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L0G!N (DayZ)

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Everything posted by L0G!N (DayZ)

  1. Clothing is an area where a character could progress in. Each character could spawn in truely civilian clothing and find various clothing items through their lifetime. Besides looks clothes could also provide progress in other areas related to clothingstats. Progression would come from finding garments in the game, if the trade-offs/diversity are good each player could look different but also dress to their needs: - Each garment (headgear, bodywear, pants, shoes) could come with it's own space to store things, or could add volume/slots to the general inventory. - Each garment could have it's own insulating properties/stats, from net-stockings to ski-suit. - Each garment may have it's own sound signature (most easily exampled by rain clothings) - Each garment could provide the player with some sort of 'armor value', from protecting against cuts/bruses/stabs/bullits *!* TL&DR Clothing would have trade'offs between space and insulation, water tightness, sound signature, and 'bullit proofness' - Any other stats that could be related to clothing? - Any suggestions you want to make in regards to actual clothes, any good ones will be included in the list! EXAMPLES: - Body armor, minor inventory, medium insulation body, protects agains <5mm, high water tightness - Bandit Scarf, no inventory, medium insulation neck, low water tightness - Tuxido, medium inventory, low insulation, good looks, low water tightness - Long Leather Jacket, medium inventory, medium insulation, medium water tightness, - Rain coat, small inventory, low insulation, high water tightness, high sound signature - Rain pants, small inventory, low insulation, high water tightness, high sound signature -etc?
  2. * edited to include more packs that came up through brainstorming in this thread, currently 13 packs! Having been watching vids tonight, Rocket mentioned alot that 'if you are good at something you should be good at it in game, which obviously ties in with professions in dayZ, this would obviously stimulate teamwork. Another thing that was mentioned a lot was giving players 'more' choices, which can be done two ways, either you add in more items, or you give people less space to hold things. While i know the idea that follows is not entirely new, people have likely suggested medical pouches of sorts, this is more extensive, and it will likely do all the things wanted for DayZ. WITHOUT ACTUALLY ADDING CLASSES OR PROFESSIONS! as players would find these pack in game (empty) and would also have to find the tools that go in them, to have the tools do what they already do ingame (some tools were added mixed in this suggestion to do other new things though). And with limited space (4 toolbelt slots) people would have to specialize, the toolbelt packs are merely somewhat authentic beltpacks that can be found and expand on the toolbelt space a bit! So the suggestion is to: 1. Reduce the toolbelt to 4 slots and then to add: 2. then add the following 'items' to the game that can extend these slots by 1, 2 or even 3 more slots, for specific items: * A medpack, taking up one slot but adding 4 to hold ANY medical supplies. * A toolpack, taking up one slot, but adding 2 to hold any tools (wrench, pliers, hammer, screwdriver etc? ... ) * An Ammopack, taking up one slot, but adding 3 to hold ANY ammo. * A knivepack, taking up one slot, but adding 2, to hold (a) knive(s), a sharpening stone, or any firestarter item(s), or compas. * A mappack, taking up one slot, but adding 2, to hold: maps, compas, gps, watch, notebook, pen * A Canteen buckle, taking up one slot, but adding 2, to hold: canteen(s), or any other small item (compas, firestarter, clip, bandage, etc) * A Hatched pack, taking up one slot, but adding 2 to hold: hatched(s), or any other small item. * A sowing kit, taking up one slot, but adding 3 to hold: commen needle, thread(s) (to repair bags & clothing), medical needle, medical threads (can also be put in medicalpack, can stop bleeding by stitching). * Holster: using 1 slot, giving ? to slot: any pistol, and 1 or 2 clips, or