pliers, a screwdriver or a lock pick to set you free. This will open a huge window for really cool interactions. 45) Map and notes | 3D map/notes model This is already a thing is some servers and its completely amazing. The fact that you can check a map outside the “full screen map” it’s one of the most immersive approach that can be made with them. I would love to see that in the vanilla game as well, both for the map and notes. I know that, in the case of the map, it’s a unique 3d model so it may be impossible to make with notes but maybe there is a way around. I’m not saying to replace the “full screen map”, but to provide a hit/hold option to choose between both alternatives. 46) Antibiotics, charcoal, purification tabs and vitamins | Number of pills and reduce its max quantity There is a different representation of those medical items according to their amount. You have number of pills for some of them and a slider for others. I suggest to unify this representation to number of pills. Also, having +12 pills from a single box of medication it’s just too much and prevents you from having to loot medication again for the rest of the life of your character. That’s why I strongly suggest to reduce its max quantity in general to make these items more valuable. 47) ADS transition | Make it slower and smoother The current transition from hip fire (Raised weapon) to ADS is extremely fast. You get to your sight view almost immediately. This not only makes the game feel too casual and arcade-like, but also conspires against the original idea of "warning" the other player about your future intentions through your movement (thus enhancing interaction). Right now, you can aim with your crosshair and enter ADS in less than a fraction of a second to get the kill in the middle of a conversation. This need to change. I think this movement/transition should be much slower, as many other games have applied. 48) Dead animation gesture | Faint your own dead as a gestures/signals animation Kind of a not very meaningful idea but due its feasibility I think it would be great. Just add a dead and/or unconscious animation (same animations that its already in the game) to the gestures radial menu to faint your own dead/unconsciousness and lay down in the ground. You could confuse other players, get out of a hard situation or even set traps when they try to loot you. I think this could add a lot to the gameplay and I really don´t see how its implementation could be really hard. 49) Hands up, F5 | Allow captors to access hostage inventory Another thing that I think make hold ups less frequent in Dayz (and increasing KOS at the same time) is the general behavior of the game when you have a player surrendered to you. Why is that? Mainly because: a) You can`t tie players up when they have their hands up (F5) or they are performing some animation. So you actually have to put yourself in danger (asking him to put his hands down for example) in order to secure the situation. 2) Because since nor you or him can access the hostage inventory, once again you need to ask the hostage to put down his hands in order to drop his stuff to the ground. I think it would be a good addition to allow everyone to check the players inventory when his hands are up (Default F5) and/or allow to tie players up while they are performing the F5 animation. 50) Fruits, Vegetables and Mushrooms | Expand their properties Cultivating or looking for natural food sources like mushrooms or fruits it’s definitely not rewarding enough in Dayz right now. They provide with negligible amounts of energy and the water sources are too abundant to ever feel the need to cultivate those to get the water from them. Regardless of whether all the fruits, mushrooms and vegetables seem to have the exact same nutritional values, I think a good idea - to avoid having to make a general rebalance of all the food in the game - is to provide with an extra property to that items. I think a boost in the immune system for fruits and vegetables (just like you're taking a vitamin pill) and some sort of “medicinal use” for mushrooms (as assigning a “curative property” to each species of mushrooms for each disease) could add a lot to the equation. Base building Rebalance | Comprehensive list of suggestions I invite you to read the set of suggestions related to base building to balance it and make it worthwhile without distorting the vanilla concept of this feature or turn it into a “sky bases” kind of base building: https://forums.dayz.com/topic/245191-base-building-rebalance-comprehensive-list-of-s xuggestions/ * THANKS FOR YOUR TIME *
  15. Asmondian

    INTERFACE TIPS #4

    Agree 100%. Good QoL changes.
  16. Asmondian

    South American Servers

    Hello guys (and Devs, I hope)!!! The reason why I’m doing this suggestion is because the huge amount of request we - The South American Dayz Fans - have done in order to finally have a (and with this I mean just one) stable south american public server. I’m going to briefly explain the reasons why we are requesting at least one public server and we hope someone can please finally hear us. SOME BACKGROUND FIRST Since the alpha was release, fortunately the amount of official Dayz public and private servers has been grown exponentially. You can find the great majority of them in North America (as it is reasonable), Russia, China and Europe. Some other continents and countries didn`t have the same luck, even when the Dayz player population are quite significant (Like Brazil and Argentina). This of course if because the game is still in development and they must prioritize the population centers to have more people testing the game. I understand and support this idea. Regardless of that, is very frequent to see huge amounts of servers in the mentions locations (EEUU, China, Rusia, Europe) that are empty 24/7 and its only function seems to be the “Server Hopping”. Check our ping by the way. So I always wonder: ¿Why keep 150 empty servers and don’t open just one for all the South American players? (I`m going to talk later of the problem with Brazilian public servers). As a fan and supporter of the Dayz project I participate in the DayZ Feedback Tracker reporting bugs and in Dayz official and unofficial forums by adding suggestions and discussing how the game can improve with other Dayz fans around the world. But even when you try to support, the server’s limitations are still there. All the experimental servers have an average of 270 ping making the testing non-viable. This is just a “footnote”, I don’t think experimental servers have to be in other place that the mayor population centers like EEUU and UK, I’m just giving some background. THE SOUTH AMERICAN PLAYERS AND OUR PROBLEM WITH BRAZILIAN SERVERS Lately, about 7 or 8 months ago, Bohemia add 4 public servers hosted in Brazil (BR 4-001 / 4-002 / 4-003 / 4-004 hosted by Fragnet). Just one of them have some population (BR 4-001) only at some hours of the day and some Dayz of the weeks (weekends), but they are never “full” or with more than 15 players average. ¿Why won’t all the people in south America just play in BR servers if they have a 80 average ping (the third part of ping of we are used to play with? The reason is simple: the vast majority of countries in South America (And in Central America) are Spanish speakers (with English education as our second language most of the cases), and Brazil is a Portuguese speaker country. Having said this, you should find more south american players try to do interactions with other players in EEUU public / private servers (because English is our second language and the ping - 280 averange -) than south american people try to play in Brazilian servers where you can barely interact because the only ones in the region that speaks Portuguese are the Brazilians. So, this causes that all the south american dayz players “migrates” to EEUU or Europe (Spain) servers, suffering: Desync, +290 ping, constant ping kicks, unrealistic game mechanics experience because of the lag (bullets that’s travels at very low speed), etc. WHAT I (WE) HOPE TO SEE SOME DAY We just need just one (only 1) server hosted in a Spanish speaker South American Country (Argentina, Bolivia, Chile, Colombia, Ecuador, Paraguay, Peru, Uruguay, Venezuela, any of them) to have a decent ping and enjoy what Dayz experience is about: player interaction, amazing a realistic pvp situations and survival cooperation. We are not asking for 10 servers and this is not a specific request related only of a lenguage issue, we ask for just one server to be able to play the game as it should. Thanks a lot and hope you consider it!!
  17. Asmondian

    Stable Update 1.15

    For those who have not even tried the experimental and are already commenting about this topic, I remind you that the HUD damage indicator can be 100% deactivated (servers side, for all clients). Good update. Thank you.
