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Everything posted by DZR_Mikhail
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Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
1) Yes, it was announced and many of us count on this feature very much. 2) Very awesome idea, I hope you don't mind me adding it to my list with link and attribution to you? 3) Thanks. I'm glad you grasped my concept and like it. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
1) 2) I think rocket is very busy with standalone. Or may be he saw it and went away with some thoughts. I don't expect him answering here. I just hope it reaches him. Though seeing him actually confirming he has read it will comfort me a lot and will be enough. No need for thorough assesments or quick likes\dislikes. It's a voluntary contribution, I understand it. 2) Thanks again. I think they are present, just keep it silent. And once again, these days they're crunching on the SA release, so I don't want to distract them, but can't keep such ideas to myself when I feel they can really improve something or inspire others. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
1) Thanks a lot 2) Sir, I really imagined all this, many things, many possibilites in gameplay, once my crazy brain started brooding over this concept. I couldn't handle myself and ended up writing and developing it into what you see in the OP. I wish I could tell all the tales and variants that can be introduced with all these features... I have many examples you will like too.. but simply pouring all them out in here will take hours :) I'm already feel a bit exhausted after the toadys writing... Thank god my boss haven't seen me doing it all day :) He would fire me :D -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I though about it and I even have this briefly suggested in the OP. Separate objects can be replcaed by some VERY VERY simple decals\sprites which add to immersion and ffel like dirt or grabage or junk, but are not actual object, tincan, bottles... Just, well, a pile of something which looks like garbage... A very lightweight unversal thingie. When you drop your cans and all the rest of wastes they are deleted the same way it is now, but instead of totally removing them, you later find this decal, this simplified grabagepile. Dead corpses deleted as well, but replaced with some generic rotten corpse without any loot, or may be just some loot... Technical simplifications will only restrict realism, but overall design can be preserved altogether with "authenticity" -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
1) Look for "You get injured with bloodloss effect." 2) Thanks. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Thank you very much. Took me almost four days to think it all over, discuss with friends and come with something consistent to the forums. That is exactly what I wanted to achieve. My post can be too idealistic and is not realistic. I made it very extended and tried to think outside of any limitations, both technical and conceptual. I hope this will just inspire the dev or they will may be implement something they liked most or considered possible... -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
You grasped exactly the core idea behind it all. I can depict another situation for you. A clan of some friendly guyz sweeps out zombies in some village, they respawn only in the outskirts. They clean the city. Remove garbage, clean houses. Bring cows and dogs there. A manmade safe-zone in DayZ. The runours about the safe zone gets spread. More volunteer to defend it. Whole place seems more living and as if ignoring the surrounding terror and apocalypse... (And c'mon, everyone knows sniper and bandits will attack it sooner or later, don't even start it again, boring) -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Hey! Wait slow down!!! I have never mentioned leaving actual footprints for each step :) I step is a metaphor in the title! footpring is a metaphor for the consequence! I'm insane, but not stupid to the point of not understanding we can't handle such amount of dynamic data... No flame or offence. Just explaining :) EDIT: Changed title to exclude ambiguity and waste of our time and breath. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I know about performance issues. I hope someone (trollface) can be inspired and come up with a more gentle design and balance to invent somehting not so heavily impacting the performance. -
DayZ standalone suggestion: Surgical mask to prevent contamination
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I'm sorry. He announced the advanced medicine, Cholera, malaria and dysenteria at Eurogamer. -
DayZ standalone suggestion: Surgical mask to prevent contamination