some gun cleaning equipment. So you can stach away your sidearm in favor of say a flashlight or any other tools that need equipping to use them. * Gun Cleaning pack: uses one slot, gives 3 slots. For items: mini screwdriver, brush (can be toothbrush), gun oil, spare parts: trigger, barrel, etc. * Beltpack: uses 1 slot, giving 3 slots for ANY inventory assigned items, basically go together with http://dayzmod.com/f...nventory-space/ <- that suggestion. * Shovelpack: uses 1 slot, giving 2 slots: holding (a) shovel(s), a crowbar, and/or any small tool, or magazine. shovels are introduced to utilize the 'hide corpse' feature, without a shovel a corpse can't be 'burried' * Crossbow Quiver: takes up 1 slot, gives 3 slots: holding 3x 5 bolts (possibly other items?) Ohw and i also think a new item should be added: CAN OPENER ! and give the hunting knife, and screwdrivers the option to use as a canopener as wel. As one selects one of these packs, the items in it will show in the row beneath, i can open a pack and move items from and to it... Now with a reduced space, players will have to make a lot more choices asto what items they take with them, this gives players 'more choices' while not increasing the items in the game (This can pretty much be done right away in 1.7.2.1 ). And it will also give a reason to work together, sure a lone survivor can still carry (matches, hatched, hunting knife), but then what?! a map is only usefull if you know where you are and which direction you are going, while a compas is only usefull if you know where it's leading you. It becomes easier if you assign on person to be a guide, while the other is the hunter. To make matter worse i think some items need to be split up or assigned to the toolbelt: - current toolkit needs to be split up in various tools, each doing one particular thing, the kit can stay in to hold these items. Currently that would mean the Wrench and Pliers are added to repair and deal with barbedwire. - The water canteen needs to be added to the toolbelt, instead of in one's backpack, this is a valuable tool to have as it is refillable, so having it should weigh more heavy on your inventory. These are minor things to change/add, but they will make the reduced space on the toolbelt even more critical. And these changes are also why i picked 4 slots, as that could hold: hatched, matches, huntingknife, canteen; which are all the items needed to atleast still be able to survive untill part 2 is implemented... Now the second stage needs more work to implement, but it will increase the options a tad for 'long wolf' players (given they find these packs), but at the same time it will increase the feel of people taking on a role. And with just 4 places and 12 packs, there is still no way you will be able to use everything, thus giving incentive to play together, and with clear descriptions of the various packs, players can adopt a role that suits them and when finding a pack that supports this role be rewarded for playing this role: - the repair guy: toolpack, sowing pack (commen needle and threads), gun cleaning pack - the medic: medpack, sowing pack (medical needle and threads) - the hunter: hatchedpack, knifepack - the hiker: Map pack, canteen buckle - the ammo carrier: 4x ammopacks, holster *!* DO NOTE, you do NOT start with these packs, there is no choice for a 'profession' or 'class' that gives these items, you find them or not, and if so they make the 'role' you choose a tad easier.*!* New features (like the option to build things) could have more tools added to the game, which now integrate with the various packs and put more presure on inventory space, and thus the need to specialize. The addition of shockpeddals for the medic could do the same. Perhaps another creative person can come up with another pack that may be usefull, or items? And all this doesn't need +1 to repairskills, and it also gives enough incentive to play together, while lone wolfs and bandit snipers, do not have to fear stage 1. They can still survive with the 4 most needed tools, and all they need to know is how to walk back to that hill overseeing their favorite location.
  3. L0G!N (DayZ)

    Cut down inventory space !