  18. This is just a new list of 55 QoL (Quality of Life) improvements and/or small tweaks for the game that I think could provide an overall better experience in the next updates. The idea is to come up with achievable and easy to implement suggestions that involve small changes and tweaks within the current content of the game. Yes, these are not massive changes to the gamelpay and that is precisely the idea. At this stage of the DayZ development, suggesting extremely elaborate ideas or new features conspire against the possibility that they can be ever implemented. Keep it small, keep it simple and aim for an impact on the daily gameplay because no one is going to reinvent the wheel at this stage. In the past, many of these suggestions have been considered and incorporated into the game so I decided to try again. At the end of this thread you will find a list of those suggestions that were later incorporated into the game (which is not to say that it happened because I suggested it of course). OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ HERE ARE MY QOL SUGGESTIONS 1) Gasoline Canisters | Make them explode when fired Self-explanatory. It is an element that would add a lot of fun to the gameplay without meaning a significant change or even a new technology. Simply by adding the attributes of the grenades could be achieved perfectly. No fire effect involved, just an explosion like a grenade or a gasoline station. If one wants a more realistic approach we could limit it to the impact with tracer bullets, although I understand that there are certain limitations of realism to this, would still be an attractive element for the gameplay while being quite simple to implement. 2) Glasses/Masks and god rays | Realistic functioning, color tints We can all check its implementation in several community servers thanks to Mandibull (DayOne). Would give the glasses a real use beyond the merely aesthetic element and could also be applied to different helmets and masks with different degrees of protection (reduction) of the god rays. For example: Sunglasses reduces 90% of the glare. Motorbike 100%. Gasmask 50%, Combat Helmet with visor 80%, and so. 3) Catch water from rain | Being able to catch it with canteens and pots Another feature that was once part of the game and is now present in several community servers thanks to modding, the possibility of collecting rainwater by using a canteen or cooking pot and looking at the sky is something we need to have back into the game. The main concept is even already there (we look at the ground when we want to empty a bottle), so it shouldn’t be difficult to implement in Vanilla. Im aware that DUG (DayZ Underground) and other servers have already implemented this idea as a mod with perfect performance. 4) Police cars wrecks in PD´s | Re-signifying Police Stations Almost every police station on the map (Chernarus) has a completely empty parking lot and the absence of any kind of interesting loot within them means that they only serve as a "point of reference" within a city. By incorporating several destroyed police cars with loot in their parking lot, this would give more life to PD´s and its surroundings. This element is one of the most attractive in community maps such as Esseker, giving more dynamism and interest to the PDs. 5) Grenades attached to vests | Chance of explosion Allowing grenades to explode if they get shot while having them on your vest would be a very fun element to the gameplay. Even the infected could eventually spawn with grenades on their vests, and you could get rid of an infected horde by shooting the one carrying the explosive. Why would anyone wear grenades in their vest if they are at risk of exploding then? First, maybe that's their objective when rushing a camo building full of people. Second, the impact area would be extremely limited anyway. Third, remember that in vests like the plate carrier the grenade position is to the side. 6) More camouflages for items | Barrels, Vehicles, Wooden crates Hidden bases in the forest was an amazing thing back in the day. Your travels through remote locations were more enjoyable because you always knew that something could be hidden around. Now, since tents can´t be carry anymore in your back anymore and vehicles are not really a safe option, people just limit themselves to use the (IMO) extremely OP underground stashes as their main storage alternative. This is unbalanced and uninteresting for hidden loot dynamics. By allowing players to use camo net as an attachment for barrels and vehicles - just like it happens with the tents - you can provide with a more balanced method to hide stuff in remote locations, incentivizing other players to search for them. 7) Leaning | Allow to keep the position with a double tap Quite simple idea, by double tap Q or E (PC), the player keeps the tilt position until he/she presses any other key or moves. It is something that is quite required in pvp scenarios and that has taken place in the past. Should not be difficult to implement. 8 ) Backpacks in vehicles | Disable them from the player model There is currently an issue when multiple players get inside a vehicle: if the player in the front seat have a backpack, that clips through the back of the seat and prevents the player to enter the seat behind (The contextual menu just won´t show up because of the backpack obstruction). While the clipping issue it’s also something that need to be fixed, the bigger problem here is the impossibility of accessing the back seat. Maybe by removing the backpacks from the players just like the game does with the items in hands you can prevent both issues at the same time. In older versions of the game the model (and its equipment) was adapted when entering the car, I don't see why this cannot be repeated nowadays. 9) Down Jacket | Add it to Chernarus, vanilla. Along with the old Tactical Vest, the Dawn Jacket is one of the most memorable pieces of clothing for veteran players of DayZ. It was already incorporated by Sumrak in Namalsk so I think it would be appropriate to incorporate it now in Chernarus too. It is an aesthetic change but it definitely going to be worth it. Its insulation value would have to be considered, but in any case, it would be a good item for northern Chernarus as a high tier civilian item that protects from the cold and offers a large amount of inventory slots. Either way, I'm one of those who thinks we need more civilian high tier clothing and less militarized survivors everywhere. 10) Wet items/weapons | Possibility of malfunction The number of "submarine bases" in the current build of the game is incredible. They are hard to find and there are almost no consequences for hidden items inside. it would be nice to implement an extra impairment to the wetting feature to balance this. In the case of weapons, for example, the possibility of malfunction with the same reasoning when it comes to rain. 11) Weapons Fire Mode | Sound effect and/or weapon representation Speaking about guns, by adding a simple “click” sound as a reference you could know that you are actually changing the fire mode without the need of any type of HUD. It would definitely be a great alternative if you could actually see this change reflected in the gun model (you can “inspect” your rifle by entering in the throwing stance with a SMG, a rifle or a AR) but, in the meanwhile, a simple sound effect should do the trick. 12) Smoke Grenades spoon | Add a working Spoon for the 1-M8 Right now, when you take out the pin of a 1-M8 smoke grenade it starts smoking right away in your hand. Just like the rest of the grenades with a spoon (With exception of the EGD-2 that doesn´t have one), make it to start smoking only when you release the spoon - when you throw it away – and not when you are actually holding it in your hand. That’s how they actually should work IRL. 13) Surviving without a knife | Tear up action / crafted bone knife As a fresh spawn, if you couldn't find food or a knife in your first 10 minutes of gameplay you are basically dead. No knife means that you can’t skin and quarter an animal (usually a chicken at spawn locations) and without canned/dry food around you just can´t overcome that scenario. I think it would be a good idea to add a “tear up” action that you could use with a chicken (or any other animal) to get at least the guts and bones from them, and maybe some low % of steaks. You can use the bones to craft a bone improvised knife by combining multiple bones. 14) Remove the crosshair | Or replace it with a simple dot One of the most anticlimactic and inaccurate aspects of the game is the crosshair. I honestly don't know what it's for. Its design is invasive and looks like a placeholder, yet it has been there for years. Yes, I am aware that it can be disabled, but the idea is to go back to the old, classic point the default experience of the game. Yes, I am aware that the game allows you to disable crosshair any time and that hardcore servers do not have it at all (I never play with the crosshair on, even non-hardcore servers). But I'm talking about a design idea (as in EFT) where it is the developer who sets the tone - hardcore in this case - and not the discressionality of the end user. 15) Military Tents | Carry as a backpack Since this was removed from the game, the "nomadic" bases in the middle of the forest that kept players alert and roaming the entire map have been replaced by mega-bases in the middle of cities full of walls and barbed wire. Bring back the possibility of carrying a tent on your back (replacing the backpack slot) to increase the chances of bases in remote locations and stop centralizing the dispersion of players on the map. 16) Flash Grenades | More range, more “blindness” time. This will probably be a reason for adjustments in the future, but in the current version (1.12) flash grenades have an extremely small range and their effect lasts quite short. Increasing their range to at least 4 meters and extending their effect to 12 seconds would give real utility to an item that is very interesting for gameplay. 17) Cooking with a long stick | Keep character’s position (One-click action) Turning the cooking with a long stick action "One click only" (Not holding LMB) and allowing players to keep the animation (Sitting, holding the stick in hands) while changing between steaks/meat/food it’s something that needs to be part of the game at some point. It’s frustrating (and very immersion killing) having to break the animation every time just to change the steak and then enter the sitting animation again, over and over. You should be able to keep that animation while you can still access to your inventory to change the baked meat to a new raw steak. 18) Attached Radios | Key binds for using them Just like with the Head Torch or the NV googles, you should be able to turn on/off and change the frequency of the radios when those are attached to your backpack by using a default key. Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. I even think Ammo (Modder, part of the DayZ Underground team) has implemented the possibility of interacting with the radio attached to your backpack/vest by moving your head down and looking at it without items in your hands. 19) Bleeding | Severity according to origin and not just to quantity Nowadays you can bleed to death in a very short time if you have two cuts from slipping down a flight of stairs. The game does not discriminate whether the wound was caused by a fireman's axe or a scrape on your foot against the concrete. The idea is to divide the bleeding into three types (mild, moderate, severe) and not simply by quantity. In this sense, 3 light wounds will cause you to lose a tiny percentage of blood while a severe wound will cause you to lose a lot of blood. The distinction could be given in: Minor wound = Infected, cuts. Moderate wound = Low calibers, one-handed melee. Severe wound = Shots, two-handed melee, predators. 20) Hostages | Allow players to jog while tied up The holdups were always a big part of the DayZ experience but, nowadays, they seem to be less and less frequent. Big part of that could be due the lack of “broken bones” features and non-lethal weapons/ammo. But I think there is also another reasons for that: restrained players are basically useless for themselves and their captors since they just can´t move fast enough. Because of that, you can´t take to another position and also, it’s extremely easy to break out of the ties. Allowing jogging while you are handcuffed would expand the interaction possibilities a lot in my opinion. 