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Wow. Good find! Some factory with toxic wastes or toxic storage in a port. Interesting. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
And I say more! They will be accountable not by heartless SYSTEM or the mechanics. They will be accounted by the same players as they are, by living people, live players! And there is a probability that they can find such server, social group or people who will not be too penalizing about some bad unfriendly actions. I see a huge underlying depth in it. This has a potential of developing in a unique subtle social structure, reflecting our overall society. EVE online has it, but they have modelled it in the Economical and Political aspect. Their world is a unprecedented simulation of a political and economical uniiverse! In DayZ we have a chance to make the same simulation to the Social life, and in survival context this will be even more dramatic and diverse than in real life. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
So far a most discussed and pretty fair drawback: People are not ready to accept and abstract metaphorical transition of face function to nickname. Many people just can't sacrifice the ability to always have their nickname private and be shown on demand, lie about their names, and have all the anonymity advantages of being able to trick, scam and pretend. When I tell them "COVER YOUR FACE" and do all you want, they say that with a mask everyone will loose their trust and kill on sight. And this fact is a crucial point where I say "It is awesome and authentic", but they say "It is unfair and restricting freedom" I feel their pain, but paying this price will equal all players possibilites and finally introduce social life to DayZ. Fair price, useful sacrifice. Huge future possibilities and immense underlying effect on DayZ Universe. Continuing DayZ with such complete anonymousity and changing names at will only increase the overall PvP and social disorder and ruin ingame communication and atmosphere. It is of course not a main feature for the alpha release, but this must be definitely dealt with with this feature or a better idea of DayZ developers. This statement was added to the first post. -
Suggestion: Solution to many peoples desire for a class system.
DZR_Mikhail replied to Serious Stan's topic in DayZ Mod Suggestions
There is something definitely positive in your idea. But I'd sugges you don't mention "automatically refiling thirst" :) Basically all before this camelbak idea was pretyy ok. Then you got youself driven out of the idea and that's why you felt it seemed more and more useless. ;) Rocket actually stated that clothes must have influence on your experience. Needs to be authentic though. Gloves for better grip seems a good find for this. Well, in fact something is good in overall idea, but need to be more extended and well thought. -
I can bring good news for you. Rocket mentioned, not long ago in some interview, that running forever will heavily impact some other attributes in your character's gameplay. And I think I remeber weight would be taken in consideration too.
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Tidbits, nicknacks and other fun items.
DZR_Mikhail replied to Jimmars's topic in DayZ Mod Suggestions
Please, link us to the other two. :beans: -
Tidbits, nicknacks and other fun items.
DZR_Mikhail replied to Jimmars's topic in DayZ Mod Suggestions
Yes! Yes! Oh my god! Take all my beans! P.s. We badly need Guitars and harmonicas! I beg you, Rocket! -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
DZR_Mikhail replied to Time Glitch's topic in DayZ Mod Suggestions
Since Rocket announced a planned advanced medical system and disease\contamination\injury simulation I thought about the surgical masks and airbrone contamination. I'm glad I searched and found this topic. So here is my contribution to this idea. Reddit suggestion - http://cp.reddit.com...l_face_maskgas/ -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Miltrivd, thank you for the critics. Mainly people just love it so now I have a challenge and a chance to test my concepts. So I defend my self :) No flame intended. I'll be replying to statements that bother me. 1) The solutions to the problems people have pointed out are not, just opinions I'm not a developer. I can only suggest, fantasize and give out my thought and opinions. But I construct my opinions to follow some logics and enforce the main concept of my feature. So I call it a solution, because if you would be a developer and would try to implement this feature, you would stumble upon this problem for sure. At this moment you will have no need to think about it a lot, because I explained it already and thought about it. It's much easier to work further on your own opinion afterwards. 