    Please re-evaluate the amount of things we can carry around with us! Normal inventory (top) If i evaluate the space i have on me, to carry things with me, and i take into account that i am wearing 'some' survival style clothing. I come to the following space: - 2x side-leg-pockets on my pants. - 2x normal-leg-pockets on pants. - 2x back-pockets on pants. Now it may be so that the survivor is also wearing a jacket. Which would have: - 2x pockets one on either side and - 1x inside pocket. Giving a total of 9 spaces to carry things... And while not all these pockets are realy viable to carry a can of beans in, that shouldn't realy matter, but seeing space should be a valuable resource, i would suggest making it 8 slots, for not being able to carry large things in your back-pockets (besides realy flat things, we want believability, not realism). Normal Inventory (bottom) As noted about the back-pocket pants, this would be a place where you can store some clips or bandages, and it's likely that you can force in a bandage or clip in some other pockets aswell (together with something else). But here i noticed that with the current 8 slots, once i have 3 bandages and 5 clips i am no longer afraid to run out of stuff any time soon! So i would suggest cutting this space down to 5 or 6 slots, perhaps 5 slots would be best. Normal Inventory (total) Inventory space should eventually be linked to the clothes a player wears, we could start out with very limited civilian clothing with hardly any space, to find all sorts of clothing items that increase the space we have in our inventory. Toolbelt Then, on my belt, which is a normal belt, i suggest having just 4 slots for tools. And implementation of the following idea to implement user determained professions: http://dayzmod.com/f...sions-teamwork/ and ways to add some valuable space to your inventory. Backpacks As for backpacks, spawn us WITHOUT one ! And add a civilian backpack with 4 slots to the loottable, the current backpack can also be added to the loottable, adding both of these will directly influence the spawnrates of other backpacks (in a positive for DayZ way) and esp. civilian and 6 slot Czech as well as the current backpack could be added to other buildings, reducing spawns of other items positively as well (atleast positive in a DayZ way). Ofcourse all the other backpacks would still stay in the game! ... Added feature, spawn broken/torn backpacks of larger capacity that have some slots blocked due to being a 'broken' item. At some point introduce sowing and have people repair these backpacks to unlock them to total size. Full backpack progression: 1. toolbelt bag(s) - 3 slots (see related thread regarding toolbelt in my sig) 2. Broken Czech Vest - 4 slots *can be repaired with needle & thread 3. Czech Vest - 6 slots 4. Broken Cayote Patroll - 6 slots *can be repaired with needle & thread 5. Coyote Patroll pack - 8 slots 5. Severly broken Assault pack - 8 slots *can be repaired with needle & thread BUT only to 10 slots. 6. Broken Assault pack - 10 slots *can be repaired with needle & thread 7. Assault pack - 12 slots 8. Severly Broken Czech Backpack - 12 slots *can be repaired with needle & thread BUT only to 14 slots. 9. Broken Czech backpack - 14 slots *can be repaired with needle & thread 10. Czech Backpack - 16 slots 11. Severly broken Alice pack - 16 slots *can be repaired with needle & thread BUT only to 18 slots. 12. Broken Alice pack - 18 slots *can be repaired with needle & thread 13. Alice pack - 20 slots 14. Severly broken Coyote Backpack - 20 slots *can be repaired with needle & thread BUT only to 22 slots. 15. broken Coyote Backpack - 22 slots *can be repaired with needle & thread 16. Coyote Backpack - 24 slots Implement Weight, for all of these Then also implement this idea to make the whole system more elaborate, and prevent players from carrying the equivilent of a whole car without any penalty: http://dayzmod.com/f...eight-on-items/ * this link has been updated to the newly created weight thread. With all these things implemented i think this game will become considderably harder without changing zombies into utter killing machines and reducing spawns of weapons directly... In general i think less space means more presure on decisions and inventory space, while added spawn items put more pressure on spawned items in general, and all will give more enjoyment/relief when finding things. While at the sametime, all of it gives more presure to work together, while under no circumstances limit a bandit from sitting a top a hill sniping noobs (yes i may not like your 'gaming style, but i do not forget you are a valuable part of my experience ;) )