21) Dead players blood | Enable to extract blood from corpses (One-time action) By allowing players to extract blood from dead bodies (One-time action per corpse), you can make this feature – blood transfusions - worth again along with re-significate the blood test kits and blood compatibility system. It should be a one-time blood extraction per body and that could also reduce/change the dead body persistence / despawn time and its condition (decompose model) after you extract blood from it (also helping cleaning up the server, performance). I really think this could enhance a lot of PVE experiences and also the survival path. 22) Diseases Indicator | Different diseases symbols (Alternative Blood Test Kit) We definitely need to have different icons for the multiple kind of diseases, especially for new players. The global bacteria icon it’s just not intuitive enough and not very helpful for the learning curve of the game. It would be also a good idea being able to use the test kits on you not only to identify your blood type but also to assign a new symbol to properly represent the disease you have (Example: you have cholera with the global bacteria icon, after you use a blood test kit, the bacteria icon changes to a more representative icon). A new medical item could even be added to the game for this purpose. While I love that a game has a difficult and challenging learning curve, in the case of DayZ and diseases, I think the difficulty in diagnosing for new players comes from a poor design and not from a real intention of complexity. There is almost no way - for a new player - to differentiate Salmonella from Cholera or Poisoning without using elements outside the game (guides/charts), and this is a huge mistake. The learning curve has to be complex, but progressive and possible, never frustrating or almost impossible. 23) Zeroing your weapon | Add a sound effect, prevent the need of any HUD You always need to enable the HUD just to calibrate your weapon and know the zeroing range (100m, 200m, etc.). This kills a big part of the immersion of playing without any HUD/Indicator. By adding a simple “click” sound effect, you can just go all the way down and then use that sound reference to identify the distance you want (Example: 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ. 24) ADS transition | Make it slower / smoother The current transition from hip fire (Raised weapon) to ADS is extremely fast. You get to your sight view almost immediately and there is also an exploit to make it even faster. This not only makes the game feel casual and arcade-like, but also conspires against the original idea of "warning" the other player about your future intentions through your movement (thus enhancing interaction). This need to change. I think this movement/transition should be much slower, as many other games have applied. Just check EFT (a pvp focused game) transition from hip fire to ADS. It’s even slower than DayZ but it feels so much realistic and smooth. Please remember, I am talking about the transition between the raised gun (hipfire) and ADS, not the gun at rest and hipfire. Those are very different things. I insist on the example of EFT where it is a clearly focused on pvp kind of game and where the implementation of weapon handling is smoother and softer than in DayZ SA without lossing any combat speed at all. 25) 3d Map item | Check the map without a full interface This is already a thing is most community servers and its completely amazing. The fact that you can check a map outside the “full screen map” it’s one of the most immersive approach that can be made with them. I would love to see that in the vanilla game as well, both for the map and notes. I know that, in the case of the map, it’s a unique 3d model so it may be impossible to make with notes but maybe there is a way around. I’m not saying to replace the “full screen map”, but to provide a hit/hold option to choose between both alternatives. 26) Longer beards | Synonymous with survival Suggestions #26 and #27 are purely aesthetic I know, however, I sincerely believe they would add a lot to the game. Especially considering that DayZ currently lacks one of the most important elements for a survival game IMO: The possibility of appreciating/keeping your character and their survival by something more than just his gear. There is no evolution, no passive skills, no expertise, no progress… just gear. So until any of this stuff became a thing, aesthetics is probably the only thing that individualizes us and makes us value our character. Longer beards (even longer than image four), white hair or even particular features after having survived for a long time would be an interesting element. 27) Shave head | Alternative aesthetics, individuality And if we consider longer hair, we must also consider the opposite alternative: to be able to have a bald character. Since we can shave our beard, it should also be possible to shave our head, even in female characters. It would be a hygienic guideline, it would complement better avoiding clipping with some objects and it would look completely badass. 28) Binoculars | Faster use and One Click action Every time we use this item the character takes too long until we can see through them. Its use is unresponsive and anticlimactic. The movement has to be more agile and, at the same time, offer the possibility to make a simple click to keep the binoculars in use (as it happens with the Scopes) instead of having to hold LMB all the time. There is currently no incentive to use binoculars over any other item that allows us to see at a distance (Scope in hand, rangefinder, scope on weapon). Its size is too big (3x3), you can't attach to any slot to save that space and the speed of use is still incredibly slow. 29) Inventory Sounds | Add sounds and fix soundless exploit Adding a very subtle noise to each item (or category of items) when managing our inventory would be very welcome to players. But more importantly, correcting - adding a sound - to when we drop an item, mainly weapons, on the ground and then pick them up to make no sound at all. This "exploit" is one of the most used in PVP situations where one can pull out a weapon without warning the enemy of its presence. I think Inclement Dab (modder) has even developed a good concept of this as a mod. 30) Gas Canisters | Explode when shot with smal flashbang and/or smoke effect The simple fact of being able to use this item as a sort of small flashbang / smoke effect when shooting it would open the door to very good in-game sequences. A player could throw it and then shoot it to blind the enemy for a few seconds. The technology is already there, so I think it would be simple to implement. Just as an example, this was already implemented as a mod in several servers. Example. 31) Underground stashes | Bigger dirt pile and multiple stashes restriction Nowadays you can bury multiple objects in an extremely small and limited space of land. While this already has its penalty (since you can't choose which one to dig up first), as a matter of balance, it would be good to find a way to limit this from becoming possible by restricting the possibility of creating an underground stash on top of an existing stash. Im not talking about a global undergroun stashes restriction or limit, just avoid putting 10 underground stashes in the same pile of dirt. In addition to this, the remaining dirt pile after you hide something underground should be bigger in size to prevent multiple exploits and again, turn this hidden method into a more balanced and less overpowered one. The reasoning is always the same: for every asset, there must be a liability and this improves the balance within the game. I insist that underground stashes are completely unbalanced storage methods with their current implementation and in some cases - mostly exploits - they become literally impossible to find. 32) Precise positioning | Long torches and other items Quite simple suggestion, it simply allows to place the long torches on the ground with the precise positioning. The same could apply to sharpened sticks with food at their ends. 33) Russian Roulette | A way to implement it Completely unnecessary but very interesting for the gameplay, a good way to implement it would be to hold right click and then hold the R key (default reload) to spin the drum. This can obviously be a lot more complicated according to the current implementation of the Revolver, but I'm sure they will find a way to incorporate it again. 34) Binoculars | Add attachment slot for belts and backpacks Add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back. It’s an extremely immersive item but it lacks practicality right now because of its large size. It would be also great to change their size from 3x3 slots to 2x2 to enhance people carry them more often. 35) Skin and quarter chickens | Increase the interaction area Quite frustrating during the gameplay and I think with a fairly simple solution, every time we want to butcher a chicken, when we use the knives to look for worms or even when we do it in the middle of the asphalt, the interaction area is so small that, even with the crosshair activated, it becomes complex to find the exact pixel where we get the action. The idea is to increase the interaction area for this action in the case of chickens and small animals in the future. Another way to correct this is with the possibility of transporting the chicken as an item and then being able to combine it in your hands with a knife or any other tool you wish to butcher it. It would even be a good alternative for when, in hardcore servers, you find a chicken and kill it with your fists but you don't have any melee to cut it. You could carry it (as you do with fish) until you "prepare" it. 36) Bleeding | HUD-free screen representation You can see this all the time in almost every Dayz stream/gameplay while playing on hardcore servers. People trying to play without the HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic! I know that your screen will eventually became black and white over time and that there is a “cut sound” when you recieve a wound, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some hearbeat for example, being even realistic since your heart will beat stronger when you lose blood to compensate) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. Alterantive 1: Heartbeat Alterantive 2: Screen Effect 37) Epinephrine | Avoid fainting in flashing red blood One of the most characteristic features of a survival game is the possibility of overcoming death or near death. But when we are blinking blood this becomes almost impossible. The fact that the infected don't attack us when we are unconscious is a step forward but I think we need the epinephrine also to avoid regular blackouts when our blood is flickering. This would at least give us the possibility of hiding until we recover normal levels or receive a blood transfusion. 38) North East Airfield | Bring it back to life Nobody can deny the huge amount of work and improvement of Chernarus (map) in general, but there are at least two locations that I think have resulted in changes for the worse: Myshikino tents and the Krasnostav airfield (also known as NEAF). I don't know if there are any future plans for this particular location, but I think that by adding an ATC, hangars and some barracks you could re-signify this airfield and enhance players to go through it. Nowadays it’s a completely empty space and a waste of what it was one of the greatest points of interest in Chernarus. 39) Apartment buildings | Is there a good reason why those are empty? Back in the “DayZ”, you went to those apartments to find civilian tents and clothing, but since some years ago, the apartments buildings in Chernarus are completely empty. People tend to camp and snipe from those creating some of the best PVP sequences but now it’s became just another dead space in the map. The fences positioning does not work properly inside there so it’s also quite hard to build bases or lock rooms in there. We already have the Namalsk experience where you can find supplies in those buildings bringing them back to life. Chernarus should copy this by adding civilian loot and tents in them. 40) Stealth | Add a slower stance/speed while crouching Stealth is an element that will gradually take more place in the game with the new modifications to the infected and the possibility of one tap them by attacking them from behind. However, in the crouched position, one cannot switch between a light step and a slow step by pressing the walk key. It would be very useful to be able to add an even slower step in this position by completing the three speeds in each of the stances (Standing, crouching, prone). 