2) and seems to be aimed at penalizing unfriendly players. Oh god. This is amazing! You said that yourself. All I suggested is to give a player freedom to reveal or conceal their identity! And you projected it into what you want to see, not what I really wrote or explained in a huuuuge original post. Please, comment, how my feature penalizes unfriendly players? Does it deprive you of loot? Cause damage? Puts a headwrap around your head? Makes anyone hear heartbeat when looking at you? Marks you on the map as a bandit? Places a large banner on your back? For further reference. Facts you can't disagree with. FACT1: MASK\BALACLAVA\HEADWRAP = ANONYMITY. FACT2: HAVING NO FACE, NO NAME OR MEANS TO IDENTIFY PLAYER = ANONYMITY. FACT3: IN DAYZ NOW EVERYONE IS FACELESS, NAMELESS AND CANT BE IDENTIFIED. LOGICAL RESULT: IN DAYZ NOW EVERYONE IS ANONYMOUS AND WEARING A KIND OF MASK\BALACLAVA\HEADWRAP, AND CAN'T REMOVE IT, CAN'T GET NON-ANONYMOUS. So ask yourself, why friendlies are penalized now by wearing this invisible mask\anonymity? My feature simply makes the mask visible! And give all the player a choice to wear it or not. So what is restricting freedom now? We all, every player, we pay one common price, we agree to have a common attribute - our unique name, that can be shown or hidden. We pay the price, this toll, this tax, for being able to use our freedom at full. Not forced to be anonymous, not forced to wear headwrap, but decide it all yourself. How could I be possibly be accused of attmpting to deprive DayZ players of their freedom? I'm not twisting facts or playing stupid games with you. I'm frankly confident that I'm saying truth and want better DayZ, equal rights to everyone, right and freedom of choice. 3) servers with no nameplates, no side chat or anything that eases up the survival experience ... ... Identification also makes the game easier. You wouldn't need to check where the players are by communicating, simple use the crosshair to locate them, again, this is already in game in easier difficulty settings. So it applies there, not on the game as a whole. You read my feature not very attentively. It's not a nameplate floating around player's head all the time. It's vague text at your crosshair when person turns you face at you an you point your crosshair at him within a close ditance. This won't ease up anything. Nor it gives you cheat of being able to scan horizons or forest to catch a glimpse of somebodys name even in concealed position. I explained it many times: Fully visible nick is only at 10m, with persons face turned at you. If he goes prone. Distance goes shorter. Let's say 5m. If he is not moving while prone. Distance is reduced from 1m to not showing at all. Another thing that can be technically done is that nickname is slowly fedes in after 2 seconds of your pointing at somebody. So it will not flash instantly when crosshair is on somebody. You see, it's all about the design. Don't think I'm so stupid to create this madness, this walls of text to simply introduce a stupid cheat to reveal hidden players, or you think it was all done to introduce nameplates in DayZ. "I'm disappoint". I'm thinking about improving scial life in DayZ. It's non existent now. The only thing is the forums. While any other MMO enjoys social at full. I suggest not classic MMO socium. I propose brutal, authentic, truthful concept. 4) When you meet me for the first time there should be no way for you to know who I am or what my name is unless I explicitly tell you, and even then, you'll have to take my word for it. This bring a whole set of possibilities that your system denies. I repeat. We sacrifice the name to act and function as a face. Because we don't have any face or unique features in the game. Clothes are not enough, even with hundreds or thousands of them you risk meeting same outfit. Not reliable. But together with my feature it will shine at full. 5) I can't fake identities to people I don't trust completely. I can't fake to get away with something, trick, scam, or just because... How my system denies these awesome possibilities? What are you talking about. You think I would advertise this all and go defending if I was such a twofaced mean person to introduce a feature that is aginst bandits and fully for the friendly ponies? Of course I like banditry. DayZ is nothing without bandits. I would be "dissapoint" if someone takes away the ability to fake to get away with something, trick, scam etc. Do this freely, do this realistically and authentically. Fake, trick, scam... Expect the person you've this with to remember you. Why? Imagine real world situation. How could you getaway or trick somebody without showing your face or wearing a mask or disguise? It's impossible! Many street robbers and tricksters sacrifice and risk their face being remembered and recognized. Why? Because