  4. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    Seeing you took the blue bottom thing from my feedback, perhaps i could shed some more light on how it may work... Originally i had the idea that instead of just the bottom the whole (on the ground) pane would change to say a blue transparent pane once you click trade, this would let you drag things in that you would be willing to put up for trade. My idea behind it was that IF you clicked on a person, you could only see this pane (given ofcourse the player is still alive) ... I hadn't yet thought about the actual trade mechanism... But now that i see how you split that pane in half, having one for the ground and one for trade ... something struck me... So what if this is indeed the way you see your interface when you open it... but, as you open it to interact in a trade, the top now becomes the other person's trade pane. And you can view what this person has up for trade (and obviously just that as you innitiate an 'open bagpack' on someone. So now when you drag an item to your own 'trade-part' it would promt both users to give an item in return or hit OK. Perhaps a visual is better. [------------------ other person trade pane -----------------] [ ok ] [ item in return ] [ alternative suggestion ] [cancel] ------------/\--------\/------ [ ok ] [ item in return ] [ alternative suggestion ] [cancel] [-------------------- your trade pane -------------------------] So this is a very basic barter system, which could be completed without even talking. You go to a character and 'open backpack' on them, this will give your inventory window, with the above simplified interface to the side (taking up the whole pane, so no 'on the ground') You see what the other person has up for trade, and once the open backpack is innitiated this other person is notified and gets a [view trade] promt (opening the same interface on his side. So player one drags the item over to his side, which then loads this item in user2's [item in return]-slot. User two can drag an item back to the other side, and it gets loaded in his [item in return] slot. If both agree on the trade a simple [ok] on both sides completes the trade. BUT, user2 may disagree with the return item, and drag another item over to his side, this is then loaded in user1's [alternative suggestion]. Then user1 has to decide wether he removes his suggested item, in favor of making the trade... SO ok, this doesn't seem to work on multiple item trades though :P ... but i must admit this was just a brainwriting idea formulation, and it led to some troubles on trading one item for multiple others. Still though, perhaps with 'areas' instead of truely slots, the two could drag items back and forth untill agreement is reached on which items to trade for which items... so 'lol', appartently it would work for multiple trades with a small adjustment. [------------------ other person trade pane -----------------] [-------------- items you get in return ------] [ ok ] [cancel] ------------------/\--------\/--------------------------------------- [-------------- items you give in return -----] [ ok ] [cancel] [-------------------- your trade pane -------------------------] So now the 'items' part is similar to the whole sidepane setup, just an 'area' where you can drop things, but both users see this interface the same way (so 'you' are always at the bottom, the 'other' is always on top), and both users can drag and drop items into and out of eachothers side. This can be done untill some equilibrium is reached or an infected roars it's ugly head and both press 'cancel' closing the interfaces... I would go with a confirmation screen at all times: You want to trade your: blablabla, with user2's: blablabla [ok][cancel] where [ok] completes the trade, and cancel brings both back into the above 'barter pane', that should work :) (ohw and on coding please do think of checking whether there is room for all items ;)
  5. L0G!N (DayZ)

    FULL Medical / First aid

    I have seen various threads that supply a diverse set of improvements or ideas regarding the medical system, some just cover one idea others almost always miss a few aspects. In this OP i will be trying to cover all medical ideas in hopes of reducing the amount of 'half complete' compilation threads. And YOU can help me do so, if you think i am missing an aspect of the medical system let me know in a reply; know of a good thread that covers just a single aspect of any of the medical/first aid suggestions here in this thread, let me know! Hopefully we can construct a full medical 'suggestion' that covers all aspects with links to good discussions about any single aspect of it. Hopefully we do good enough for the Mods to sticky this thread to reduce the amount of medical suggestions to realy new ones! -------------------------------------------------------------------------------- This thread deals with all the first aid/medical sollutions to physical conditions in this thread: http://dayzmod.com/f...