41) Burying Dry bags | Make them take damage with every bury/unbury Similar reasoning than with the wet items, Dry bags are quite easy to find along all the coast (Docks/containers) and people use them as a big storage method as a hidden underground stash. You can prevent this OP storage method by making them take some damage/worn every time you bury/unbury them. 42) Handcuffs | Make them unique/useful In my opinion, handcuffs are not getting the relevance that they should in a game that uses their features/items as the main source of stories and interactions. The fact that you can break them in a matter of seconds and without any tool involved absolutely kills their purpose. You shouldn’t be able to break free from handcuffs just by struggling. You would need the key or any other melee item (to avoid frustrating scenarios) to set you free. This will open a huge window for really cool interactions. In addition to this, the suggestion #20 (jogging while tied up) is key to make this feature not frustrating. 43) Communication Devices | Range, Multi-frequency concept and persistence We really need a change for radio concept to make these items useful again. Having 7 different frequencies and only a 5km range turns what could be a huge element of interaction into an absolutely dead item. I have suggested quite some time ago to increase their general range, around 10km for the personal radios (I remember an EXP build though where they were worldwide and people use them a lot), and that all communication devices should be multi-frequency, with a higher "sound gain" or lower “noise” when you are on the same frequency than the broadcaster. In the case of the Field transceiver and Zenith studio, there shouldn’t be such distinction so it can be heard perfectly along all frequencies. The argument against the multiple frequency idea could be a possible "loss of privacy". But let's be honest, almost no clan/squad uses in-game communications to talk to each other, not even on RP servers. Radios have been and always will be devices for meeting strangers, not regulars. The other part of the suggestion is about persistence. Just like with the construction lights, you should be able to place and power the Field transceiver with a power generator, making them persistence and enable for longer periods of time. I imagine a natural increase of the usage of this communication items at nighttime where people return to their shelters and turn on their radios while waiting for the sunlight. 44) Animal source items | We need more crafting recipies Animal-based items not only encourage hunting but also broaden the interest in animals for more than just food. There are several mods that have implemented very easy and logical items related to animals. From different backpacks using the different animal skins (as you can currently do with the Boar skin) in DayZ Underground, or clothes and helmets made from animal heads (DUG, DayOne, among others). I think it would be very interesting to have them or at least some similar complement. (Image from DUG). 45) Prone/Crouch F5 | Allow captors to access hostage inventory Currently you can only access a hostage's inventory after tying him up. Allowing access to their inventory by proximity when they press F5 and are crouched (where there is no possibility of movement for the hostage) would improve interaction and expand the number of possible scenarios. 46) Clothing status | Wet Textures representation It will probably involve a lot of work, but I think it is perfectly feasible and adds a lot to the idea of immersion and dispensability of the HUD. The idea that wet clothes have their representation in our character to be able to know their state without having to inspect them (as happens when they are damaged or worn). It is something that is present in different mods (WindstridesClothingPack by Windstride for example) and it really works perfectly being IMO the best clothing mod ever created so far. I think it's an element that would definitely have to have its place in vanilla at some point. 47) Melee combat | Blocking consistency The melee and mainly the block feature is probably one of the features in DayZ that has less consistency right now. You can "block" attacks from a fire axe with just your fists but you cannot block infected attacks with a shovel or any two-handed melee. And this also does not work as a pattern because sometimes it works and sometimes it does not. This needs a clear revision to make the system more consistent, dividing items into two categories (one-handed and two-handed) where one-handed melee attacks (e.g. a knife, and including fist to this category) can be defended by one-handed and two-handed melee, while two-handed melee attacks can only be defended by the latter. At the same time, it would be good to complement these categories with an exception: a heavy attack with a one-handed item can never be defended by a one-handed melee. There are many other considerations regarding the melee system but I think they deserve a separate thread. Likewise with the feature of dodging to the side. Since its implementation, I don't remember any situation where its use was justified. It is something worth rethinking. 48) Petrol lighter | Allows it to be used to illuminate Present in many mods (such as the Munghards Item pack for example), the possibility of lighting with the lighter by making it consume its uses would offer an excellent ambiance. Perhaps a little more difficult to implement and somewhat unnecessary but it is worth mentioning: something similar could be done with matches for a matter of seconds. I repeat, quite unnecessary. 49) Animal Meat | Initial heat value It would be interesting that human or animal meat has an initial temperature value (e.g. 30 degrees) that can be used for initial heating as we do with food or hot containers. Obviously with progressive heat dissipation. I think this would be excellent to incorporate. I recognize that this is perhaps a suggestion more for the Namalsk discord than for Chernarus, considering the impact of weather on the Namalsk Survival mod. 50) Helicopter Crash Sites | Radio Signal The idea is not new but with the incorporation of APSI and muon technology in Namalsk Survival, it has become much more feasible. In a nutshell: helicrash events should generate a radio signal (which could consist of a simple "beep" by proximity) that can be heard and tracked through the use of radios. This would not only give a new attraction to the event but would also encourage the use of this item which is an excellent element for survivor encounters. (Image from DayZ Wiki). 51) Weapon inspection | Pop-up menu when holding down key Once again, the idea is to avoid as much as possible the intrusion of the HUD inside the game for those of us who are looking for an immersive, agile and hardcore experience. Without adding too much (no new animations or new features), one could simply assign a key (or combination of keys) to the inspection of our weapon so that, when pressed, in the center of the screen we get the basic information of the weapon that is found below left when we play with the HUD activated (weapon status, ammo, fire mode, etc.). I think it would even be very easy to implement. 52) Grenades | Audio clue when they hit the ground Currently the only reference we have that someone has thrown a grenade is the warning offered by the removal of the security pin. But that also doesn't give us much reference as to whether or not he finally threw it. I think it would be very good and simple to add a "plonk" sound effect to the grenades (Example of what I'm talking about) to make things much more exciting and give an auditory cue to balance things and avoid unrealistic exploits. Even landmines have an "audio clue", even though in my opinion they should not have it. 53) Bandaging | Possibility of prone bandaging I understand that maybe there is a design intention to give more vulnerability when you bandage yourself for a matter of gameplay. First of all because you need to expose yourself to a crouch position to do so and, unlike other actions, you cannot move while performing the bandage animation. While I think that limiting movement during bending is a good idea to prevent the game from being too arcade (like in Rust, where you can bandage yourself running), I don't find many arguments to avoid being able to do it in the prone position. 54) Salmonella and Cholera | Full stomach symbol Many may not realize it, but until you acquire the knowledge that you have to take small bites and sips during Cholera or Salmonella, new players usually have a very frustrating experience. While I don't question the mechanics and I definitely want the game to be hard, one thing is to be a difficult experience and another thing is to be so unintuitive that forces players to resort to external sources (which should not happen in a game with a progressive learning curve). How could a fair middle ground be reached with this? If you noticed, when you eat/drink too much (without having Salmonella/Cholera) the “full stomach” symbol pops up alerting you to the possibility of vomiting. This does NOT happen before vomiting as a result of illness and eating/drinking. Thus, it would be good to add the “full stomach” notification also when one is close to vomiting from Salmonella and/or Cholera, giving a sufficient clue to the survivors how to survive the disease but without being completely explicit. 55) Fishing | Quick slot for changing bait It may be a minor suggestion (it is the idea after all), but the fact that one has to craft – with an animation included - each one of the improvised baits and you cannot just combine them quickly as it happens with batteries and scopes, grenades and vests, radios and backpacks, visor and combat helmet, among dozens of other items... it really unnecessary and tedious. That’s why I suggest to allow a quick slot to the bone hooks to be able to attach the worm to it just by a drag/drop action (like in many other recipes) without the need to perform a whole animation every time. THANKS FOR YOUR TIME
  19. Asmondian

    Quality of life changes

    Simple and well presented ideas. And I agree with your notes as well. I don't know if they are the most needed ideas but they are QoL suggestions for a reason. I personally think DayZ needs to rethink its inventory system in general. It's very unrealistic as well as having a design that conspires against the fluidity of the gameplay. (Not to mention when we see how it works on consoles).
  20. Hope you guys find them useful!
  21. Asmondian

    Experimental Update 1.08

    Just providing some feedback after testing the EXP builds. Since this seems to be a basebuilding + cooking focused update, I think you guys should really consider: Increasing the basebuilding required items and/or reducing the nominal for nails: With the new basebuilding destroying concept (A step in the right direction IMO), and the general nerf - in this last build - in the materials you get back from dismantling basebuilding structures, there is a chance to overflow servers with empty/dead bases or locked houses as it is extremely easy to get the building materials and now, quite hard to destroy those. IMO basebuilding should be a task that could only be accomplished after a lot of time spent in the game (and with group efforts) and not something that any player can actually do with just a few hours of play. Currently, any semi-experienced player can get the necessary tools/materials and build a fairly large base all by himself in less than 2 hours. Reducing the nominal for the required basebuilding tools and/or increasing the basebuilding required items for every structure could be a good way to prevent this. Tools spawning condition: Items like axes, hatchets, hammers, pliers should not spawn in perfect pristine condition. It’s not very realistic in relation to the lore of the game or even good for the basebuilding balance. Players should need to repair those items in the first place in order to get the most out of them, and the repairing process should be quite punishing too. I mean, you would probably find the majority of the tools in a damage condition, and you would need to use a sharpening or whetstone more than once to get them to a worn state. Nerfing the wooden crates and drybags: Since this seems to be a basebuilding/storage + cooking patch, another thing that many players have been asking for a long time (even many servers do it in through mods) is a slot nerf for wooden crates and drybags. I think we all know that underground stashes are probably the most OP item storage method since its addition to the game so if you add the possibility of using this method to storage long weapons (inside to containers that are unlimited, such as the Drybags and the Wooden Crates), you're somehow limiting the natural circulation of loot within the game. The changes in persistence, the possibility to dismantle them (Crates) and the increase of necessary materials are def. welcome changes, but a reduction of a horizontal slot (to avoid the permanent stock of long weapons) I think would be an extremely positive change and would force players to use the other existing storage methods that are not really considered in the vanilla experience. Have a good one!