showing their face among friendlies is a disguise! They pretend to be friendlies and than do something and have profit. It's a risk. Imagine a person coming up to you in a balaclava saying "Hi how are you. Let's be friends". You would call the police and runaway. Or smash his face or balls first. Do you see where my feature is leading us? 6) I don't know, don't want some random guy or gal know who I am. Is up to the players to offer the information. Please, suggest something to substitute unique human face effectively and I'll forget the nickname. But so far it's the most suitable thing. Yes, it is weird that name serves as face, but it fits well. 7) Then again, any kind of identification belongs to lower difficulty settings, so maybe this idea could lead to be implemented in those sections. I tell you, thing get more intense, more brutal and you'll find it far more harder to survive in DayZ. 8) I've seen and lived (once) the rare situation when an enemy player is literally in front of you, looking directly at you, and the dead of the night, shadows, or ghillie, plus staying perfectly still can save your hide. I gave all technical suggestions to deal with light, shadow and head concealment means that I could think of. read the MECHANICS RULES. I'd be glad if there is a way to make nickname less visible in dark. Of course I thought about it. 9) Changing names when dying brings to discussion the possibilities of role playing. Some people like it, some not, some do it, some don't. How can you roleplay with your names if you play on servers without nameplates? You are not consistent at this point. Previously you say we don't need names at all, we must be able to lie about them. Now you say we need the ability to change names. "I'm confuse" 10) Humanity is already a fixed, account wide stat, so I don't think Rocket is aiming for allowing *fresh starts* with different lives, but that's not set on stone Read problem #2 in the original post an the analysis of this feature... I think headwrap is obviously ineffective. I think Rocket agreed on that too. 11) Instead of showing the player name, allow for tagging after several encounter. I find a survivor (Nameplates ON: in the crosshair I see Unidentified survivor. Nameplates OFF: nothing), after spending a set amount of time in one sitting or split through different encounters, the game allows me to tag (assign a name to said player), this will simulate the ability to remember the voice and the face of the survivor after sharing some time together. Why not just simulate a face recognition and you will remember it yourself. You're inventing some virtual notepad system. How can this be authentic? 12) ..I wouldn't be forcing his name out of him... Me neither! I show not names, your name is your face. I know it's tough to think metaphorically, but please, try to get my point. 13) I don't think Rocket will take the system if it restricts player choice in any way. So I'm glad my feature is not restricting it. At this point I'd want Rocket to come and say "Mikhail, shut the hell up. It's ridiculous. Forget it. Topic closed." I'll be releaved. Because I get tired of writing and explaining everything over and over again :) But It's my choice. I'll stand up for it and live it up till it gets pointless. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
1) Hmmm... I agree, because I stated just exactly the same idea at Game Mechanics Rules, #8 This feature is about giving you ability to "see the face" of a person at close distance, the person who is willing to show it, or accidentally was close enough to show it. As far as we don't have any faces and unique features, I tried using nickname as a replacement for face. I agree It's not realistic, but it's authentic. Authenticity is about thinking. Before you commit something, you think about your "face" being exposed and everyone can recognize you later and accuse you or praise you for your deed. 2) I explained it. You see, you're not bothered by the fact that you see a persons face at this distance? But we have no faces, an we never will. But we have nicknames. How can I possibly not notice\recognize\remember\don't see a persons face until I talked to him. Here he is. His face turned to me. I need barely a minute or less to remember it and recognize later. With nickname functioning as a substitute to impossible face in DayZ you have all in place. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Thank you very much! I was waiting for someone to mention this. That idea is always in our portfolie of features. If my feature with permamnent nickname is too much and creates a massive outrage, then there are dozens of balancing ideas of how to make it less hardcore and give more freedom. Here are the ideas 1) Classic, mainstream, comfortable way - the one you mentioned. Limited amount of character per account. Nick is permamnent per character. Not sure if you can change it in WoW, I guess not. This feature is here in WoW and major MMO's because it is comfortable, it's pleasing the player. But I don't think we are in DayZ to be pleased, feel comfortable and play it easily. In early ages Rocket said he want the game to make people think hard, enjoy emotional reward after struggling for life, after shock and fear... May it is changed, but we all want DayZ become more difficult and intense. Everyone remembers the first time they respawned on the coast some 3-4 months ago... Never forget it, this experience was given to you because Rocket followed his brutal concepts. 2) Tweaked #1 idea. Only three characters per account. All with DIFFERENT permanent nicknames. So one is to spare, make mistakes and get to know the value of your permidentity. The second one is thoroughly chosen, crafted and well thought character. The main creation of yours. The third one will be an utter perfection of your developed DayZ personality and will comprise the best experience you had in the Game. It can be subtweaked to have 2 characters or 5. 3) Less hardcore. Same as #2 but with the feature of changing your nickname once in 6 months. Or make it one character with this 6-months-cooldown ability. 4) Last, but not the least! Remember Rocket saying he will make some couple of preset difficulties a server admin will be able to choose from? Remember he told you will never have a character created on EXTREME difficulty server be able to connect to server with EASY difficulty? Now we approach a most realistic scenario for this feature. Let's say we'll have 4 difficulty levels. ChildZplay EaZy InZane and the utmost brutal DayZ Difficulties explained. So, on ChildZplay, you can change your nickname pretty much the same as you're doing it now. At will, at any time. Or you can add this #1 WoW-like Classic, mainstream, comfortable character creation. You can have bandit skin enabled. May be somebody liked it. Additionally you have more loot spawn. Top military guns etc. On EaZy you have some #2 character system implemented. Loot is observably decreased. Less top guns. On InZane you have #3 accordingly. Loot is a problem. Top gunz are rare as monkeys in Cherno. And if you finally want to play DayZ (I bet you can't wait) you have my most brutal, most merciless PERMAIDENTITY feature enabled. Loot is what Rocket decides it most authentic. Gunz are limited to what he decides better too :) So, you have a widest choice. You can go any difficulty you like and enjoy either old times with bandit skin or WoW like servers... you can raise your difficulty. Or you can dive in the extremes of DayZ difficulty servers. How do you like this? EDIT: Damn poll is broken again. IPB forum engine kills me :( -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
1) I understand what you mean. We must sometimes sacrifice realism for gameplay and authenticity. If we want realism, then Rocket must invent SIMS3-like extensive system of body\face customization, with an ability to upload your own face photograph\texture for your character. Apart from that anyone must be able to customize his character's height, weight, muscles, limb proportions, special features like scars and etc., moustache, beard, haircut, form of ears, eye colour, very detailed face form editor and etc. Only this way we achieve almost the same effect I suggest here with nickname. But let us be frank. This editor will never happen ti be implemented in DayZ. At most we'll see beard\hair growth, a huge variety of clothes and a couple of survivor models to choose. So the problem will remain. Sacrifice here is the idea of merging the function of IMPOSSIBLE UNIQUE FACE with the only unique thing you can have in this game - UNIQUE NICKNAME. Let's agree we strive for authenticity. And my idea covers it completely. You must think about your identity. You will want to preserve your reputation. You will think twice before trusting somebody who is not willing to reval his identity. All that stuff I described above, a lot of examples. So, as a result, you have all the REALISTIC problems INGAME which you have to experience with your real face and personality in real life. Apart from the fact, that in DayZ you can start from scratch, invent your FACE\NAME and follow your principles... or COVER YOUR FACE and ignore the rest... 2) Same here. You walk to me and say you're Chuck Norris. This may be truth or a lie, because your nickname is not necessarily your real name. But I understand your point here too. I deprive you of the name to lie about. It's a fair sacrifice again. We transferred this function to compensate the absence of unique appearance. 