-full-physical/ The wall of text below includes the following topics: blood, reviving, dehydration/starvation, wounds, hypo/hyper thermia, pain, infections, illness, poison, broken bones, and addiction; in that order, as well as various side effects to treatments. Links to various threads discussing these topics individually or elements of them in more details are supplied where applicable. Blood Blood represents the amount of HP a person has, the number 12000HP is based upon the amount of 'pints (half liters)' of blood a person has, aka. a person has around 5-6liters of blood, thus 10-12 pints, thus 12000HP. When you get to around 4000HP you will start to experience on screen effects, like blurring of the screen.. regeneration The human body regenerates blood on a constant basis (aka. bloodcells die and your body replaces them), if for some reason you loose blood (f/e donating it) your body starts to make more bloodcells and plasma to replace the amount of lost blood. This happens regardless of being well fed and saturated, obviously the amount of time it takes will depend on it somewhat. The following thread has a good discussion about regeneration: link to come From this thread it was somewhat concluded that regeneration of 2 HP/min would both be 'authentic' as well as minor enough to not ruin the gaming experience, since this means a mere 120 HP/Hour. Discussion about this feature can be had in the thread linked... replenishing Health points are currently replenished in 'three' ways; Canned Food (200hp), Cooked meat (800hp), Bloodbag (all HP). While only the bloodbag is truely 'medical' food is added here as well because it's a sollution to refilling your HP. - More items could give a bit of HP, f/e drinks, cookies/candy added - Each food item could have it's own HP stats (sardines being different from frank&beans) - Apply Bloodbags to yourself, generally frowned upon for various reasons: link to come - Bloodbags should perhaps only refill the amount of HP in relation to the amount of blood that is in them, so say a bloodbag holds 3 pints, that would make it replenish 1500HP. Regeneration&Replenishment in one This seems to be a somewhat popular alternative suggestion, 'the minecraft way': generate/replenish health over time given one is well fed and well hydrated. Side effects blood: - Getting food poisoning or gastronomical infection; these might be contracted by 'spoiling' meat while gutting an animal. If the meat gets spoiled the knife can be infected for a period of time, also spoiling other meat sources. Putting the knife in the fire would sterilize the knife and remove any contamination. Reviving While this can be considdered part of the 'blood' topic i put this in it's own catagory because it's somewhat controversial. There is currently no means to revive a freshly killed player. http://dayzmod.com/forum/index.php?/topic/56033-defibrillators/ - There should be a short time window in which a player can be ressurected given the proper tools/meds are applied. - Defibrilators could be added to the game, giving a chance to ressurect a freshly killed player. - Adrenalin shots could be needed aswell - Any state the player was in, f/e bleeding, should reappear, needing to be dealt with. - The player would ressurect with a very low amount of HP, so (a) bloodbag(s) could be needed aswell - The player would likely experience pain as well, so painkillers and/or methadon may be advicable. All in all resurrecting a player should take a great effort and thus have a great psychological impact. It should not be a mere 'shock' and play on experience. Dehydration & Starvation While not realy having a medical sollution, these are still part of the whole physical system in the game and there are suggestions dealing with these, or adding medical consequences to certain food/drink items. Both of these have various warnings signs in their icon and screen effects, clearing a bad state is currently done with food/drinks. - Use a calory based system for the food needs, giving every 'activity' a certain calory usage. - Give every food/drink item a calory stat. instead of a the current binary 'filled needs'. - Give food/drink items a hydration stat. not all drinks are that hydrating and some food items have liquids in them too. - Meat (cooked/raw) should spoil. - Drinking water from lakes/streams should have a chance on infection/illness/poisoning, boiling water first should clear this thread - Maybe damaged can's (dented model) can be added to the game, giving a chance on foodpoisoning (see below) - Add cookies, candybars, cake to the game - Add military meals to the game. Wounds Currently there is only bleeding in the game, this is a condition that has a + flashing in your blood icon, and blood squirting out of your character. Your HP get reduced by ? HP/sec, stopping bleeding is done by applying a bandage (to yourself or another person) - There could be different types of wounds, say: cuts, gashes, artery bleeds, all