  22. /////// INTRO ///////////////////////////////////////// I'm not going to extend myself explaining why we need a few changes in relation to the base building feature because we all know by now its core issues and its lack of general balance in the current implementation (Vanilla - 1.04). The fact that any random can get inside your base just by jumping above the fences or by using the hatchet / duct tape infinite combination to destroy the whole place that probably took you some days to build are reason enough to look for some alternatives and improvements. Even more, considering that we are still on time and we all hope this isn't the final design or even close to the desired one. On the other hands, a lot of us don´t think that the alternatives provided by some of the most popular base building mods are good options. While extremely helpful to keep this feature alive within the community, most of those mods usually denaturalize the base building concept with impossible and indestructible structures, no-clipping walls, digital and unbreakable code locks, fancy but out of context destructions devices, “raid days” and other kind of stuff that seems to belong to a completely different universe than Dayz Standalone. Those are definitely not in line with the vision of this suggestions of with a proper definition of a balanced base building system. With all that in mind, I’m going to list a couple of attainable ideas that could lead to a more balanced and achievable base building system for the vanilla Dayz SA experience. It’s not my intention to expand the current limits of base building to a whole new level because I really think we need a fast and attainable solution for the next couple of months. Let me say it again, the intention is to provide with an attainable alternative, not some crazy out of the blue completely new concept that would require tons of changes, new additions or things that could completely change this feature. Hope you guys find it useful: /////// THE 3 CORNERSTONES FOR A REBALANCED SYSTEM ///////////////////////////////////////// The needed fixes / tweaks for the current base building implementation The building destruction realistic “handicaps” to provide balance Base defenses: The key role of electricity and gasoline. /////// 1) NEEDED FIXES AND TWEAKS ///////////////////////////////////////// 1.1 | Fix needed | Ghosting inside bases fixes: Since the last experimental updates on 1.04, the ghosting issue (players jumping from one server to another in a particular location just to log inside a base) was mostly addressed with the new “hopping spawn points” and the fact that you can´t keep your character position when you jump to another server. This is a huge step forward in relation to the feasibility of a proper base building feature, mostly for consoles, where they are tied to the public servers and hive system. We are going to leave it there since this was pretty much fixed. 1.2 | Fix needed | Duct Tape bug and general nerf: After you use a certain percentage of your Duct Tape, if you tie up yourself with it and then break free, you will restore the 100% of its value. This bug allows you to make an infinite loop and re-use a single tool (Like a hatchet or an axe) to build/destroy a base, making the process of getting the proper tools to build/destroy anything completely useless. Thankfully, it has been fixed on the internal version and will be fixed on Steam in the future. Besides that, the Duct Tape capabilities are extremely disproportional. You can fix most of the items with it (axes, weapons, hammers, clothes…). This not only makes items like the “weapon cleaning kits”, “sharpening or whetstone” and "electronic repair kit" become completely redundant but also help to intensify that extremely easy and unrealistic way to destroy bases without any item damage punishment on the tool. A fix and general nerf should be done, or at least a more punishing “repairCosts” value if the idea is to still allow to repair almost any items with a duct tape. 1.3 | Fix needed | Item collisions and stacking: Another huge issue is the possibility of exploiting items collision to get over the fences or high places. Since the base building walls are not more high than 2.5m (and sometimes the surface even make them lower), by stacking items that have general collision (where your character can stand above them), you can artificially get high enough to jump inside a base. This action can be replicate by using other players. Devs already worked on this with 1.04 stable removing the collision of wooden planks and metal sheet - the most common items that players used to used -, but car wheels, metal wire, car parts among other items still have this. Of course is definitely harder to carry two big wheels or two car doors to a remote location, but it’s still something that need to be worked on by removing the remaining collision or opting for alternative solutions more related to the base building structure per se than in the items that you can stack. 1.4 | Tweak needed | Unmounting barbed wires from the outside only by using pliers: Barbed wires are not an extremely common item in the world and they currently offer a very week protection. They become even less efficient considering that anyone can just unmount them from the outside by using some simple pliers (That are quite abundant lately). This is definitely not realistic and a new item is required for this task. The more realistic and possible addition would be a “bolt cutter”, with the same category and spawn rate of pliers. It should be a relative big item, similar to a double handed melee. This is a very important thing for this base building rebalance suggestion since the barbed wires are going to have a huge role in your base defenses. I’m going to talk about that in a second. 1.5 | Tweak needed | Barbed wires damage and cut probability: The current implementation of barbed wires don´t have any cut probability. You only get health damage and the consequently shock damage (and you can go unconscious), but this only works if you are literally standing above a barbed wire for more than 4-5 seconds. Adding a cutting probability would represent a huge change since it would discourage the continuity of a raid until the player get completely bandaged. Provoking cuts is the raison d'être of barbed wires in the first place as a defense mechanism. 1.6 | Tweak needed | A more flexible - but still realistic - positioning area: What I mean by this is making the area where you can build in relation to a pre-existent structures a little bit more flexible. This is completely different to allow wall clipping like in the “build anywhere” mod or similar ones. There are multiple the times you just can´t build close enough to a gate, wall or another base building structure without leaving a huge gap where people can go or shoot through. Reducing or adjusting the building area / collision is something that we really need right now. at least until barricading become a thing. In addition, the current implementation avoids to place two gates close to each other, preventing players from using an extra - but breakable - protection to the bases with two gates, two combination locks so more time required from the raider to get inside. 1.7 | Tweak needed | A more flexible tent positioning system: Tents became a very rare items in the past build and the amount of remote camps in the forest are less and less frequent (let’s not consider the Xbox duping issue here for a second). The great difficulty that means to carry a tent to a remote location discourages many players to build or hide something there. But there is another reason: the tent positioning is extremely restrictive in relation to the surface below, forcing players to abandon any idea of hidden tent in some remote location because of this. Its definitely something that need to change to work along with base building in remote locations where anyone would like to place a tent inside. 1.8 | Tweak needed | Fences high. The issue with it and two complementary alternatives: We recently saw how 1.04 brought a new collision for the frames avoiding that players can go through the gaps after destroying the lower wall. This is definitely a good addition because it forces the raider to at least break two “layers” of the wall before being able to get in. But the issue is not only having people going “under” our base quite fast, but above it. Leaving aside the possibility of stacking items to get above a fence/wall by just jumping, the current base building walls are definitely not high enough to prevent people from jumping inside your base. In addition, most of the factories and barns entrances (usually the first preexistent structures that players choose to build their base inside) are much higher than the base building walls, leaving a huge gap on the top where players can go through just by jumping above each other. So, this not turns build a base in a remote location like a forest or the west border completely useless, but also doing it using a pre-existent structure. How can we correct this? Here are two alternatives that can also be complementary: A) The third frame concept: Allow the players to build a third frame on top of the upper frame after you build the platform. This is realistic because you can now access to that high from the inside thanks to the platform. You would require 2 more logs to expand that extra high and then fill that third frame with wood or metal. This will solve (or significantly reduce) most of the cases of players jumping above each other to get inside a base without having to implement unnatural alternatives like massive high bases. B) Upper Barbed Wire repositions: The current upper barbed wire position its set in front of the upper frame, not above that. This kills the main purpose of avoiding people to climb and jump above the wall, getting hurt in the process. Its position should be changed, providing with even more cover and that extra high described above. You could also allow to add a third barbed wire to that “third frame” suggestion or tie that new higher position to the mounting barbed wire action when you use the bolt cutter, making things even more complete and realistic. 1.9 | Tweak needed | Gate interaction area: Devs are probably quite aware of this, but the current state of the interaction area for gates forces players to get outside their base and do some kind of Indiana Jones kind of run with the gate closing speed / collision to avoid ending up outside their own base. This should be changed by setting the door interaction area in the right log/base or at the center of the gate entrance (Ground). 