3) Ok. Pretend we've went your way. You strive for realism and require we must be able to lie about our names. So I walk up to you and lie about my name saying I'm Chuck Norris. My nickname is hidden too. I have no face you will ever recognize. I walk away, change clothes. Come up to you and say, I'm Bruce Lee. Then I put on balaclava and say, I'm Bruce Willis. You WILL NOT EVER BE ABLE TO LEARN: was it me or some other person Or was it me first two times, and the last one was somebody else was I Chuck Norris or Bruce Lee or Bruce Willis Two faceless, poor solitudes meet. You will gain nothing from meeting me, not a single bit of social usefullness. You never know who I am. Just another cloneface from the coast. An now you have both initial problems arise and strike us in the game. You can see these problems described in the first post. In real life I will see and remember your face. Tell me whatever you want, lie your name, but I will recognize you later. OR You come to me with a balaclava on and I ran away from you screaming "Call the Police!!!!!". I'll never know you or recognize you. Does this makes any sense to you? -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
The "GAME MECHANICS RULES" section in first post is updated after recent discussion. -
Weird motion blur that I can't get rid of
DZR_Mikhail replied to TZUGARIS's topic in DayZ Mod Troubleshooting
Your config may have been damaged or got bugged Go to main menu. Create new player profile. This will use all game settings from default config. Most likely you will have no problem, otherwise you can fiddle with settings in a new profile. Let us know if it worked. Cheers. -
1) Fair observation. Renders our fantasies about powerplants useless. 2) Here we came to the crucial point of the main philosophical question. Egg or Chicken? Or, according to our DayZ setting, Realism or Gameplay. You will have to always sacrifice realism to make game playable. Otherwise you will meet a dead end where you will have to simulate chemical laboratories where fuel formulas are produced, then formulas used in processing factories which make fuel from oil, which is taken out from drilling site, and some mechanics for oil to be realistically present in that type of underground soil layer... gosh... So, the gameplay sacrifice known from DayZ: 1) Loot spawns from nowhere. How the hell beans and soda can appear out of nowhere without infrastructure, supplying delivery transports etc. 2) Same for the fuel. 3) AMMO! This is even more infrastructure dependent resource. You can simply craft an AK47 or STANAG bullet and casing! Ok, you can use old casing, and smel another bullet... but.. well. .. it not easy at all. The only thing which is logically left to survivors without restoring the economy and infrastructure is - NATURAL RESOURCES: Wood, water, metal, simple chemistry from plants and soil. This would limit survival instruments to literally sticks and stones. "I know not with what weapons WW3 will be fought, but WW4 will be fought with sticks and stones." Albert Einstein So, Rocket said he will try to bring the scenario of DayZ as close to modern life as possible. And for the sake of this, we MUST pretend there is something infinite in this game world. We must accpet some compromises. But I have good news for you! Authenticity allows this! Autheniticty requires you must think about many things, take into acount many aspects. This builds extended and deep experience. Example: "I need a car. I must find parts. I must combine them. I must refuel my car. I must protect it. I need metal plates. I must hide it. I need a camo net or bushes." OR "I need food. I can kill boar. I need weapon. I craft bow. I need string for bow. I craft string. I have bow. I craft arrows." The depth of realism in this case is not the point! It is not vital that you have fantastic animations of you character sitting and cutting arrows out of a willow branch, with all the shreds springing from under the blade, and the arrow changing texture when skinned, and then complex animations of you placing an arrowhead on it... NO. In DayZ it would be: Gather wood and scrap metal. Acquire knife. Click menu. Character sits down for some 1-3 minutes. Wood and metal removed. Arrow added. You can expand it a bit, or simplify more. The main thing is the balance, so that it is both interesting and makes great DayZ experience. SOOO... Let's pretend authentically, that we have enough fuel to run a generator. Enough RESERVES at the powerplant to supply power if generators are reapired and somebody is pressing "GENERATE POWER" button at the powerplant controll room... and is not killed by bandits :) Skip reality a bit, and the game can shine like a star with most interesting ideas... Authentic, a bit simplified, but working and bringing happiness to this forsaken wasteland of Chernarus. P.s. Sorry for the poetry :)