with their own HP/sec, icon and possibly sollution. Each type of wound could have a different side effect: no pain, mild pain, severe pain (see 'pain' below). - Gunshot wounds may need the removal of a bullit, with either hunting knife or scalpel - Antiseptics may be added to lower the chances on infections when treating wounds - Rags could be added as drops that can be used as a bandage, with a chance on infection (see 'infection' below) - Rags could be sterilized by boiling them in water, and as such turn them into bandages - tourniquets added as another way to stop bleeding. A tourniquet could be made by combining rags/bandages with wood, or the medical C-A-T could be added. Tourniquets cause pain, but they will stop gashes/artery bleeds... - Medical Needle & threads could be added to stitch, as an alternative to bandages or rags. Possible sollution to more severe wounds (f/e a gash needing 3 bandages or 1 stiching) - Quite possibly an 'open fracture' can be introduced, adding bleeding and severe pain to a broken bone situation (see 'broken bone' below) - Perhaps wounds could heal with time as well, given bandaged, so that: - If the game could register (hit boxes) where a player is hit, wounds could effect certain other abilities during the time they heal, wounded legs could affect walking/running abilities (chance for the wound to start bleeding again). Or the ability to use a hand... - The maximum health could also be effected (lowered) during the time a person is wounded, and climb back up during healing. Side effects to wounds: - getting the wound infected. Hypo/Hyper thermia Undercooling and overheating, two states related to the thermometer (currenly slightly bugged as per one of Rocket's interviews). Currently Hypothermia causes the shivers and may ultimately lead to the commen cold. 'Healing' from the hypothermia state is done with a heatpack, you can get hypothermic by swimming very long or staying in the rain to long. Hyperthermia doesn't seem to have something linked to it, nor does it seem to have a fix. - Use the 'proper' 37C degrees on the temperature, as it makes more sense to people... - Clothing could at one point be introduced, which could give a more subtle way to controll body temperature. Raincoats may reduce getting cold in the rain for an added noise signature. Insulated clothes keep you warm, while thin clothes (or none) would keep you 'cold' - Both of these conditions can eventually lead to death, and once the thermometer is fixed they should do so after a certain exposure time. - Fires may be a way to get warm again, as could running, and emergency blankets could do the same, perhaps even body heat? - hunger may speed up when hypothermic. - Hyperthemia should lead to weakness, dizzyness and eventually blackouts. - Thirst may speed up when hyperthermic. - Drinking water may reduce symptomes, cooling packs could be introduced working similar to heatpacks. Sitting in the shade, taking clothes off may reduce symptomes. Burns While fire is not yet a big part of the game, it may become one, especially if the much desired 'molotov' is added to the game. And various accidents with cars or other machines might cause fires too, and thus getting burned. - Stopping being on flames would be fixed by rolling on the floor (unsure whick [key] shortcut this does) - Stopping flames might be done by wrapping a player in a fire blanket (? if possible) - A player could get 1 to 3 degree burns, and would obviously die from being on fire too long! - 1st degree burns would cause mild pain for a certain period of time, unless treated with a coldpack, painrelief may help as well, but only for as long as the pain relief works, in relation to the time the burns cause pain (see 'Pain' below) - 2nd degree burns would cause medium pain, burning pain needs to be dealt with by ?? (for example combining a coldpack with bandages to create a longer lasting relief). It could be dealth with in 2 stages even, after a certain period of time the fix would wear out, leaving mild pain. Applying a cold pack no longer works and medication has to be taken to suppress the pain. - 3rd degree burns would cause severe pain, after applying the ??? (f/e combination of a coldpack with bandages) the pain would be reduced to medium pain, and has to be dealt with by taking medication. *!