1.10 | Tweak needed | Gas stations and limited gasoline: This is probably something that most of the players haven’t pay enough attention but the gasoline of the gas stations around the map is unlimited. You can even keep refueling your containers after you exploded the fuel dispenser. Maybe because we never saw gasoline as a scare and very value resource but this should clearly change. I remember the days where deer stands and gasoline stations locations what something that you must memorize. I’m sure you would probably understand why this change is extremely important a little bit further in this post. 1.11 | Tweak needed | Destroying the frames of a gate from the outside: As I mentioned in 1.8, now you can´t go through the frames of a wall like you used to, forcing you to destroy two layers of that wall (E.g. lower wooden wall and lower frames) to then crawl inside. While this is definitely a good thing, there could be a problem with this when we consider the gates. How? When you are destroying a gate from the outside, you currently can destroy the upper and lower walls, but then you can´t destroy the frames. You need to unlock the combination lock or use a hacksaw on it to then open the gate. After that, you can unmount the metal wire with some pliers and finally destroy the frames (in case you need to destroy the whole structure and not just get inside). But what is the issue with this? Players could exploit this system by building gates in places where you just can’t access the sides of it (where the combination lock is placed), creating an impenetrable base. But how they get inside if they can´t access that combination lock either? Just by leaving a player or alt account inside. It’s would not be a generalize scenario but definitely something to consider. The solution to this would be just by allowing dismounting the metal wire from the outside with the already mentioned “bolt cutter” as a step of the destruction sequence that we are going to talk further in this post. 1.12 | Tweak needed | Full damage to the hacksaw for code locks: In the current implementation, you can still destroy a combination lock (3 and 4 digits) by using a hacksaw. This takes around 1 minute and 44 seconds in a single complete cycle and get a tool damage of 2 stages (From pristine to damaged) after you destroy one combination lock and another two stages (from Damaged to Ruined) if you destroy another combination lock. Of course, the 1.2 issues in related to duct tape do not help on this, but for a proper balance the hacksaw should take full damage after you destroy a single combination lock. /////// 2) THE DESTRUCTION HANDICAPS ///////////////////////////////////////// 2.1 | Base building sequences | The destruction process (First handicap): The current base building implementation already have an obligatory sequence or steps that you must follow in order to build anything or even to dismantle a structure. We can see this with the “required_parts = {"structure "}”. Taking a gate for example, you need to dismantle the wooden/metal walls first, then unmount the metal wire and only after that you would get the option to dismantle the frames. Same with the building process of a watchtower where you need to build the roof before you can build the stairs and other examples. Since the mechanism is already there, the intention is to apply the same reasoning in a more restrictive way but for the outside base destruction. How could this work? if you want to destroy a full wall covered with two barbed wire for example, you would need to unmount those two barbed wires first by using the proper tool (check 1.4) in order to get the option to start destroying the external walls with your axe. But not just any wall, you would only get the option to destroy the upper wooden/metal wall first and after that the lower wooden/metal wall. This idea behind this is to prevent the casual hatchet raiders that can get inside any place in less than a minute just by destroying a lower section of the wall and crawl inside. This would create interesting scenarios between picking the more week wall in the bases and smart design from the base owners. The destruction sequence of a full wall could be: Upper barbed wire Lower barbed wire Upper metal / wooden wall Lower metal / wooden wall Upper frame Lower frame The idea of having a destruction sequence and be implemented in a more restrictive way (like in my example, limiting the options that came up when you approach a wall with the proper tool) and also in a more natural way if you wish: by reducing the action area of the destroying action to a one even more close to the wall (like when you want to refill a car radiator that you need to stay really close to even get the option). In other words: if you want to destroy a fence you need to be very close to that wall to even get the options. If there are barbed wires mounted there, you'll be forced to dismantle them first. 2.2 | Material properties and tools | Wooden walls vs Metal walls (Second handicap): Working along with the destruction sequence mentioned above, we know that right now there isn´t much difference between building a wall/fence made by wooden planks than using metal sheets besides the necessary amount of those items you need for the general recipe. The time to destroy both are the equal, same with the tools you need in each case. There are many benefits in granting different properties to these ones, like enhancing the idea of having to prepare yourself to raid a base by picking the correct tools and removing the casual and easy raids feasibility. Also base owners can “play” with this by mixing the materials or upgrading them (from wood to metal). Some of those differentiations and its benefits could be: A) Wooden Walls | Wooden frames | Destroyed by: Wood axe, Firefighter axe and Sledgehammer: Those are the items required to destroy a wooden wall and frames. Hatchets should not be an item that you could use to destroy a wall from the outside, and if it does, the damage received should get it damaged after a single full destroying action (E.g. after destroying an upper wooden wall). The fact that you would need a two handed tool - heavy, that takes a lot of your inventory space - would also discourage the easy casual raids and force players to have some kind of preparation. Just like it would happen in a real scenario. B) Metal Walls | Destroyed by: Crowbar and Pickaxe: same reasoning that the wooden wall above. There should be a differentiation in the required tools to destroy a metal wall. In this case, those items could be the crowbar and a pickaxe. The best thing about this is the possibility of alternate and play with the first “handicap” (destruction sequence) by building metal walls on top and lower walls at the bottom. Players would need two different tools to destroy a single wall, and let’s not forget that this can become more complicated if that wall also have mounted barbed wire on it. C) Time required to destroy | Wooden Vs Metal walls: just as a logic consequence of the same idea, different resistances will translate not only into different tools required, but also into different time invested into destroying that structure. Something that is currently non-existent since both materials and base structures requires the exact same time. Destroying a complete wall of metal sheet, it’s something that you can´t really do fast, at least not as fast as if you were dealing with a wooden wall. There is currently no difference at all in this regard and not enough reasons to choose metal over regular planks (with are even more easy to loot and move). Metal walls should be x3 time destruction than the value of the wooden wall. And the vanilla values should also be x3. 2.3 | Tools received damage | Wastage and received damage (Third handicap): Beside the destruction process/scheme (First handicap) and the different material resistance and destruction times (Second handicap), there should be a third impairment related to the tool damage as a consequence of the destruction action. Even when this is already a thing, in order for this to even work as balancing element, fixes 1.1 and 1.2 should be done and the general damage assigned to a tool should be slightly increase. In that scenario, having this third handicap working along with the previous two will forces players to prepare themselves for a raid mission or even creating situations where they would need to cancel a raid in process to go out and loot the proper tools in order to continue with their task. You can check here a glance of the current values: Of course, the key on this matter is finding the proper balance between the tools received damage and the kind of actions that you performed. Chopping a tree or making rags from a piece of clothing should not be as punishing as destroying a wooden wall from the outside. Same with the dismantling and building action (that should not create a lot of tool damage). Having that in mind, here are three accessory ideas to can get us closer to that needed balance: A) Tools spawning conditions: Items like axes, hatchets, hammers, pliers should not spawn in perfect pristine condition. It’s not very realistic in relation to the lore of the game. Players should need to repair those items in the first place in order to get the most of them, and the repairing process should be quite punishing too. I mean, you would probably find the majority of the tools in a damage condition, and you would need to use a sharpening or whetstone more than once to get them to a worn state. Different values should be assigned to different scenarios. Something that we already have, but without proper balance. B) Multiple destruction cycles: Other complementary idea is adding more than one “destruction cycles” to the different base building elements to achieve that more realistic wastage balance. What is a cycle? Just every complete circle you have to do when performing a holding LMB - left mouse button - action. For example: bandaging requires a complete single cycle. Chopping a tree down requires 4 complete cycles. We currently have only one large cycle for destroying base building structures without saving the damage produced to it, like it happens with the trees for example. If you cancel the cycle at its half, you won´t get any tool damage and it won´t produce any saved damaged to the wall. While this could be a very positive thing for base building preservation because it forces players to spend an uninterrupted, tedious and at the same time dangerous process to destroy a base, the fact that the complete destruction is tied to the tool damage seems to be quite out of proportion. By adding more than one cycle to the base building destruction, even without saving the wall damage, you could play a little bit more with the tool damaged received after you complete every cycle. C) Rough skill level: Passive skills can definitely work along with both of the ideas mentioned above. If you are not a skilled guy manipulating construction tools because you've never built anything or chop a single tree, you'll probably damage more a tool or would take you a lot longer to repair a damaged tool than someone who's used to using them. Same with the possibility or reducing or increasing the necessary destruction cycles. Of course this is not something new and some sparks of this are already implemented, but I thought it appropriate to mention it because it will clearly play a role in this whole re-balance. /////// 3) BASE DEFENSES: THE KEY ROLE OF ELECTRICITY AND GASOLINE ///////////////////////////////////////// 3.1 | Base defenses concept / vision: Dealing with a base defenses is the fourth and last handicap of this base building re-balance suggestion and It also contemplates the very discussed topic known as the “offline raids”. But please keep in mind: Dayz isn´t Rust, and we are not at the first week of development either. So we can´t just imagine or suggest (for the vanilla experience) extremely complex and unrealistic defense mechanism nor we can expect a completely new redesign of the base building system in this regard. We have a 5 years old game, with base building assets that have been there since 2015 and a game that is now multiplatform so any modification must be somehow compatible with all the different ports. Having said that, let me remind you that any base should be able to be raided and players can’t just log out for days expecting that none would break into their walls (like its currently happening in many modded servers). Bases immunity, “raiding hours”, unbreakable combination locks, completely disable outside destruction… that’s very far away from my idea of a balanced system. But at the same time, I believe that a smart base design, players dedication and timing must offer them some decent return in terms of base preservation. The current implementation just makes base building not worth it enough because of the time and effort that takes to build a place (witch shouldn’t change, bases should be a group end-game and not a simple task) against the lack of protection that becomes evident when someone in less than 2 minutes and almost without any preparation, can destroy all that work. Here is where the defenses base defenses takes places as a complementary handicap for raiders and where electricity and gasoline become a key element in this equation. Let me explain you how: 3.2 | The Barbed wires defenses relevance: As I mentioned a few paragraphs above, barbed wires would represent the first big “blocker” for a wall destruction in the general destruction sequence and the element that would forces you to loot a particular item on the map (the bolt cutter) to even start considering raiding a base. But barbed wires are not just a random item laying there simply to annoy or delay. Those are actually online and offline defense mechanism that could act in two different ways: A) Cuts and bleeding effect: As we already said in 1.5, the barbed wire should generate instantaneous cuts to the player trying to get through them. Not only health and shock damage, but also bleeding. The idea of having several cuts will work as a raiding discourage method since most of the players won´t keep raiding until they patch themselves up. In some cases, we can expect that they even suspend the raid until they find some rags to prevent bleeding out. As I said, this is the reason because barbed wires even exist IRL, but in the game we don`t have a bleeding effect attached to them yet. B) Electricity system | Shock damage effect: In addition, a more elaborated but temporary defense mechanism would be the possibility of electrifying the barbed wires and metal fences by attaching a battery (+ metal wire) or connecting a generator to the fence/gate. Now you would have an electrical charge that would last as long as the battery life or your gasoline reserves. Shock damage would be the kind of damage resulting from touching the metal wire, leaving unconscious and bleeding players laying in the outside. This would be a temporary but pretty effective defense mechanism to prevent or at least delay offline raiding. Players would still be able to dismount the electrify barbed wire though by using the “bolt cutter” or maybe disabling its power supply from the outside with the Electronic repair kit. But hey would need to have working gloves if those are electrifying. Before you say it, of course… I’m not discovering nothing new with this. This feature is already there in the game files under the barbed wires along with their “energyUsagePerSecond” value that tell us this is already a thing (We even saw a glimp of this in some stress test build). But I just hope this gets implemented along side by side with other base building handicaps because if it’s not, we are going to end up with a very partial and week defense mechanism if anyone with some pliers can unmount the barbed wires in less than 5 seconds. 3.3 | Digital code locks possibility: I’m not really a fan of how the digital locks are being implemented in almost every mod. They are just impossible to unlock and when they work along with the “build anywhere” kind of mods, people start closing houses on the coast and set a completely unbreakable digital code, breaking the players and loot flowing. On the other hand, the 3 and 4 digits’ combination locks are definitely the way to go because they basically end up using a time-consumption kind of security system. Since you can eventually guess the code (All you need its time to test every possible combination) it’s all about time. How could the digital code locks become time-consumption base too without being extremely OP? By using 4 digits (only numbers) digital code locks and having to power those with electricity. No power, no key. No key, no lock protection. This is just a completely expendable idea. I would probably just avoid any kind of digital code locks because they just don´t fit in the game in my opinion. 3.4 | Electricity and gasoline | A new mid/endgame: Two scarce resources and probably the two most valued things in an apocalyptic scenario. Just like in Mad Max movies, people will find gasoline extremely useful because it would somewhere ensure their protection and, at some extent, their humanity. Nowadays, gasoline and electricity have almost no relevance at all for the game beside getting some gas for refueling a car or placing a spotlight in some RP server. But if we assign another role, a more important one in fact as huge resource for base preservation, I’m sure we will see more organized and powered bases. This temporary defenses mechanism could represent the best balanced and realistic alternative to a base protection system based on the effort/complexity/resources = more protection equation. None base would be impenetrable, but the ones with the most active players inside will definitely be the hardest to raid. Even when they are not online. I imagine loot runs to fill bottles and canteens with gasoline and take it to the base, a new relevance for the battery charger as part of an energy cycle, people frequently changing their base protections (rotating the electrify barbed wires) to counteract any possible planning by the attackers, people upgrading their bases with metal instead of wood, players reconstructing broken walls from the first destruction cycle and getting more passive skill because of this. I also imagine players shooting through windows to power generators or batteries attached to the back part of the wall to try to “kill” the energy and raid a base. The possibilities are endless. /////// FINAL CONCLUSION ///////////////////////////////////////// As I've been saying from the beginning, the idea behind this suggestion is just to provide with more balanced concept to the current base building implementation without massive changes that could take a long time or complete new vision of how the system its meant to work. I know that many of these ideas were already mentioned in several communities with quotes like: “just limit the destruction to the sledgehammer!” or “increase x10 the wall destruction times”. But nobody seems to had the intention to create some kind of comprehensive list of needed changes and suggestion to provide with a solid base for future discussions. I hope I haven't exhausted you with all this text wall and I appreciate if anyone really took the time to read it till the end. Asmond
  23. The following is just a list of 34 QoL (Quality of Life) improvements or small suggestions for the next update (1.06) that I think could provide an overall better experience besides new content. These are attainable ideas and not some crazy suggestions that would imply a lot of effort to make them happen. Green = Considered THESE ARE MY 34 QOL SUGGESTIONS 1) Sound effect for the elevation adjustment Turret/Knob when zeroing you rifle The main idea to this is to avoid any kind of HUD element while sniping/aiming in the game. Currently, if you play without the HUD (hardcore – 1PP servers or just because you like it that way), you always need to enable the HUD just to zeroing your rifle. By adding a simple sound effect you can just go all the way down and then use that sound reference to identify the distance you want (E.g 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). 2) Sound effect for when changing the fire mode of your gun Same reasoning as above, it could just be a simple * tick sound *, but it would definetly be great if you could actually see this reflected in the gun model (Note: When you get in the throwing stance with a rifle in your hands, you can see the side of the gun like an "inspecting" feature) or have a proper animation for that (Like when you turn on/off your flashlight). In the meanwhile, a simple sound effect would do the trick. 3) Working Spoon for the 1-M8 Smoke Grenade Right now, when you take out the pin out of an 1-M8 smoke grenade it starts stomking right away in your hand, giving away your position. Just like the rest of the grenades with a spoon (With exception of the EGD-2 that doesn´t have one), make it to start smoking only when you release the spoon (When you throw it away). 4) Wooden crates crafting, balance and destruction Wooden crates are really messing up things in-game right now. They are way too big, way too easy to craft (10 nails + 2 planks) and way to persistent (45 days). People can craft 10 of them in a blink of an eye and hide long automatic weapons almost indefinitely, killing their spawn rate for the rest of the players in that servers. Its also frequent to see raided bases with +30 wooden crates laying around forever until a server wipe since you just can´t destroy them. Improvements: If you don´t want to sacrifice space, just reduce one horizontal slot and add one vertical (9x6) making them not able to hold AR´s. Reduce their persistence to 14 days without interaction. Crafting should be: 5 planks + 30 nails. And finally, allow players to destroy the wooden crates with the same tools that you can use to destroy a wall. 5) Drybags damage when bury them as a hidden stash Similar reasoning than above, Drybags are quite easy to find along all the coast (Docks/containers) and people use them as a quite big gun storage with hidden stashes. You can prevent this by using a similar criteria than above (reducing its capacity since its very unrealistic that they could hold a mosin inside) or by making them getting damage (Hitpoints) every time you bury them. It would be also proportionate reducing its persistence time (When buried) to 14 days (Underground stashes global persistence time). 6) Taking out blood from dead bodies that are not decomposed yet Why the blood transfusion features is not very popular? Because there are no situations that justify it use really. Holdups are extremely rare these days and it just don´t worth the effort taking out blood from friends, test their blood, etc. So, since blood bags are kinda of a “dead item” right now, they need a fresh idea to make that amazing feature interesting. By allowing players to extract blood from dead bodies (One-time thing), you can make this feature worth again along with re-significate the blood test kits. It should be one-time blood per body and that could also reduce the body persistence / despawn time or change to the decompose model after you extract blood from the corpose. 7) Full Blood bags and full Saline bags as spawned items in the world Most of the poelpe just won´t use or even understand the general mechanics of blood and saline when they start to play Dayz. There are not many incentives (in realtion to interactions player to player) to use them really and their healing properties are not that great either. By adding Full blood Bags as spawned items that people need to test before using will provide with more interest to this element. Same with the saline bags. It would be a great introduction for new players. I strongly suggest adding new spawn points for this in the hospitals and pharmacy (Mistakenly known as supermarket) to give those building a new relevance in-game. 8) Animal raw meat and fat/lard must immediately induce vomiting Currently, if you have charcoal with you, you can just keep eating raw meat or fat and compensate its negative effects by using the charcoal tabs right after. This is an easy way to survive (kind of an exploit) that creates a very unrealistic scenario. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline), you can avoid this exploit and force players to cook the meat/fat before eating. 9) Barbed Wire and Fireplaces collision exploit More than a QoL addition is a very needed fix. A lots of players are using the Barbed Wire and crafted Fireplaces collision to get to very high places by placing one above the other, over and over (You only need two). You can use this to raid bases, get way up to the sky and for many other exploits. While car parts / wheels also have collision, those are harder to carry around. This is way is you really need to consider removing its collision. 10) Tripod should be able to carry as a melee weapon Tripods are one of the least used items in the game because of their big size. You can´t carry those in most of the backpacks and you can´t carry them on your back either. Reducing its size to 1x8 (instead of 1x9) or allowing players to carry them as a melee would definitely be a good QoL addition for the game and something that many players have been asking for ages. 11) Nerf the Duct Tape and make the epoxy stick and Weapon cleaning kit useful By removing the ability of fixing guns, vests, helmets and suppressors with the Duct Tape you instantly assign a role to the epoxy stick and weapon cleaning kit that don't currently have. Those are “dead items” right now because of the disproportionate and unrealistic properties of the duct tape (less size, you can still “refresh” them and are quite universal to fix everything). 12) Ability to turn the Radios (Walkie-Talkies) on/off while attached Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when they are attached to your backpack by using a default key. Suggestion PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this. 13) Significantly reduce the amount of rags obtained by cutting clothes There is an excess of rags in the game making these never a concern for the player. By limiting the amount of rags that you get from a piece of clothing you could change this and re-signify the importance of this item. 14) Cooking meat with a stick should keep your character’s animation Making the action "One click only" (Not holding RMB) and allow to keep the players animation while changing between steaks, it’s something that needs to be part of the game. It’s just frustrating having to break the animation every time you need to change the steak and then do the sitting animation again. 