* I wonder in howfar it will be possible to distinguish burning pain with regular pain in coding though, and in a sense applying pain medication would also work, still though, i think having a sollution to deal with these burns by other means as a first sollution (coldpacks f/e) could reduce the amount of time the injury lasts and thus reduce the amount times medication needs to be used. Which will have a positive effect on developing addictions. Pain Pain is a condition that I think comes in a few forms already, currently represented by shaking of the screen for mild pain, upto to blurring due to heavy or severe pain (not sure though). Pain is currently relieved by Pain Killers. - If the above severities of pain aren't already included, they should be. Mild pain could shake your screen, medium pain could have your screen shake and blur, while severe pain would have your character scream in agony as well. - Pain should have a time associated with it, as such: * Alcohol could be added as a short duration relieve. * Painkillers could give a short duration of pain relieve, the box of pain killers should have more pills in them, or come in 'used' states (3/5 for example) * Methadon would give a long duration of relieve. - Certain physical conditions could have 'shoots' of pain instead of a longer duration (f/e running with a splint, see 'broken bones' below) Side effects to pain: - Alcohol would get you 'drunk' after consuming a lot of it, giving wonky effect to your screen. Maybe at some point you would vomit. Using it regulary might get you addicted. - Painkillers could 'wear out' after consuming them regulary, giving a reduced effect, ultimatly leading to having to use a lot of alcohol and/or methadon instead. - Using methadon regulary may get you addicted, some 'wear' could be applied having it last shorter as you use it more often. Infections Currently the only 'infection' you can get in the game is either the commen cold or the actual zombie infection (not sure which), which is contracted if you reach a very low body temperature due to rain or swimming (not sure if a timelimit is also implemented). The cue for this particular infection is that your character starts coughing, the cure is likely to be antibiotics. IRL there are various kinds of infections, ranging from: 'foreign object removal' (getting a grain of sand inside a wound may cause it to 'infect' the 'puss' build up creates presure underneath the crust or skin which 'if popped' can remove the foreign object from the body), bacterial infection, viral infection, fungal infection. Some of these would classify somewhat as an 'illness' due to the bodies reaction to the infection. For gaming purpose simplicity two or maybe one of these would suffice, while a third may be included in 'illness'... - Antiseptics may be added to lower the chances on infections when treating wounds - The cue for infection of wounds could be the blood icon rim coloring yellow (so not the inside that changes color depending on the amount of HP) - The cure for the infection could be antibiotics. - Another cure could be 'bleeding', cutting the wound open with a hunting knife or scalpel, letting the wound bleed for X time untill the blood icon turns green again, to then bandage the wound to stop the bleeding. Illness, being sick Currently there is no illness in the game, unless you considder the infection you contract at very low body temperature as an illness. IRL an illness can manifest itself in various ways, ranging from pain, to feeling weak and dizzy, to getting a fever or even a lowered body temperature. Currently the temperature gage is not functioning properly (as stated by Rocket in some interview). But once it does, i think running a fever could be a good way to convey sickness. - a lightning bolt sign inside the bloodicon could signify illness as well as a raised temperature. - illness would make your character weak (see the 'full physical'-thread for strength and weakness) - a cure could be the counter intuitive applying 3x heatpack - a cure could be antibiotics - a cure could be drinking 'stock', made from boiling water & meat in a tin can. Poisoning Currently there is no poisoning in the game. - Food poisoning brought on by 'spoiled' meat due to the wrong killing of animals, or mistakes while gutting could be the primal source. - The knife used could have a: clean/dirty/infected state, where dirty could have a slim chance of spoiling meat, and infected a high chance. The knife could be sterilized by holding it in the fire. - Adding a can opener and having the knife work as a means of opening cans as well could spread an infected state from the knife to canned food. - A cure could be antibiotics, or eating charcoal, or specific antidotes. Broken bones Currently there is just 'broken bones'. The current cure for broken bones is methadon, if you have broken bones you can only crawl. - broken bones and or fractures should always give pain, the kind of fracture could determain which kind of pain. Fracture = mild, broken = medium, open fracture = severe pain + bleeding. - broken bones should heal by time. - Splints could be added to restore walking/running ability (painkillers & methadon would then be used to combat the pain, see 'pain' above), where walking would give a random chance of a pain shoot every x steps. Running should give severe pain shoots. - There could be makeshift splints, combining a couple of rags/bandages and