15) Saline Bags should offer and hydration value when applied Besides the Blood regeneration boost, Saline Bags should also help with the hydration levels of your character by providing 500ml of water over time (Same properties as a water bottle). This will give a new role to this medical item and turn it into a good introduction for new players to the Dayz medical system (since looking for water sources are one of their first in-game objectives). It’s also a more realistic approach to this item. 16) Allow to Split / cancel one of the two ADS keyboard methods In PC, you can enter ADS by a) Hold RMB + Shift b) Hit RMB. Having both alternatives working at the same time end up being a clunky experience in most scenarios, even more since you can´t run with your gun raised. You would see a lot of players trying to run after the ADS and leaving / entering ADS again several times by mistake just because they hit Shift before releasing all the keys (Clunky design). Splitting / cancelling one of the two alternatives in the key binds will definitely help a lot with that. 17) Cut indicator when playing without HUD You would see this all the time. People playing on hardcore servers without any kind of HUD. After they got shoot/cut, they need to open their inventory every time to check if they are/keep bleeding or not. This is anticlimactic and unnecessary. By adding a more representative sound effect, a screen effect (like a red coloring on the edges of the screen) and/or just showing for some seconds the bleeding icon on screen when you receive a cut will give you all the information you need preventing you from opening your inventory just to check that. 18) Different diseases symbols for different diseases This is probably something that is already planned to be a thing in the future, but just in case, we definitely need to different icons for the multiple kind of diseases. The global bacteria icon it’s just not intuitive enough for new players and lead to very frustrating experiences. Figuring out whats the correct treatment should be the main goal behind it and not trying to guess what kind of disease you have since the icon is always the same. 19) Add a greater effect / benefit when applied medical items to another players Back in the days, the fact that you needed other player to give you a Saline Bag forced that interactions making the experience of the game even better. Now there are really no reasons to interact at all. I’m 100% behind the idea of self-applying medical items but it would be amazing to have some kind of reward (like +50% of its effects) if someone else apply you the medical item. E.g: blood bag provides you 500 blood units. If someone else gives you the transfusion, it would give you 750 blood units. Same with Saline and other medical items. 20) Allow players to jog when they are restrained and make handcuffs stronger The holdups were always a big part of the Dayz experience but, nowadays, seems to be less and less frequent sadly. Big part of that could be due the lack of the broken bones features and non-lethal weapons. But there is another reasons: restrained players are basically useless for themselves and their captors since they just can´t jog around to take them to another position. Allowing this would expand the interaction possibilities a lot. 21) Allow to add camo net to barrels Hidden bases in the forest were also an amazing thing back in the day. Your travels through the forest were enjoyable because you knew that something could be hidden in some tree or you could find some tents around. Now, since you can´t carry tents in your back anymore and they have a very restrictive (in relation to the surface) positioning system and barrels glitch above the tress when you try to place them close, hidden bases in the forest are just part of the past, and hidden stashes close to the big cities kinda killed that exciting part of the game. By allowing players to use camo net to hide barrels in the forest, you can compensate this and recover part of that great and old “in the woods” experience. 22) Allow players to reload (or at least chamber a bullet) while running This is something that have no real reason behind and make PVP extremely clunky and unresponsive. You can´t chamber your gun or change mags while you are running, but you can do it if you just release Shift, hit/hold R, and then start running again. It just makes no sense at all and make the game feels completely unresponsive. Allow players to reload/chamber while running or be consistent in the decision of allowing to reload only while jogging preventing them to release Shift, hit/hold R, and then start running again while changing mags or reloading the gun. The current design it’s just an inconsistent and bad system. 23) Radios and Altar Zenith should be multi-frequency instead of single-frequency Who use radios? None, not even players on RP servers. Why? Because their design goes against the idea of allowing players to find other players in-game. The idea of having +5 radio frequencies conspires against the main idea of this item (Contact randoms). Squads use third party communications so radios are mostly to find other survivors. None really need privacy over the radio. By making the radios multi-frequency (With a volume increase in the frequency you are, but allowing you to tell if someone is speaking in any of the frequencies) you can definitely provide with a new life to this item. Same with the Altar Zenith Panel, an amazing feature in the game that is almost dead since none would ever hear it. 24) Limit the amount of gasoline of the gas stations (Until server restart) Gasoline in the gas stations are limitless. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource takes a new relevance (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and limiting its amount would be a very necessary first step. 25) Reduce motor / power generator noise/smoke by adding motor oil Vehicles and power generator noise its way to high. Almost all players just turn down the sound effects in order to hear their voice inside a car, even with all the doors closed. Same with the power generator. While I like this, it would be great to be able to reduce this noise by filling any of those with an already existent item: Motor oil. 26) Add a cutting value to the Barbed Wire and remove the shock points Paradoxically, barbed wires can get you unconscious but do not provoke you cuts (the main reason for its existence). There are many bugs related to barbed wires when players just get cut with invisible barbed wires, leading into an unconscious state that keep damaging the player and finally killing the player. Adding a cutting value to the Barbed wire instead of a shock damage its definitely a better approach. 27) More spawn points and food spawn into the Apartments buildings Title. Not even the snipers (since the new dispositions of most of the cities) or base owners with barrels visit this building anymore. There is almost no loot inside in the buildings that you may thing were one of the most populated building before the apocalypse. Food and civilian items should be abundant there and a reason to visit those buildings. 28) Alpha wolf to the wolf pack There was always the myth that, within the wolf pack there was an alpha that, if you identify and kill him, the whole pack will run away. We know that this is not a thing. Instead, all you need to do is kill 3 members of the pack to make the rest run away. It would be great to have an alpha (generally travelling behind the wolf pack IRL) that if you kill / identify him, you can survive the pack. I think the tech is already there and with a simple re-coloration it could be made quite easily. 29) Required tools while removing vehicle parts You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably have disassembled it before is fully done. It’s become pretty discouraging and usually very few people even bother in fixing a vehicle. 30) Reduce the flies noise of dead bodies While I love the fly noise around bodies, when you have dead bodies around you inside a building the noise is way too high, preventing you from even communicate (VOIP) with other players. You can always skin and quarter the corpse to prevent this but since sometimes the bodies became inaccessible, reducing the general flies noise could be a good QoL addition. 31) Add the Survivor GameZ infected animations to the base game I truly think that one of the main reasons the Infecteds in Dayz are not really frightening is due the fact that they all move the same and have the same complexity. Even when you have a horde behind you the fact that they all have the exact same size, movement speed and animations turn a horde into something more predictable, ergo, less scary. We all saw the animations of the infected in Survivor GameZ. While I don´t know the extent of that animations, it would be great if you guy could port some of them to the base game. 32) Handcuffs resistance increase Another thing is the handcuffs time to break out. I would love to make them almost indestructible (You would need the keys, pliers or a crowbar to brake them), but in the meantime, they should require double time than now to get free. 33) Infected agro proirizing moving/live targets over unconscious players Because of this, the game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went unconscious from an infected. I know the infected damage/shock was reduce in the last build, but again, infecteds should always priorize alive targets over unconcious players. 34) Precise positioning and persistence for the Field Transceiver Just like power generators, the Field Transceivers should have more than a 6 hours’ persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequency at the same time). * THANKS FOR YOUR TIME *
  24. Asmondian

    DayZ in 2020

    I think this confirms what many of us have suspected for over a year: The development team was decimated long ago. They've lied to us numerous times about this (BI and the Devs). The project development probably already has an end date ("with the time and resources left") Dayz is just a residual product of a Company Engine development. A forever WIP hybrid game with a full-release label on it. The game financed this Engine and diverted its resources to this overall goal, using fake roadmaps ("little bird = Definetly for 1.0") and disguising misleading advertising on the grounds of "developmental unpredictability" to maintain the source of income (Dayz players). We are going to keep hearing euphemisms such as "Post-release support" when the game is no even a BETA on its core (Engine). It's ridiculous. Using the "we intend" is just another way to cover liabilities when this does not happen in the future. Broken bones was intended in 2019 too. Less devs and less resources will limit the ability to create any new content (Helicopters, bows...). This will also delay the updates and the game will enter into a life support mode. Not a very exiting year for content creators either because of the lack of - actual - new content. They will probably migrate to other games and and it will no longer be economically profitable paying some of them for advertising. After the Livonia DLC, there aren't too many alternatives to keep getting money from Dayz. Modding continues to be the main resource for adding that essential " flavour " that they used to underestimated in the face of a very week vanilla experience. Console players think they would be able to have all the modded content that they see in PC players streams when its actually server side scripting (Lets expect more deathmatch kind of servers to further enhance the Dayz experience s/) There is no roadmap in this article, but what would be the point? Anyway, the game had its high points and I personally enjoyed it at the time. It's just sad to see this increasingly common phenomenon of the video game industry (companies) laughing in the face of its players and using rather reprehensible methods of financing and false advertising.
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