wood. Medical 'walking casts' could be introduced. Both could have different stats in relation to the pain experienced when walking/running and the time needed to heal the broken bones. - Walking or running with a splint could have a reduced maximum speed, also depending on the type of cast. - crutches (be it makeshift from wood, or 'real' medical ones) could increase the speed but replace one or both hands (primairy/secondairy slots) increasing the maximum speed. - If the game could register where one is being hit (hit boxes), a player might not always break their legs, but could break other limbs aswell, or even ribs, each location having a different implication: not being able to use primairy, or secondary hands, difficulty breathing effecting strength/stamina (for strength/stamina see the 'full physical' thread) Side effects to broken bones: Mostly pain, and reduced movement speed. Addiction Addiction is an entirely new element to the medical system, and is largely derived from the pain medication, but may be applicable to smoking or chocolat if these are introduced (ok chocolat was just a small joke). - Addiction would introduce a new icon, to show up if addiction is applicable, and it would display the 'need' for the addiction, full green is no current need, and red is high need. - from a certain point the character would start to go into withdrawl effects. - addiction would be 'cured' by time, going through withdrawl, but it would be 'remembered' by giving a player a higher chance of becomming addicted again. So say one needs to consume 1 alcohol per hour for 24h to become addicted to it, after the addiction is cleared this could be reduced to 1 alcohol every 2h for 18hours. The time the withdrawl effects last could be prolongued. With every step. - Perhaps a build down needs to be in place as well, meaning that if you don't drink for 24h you move back up the ladder a bit, meaning you would go back from 1 alcohol every 2h for 18hours to the normal addiction level. Given you don't drink... Side effects to addiction: The general stages of withdrawl are: 1. Itching & scratching; 2. Twitching added. 3 balling up and screaming for a shot, together with uncontrollable anger. These also depend on which kind of substance one is addicted to. 1 & 2 seem to be viable means to convey atleast 2 stages of 'need'; the last seems more suitable to go through in order to clear the addiction. After one is cleared from addiction there could be a time related to being entirely clean, while consuming within that timelimit could simulate falling back into the habbit. Overall SIDE EFFECTS Certain injuries may qualify for having a chance to cause a more permanent injury with 'semi-permanent' consequences for the character. F/e a broken bone that is set wrong, and cause limping, a wound that even though healed still prevents the use of an arm, etc... These kinds of side effects could then be dealt with in a hospital through surgery ... ! Have anything to add please reply, any interesting threads with good discussion on a specific topic in this Post are welcome too !
  6. L0G!N (DayZ)

    Lingerie zombies

    You should have just locked it, instead of letting this teenage fantasy rot here in the suggestion forum...
  7. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    So you have a 30liter backpack and your watch obviously sunk to somewhere in the middle... GOODLUCK FINDING IT !!As i said in some other discussion on the interface, you should realy try this out for real. You surely have a clock somewhere and some sort of backpack (and to make it 'real', if your backpack has full zippers around the front, only allow yourself to open the top) ... pack the bag full of stuff, small/medium/big items. Just toss them in, its not hard... Ok, now please, pick one item to grab out of the bag (or write the stuff you put in down, and have someone else pick for you), now use the clock to determain how long this takes! Do this for say 10 items, then please enlighten us on the average time it took you to get items out of your bag! Now we don't wan't realism, in case you start to worry that finding things in your backpack will take minutes in DayZ now, we want 'authenticity' and that is not a MMORPG full overview interface! (this mostly relates to any bags being 'open' by default, that is just not authentic... As far as the slots on clothing go, i think there is a choice, in my DayZ-mod mockup for the interface (that is in the thread linked in my signature), i choose to keep these slots seperate from the clothing, but still very much the same in regards to the amount of slots clothing offers. This interface (with slots on the actual clothing) is just another way of doing it, i think it's even more authentic than the one i proposed (though my mock-up may be usable for the DayZ-mod, while this one here is more suited for the standalone). More than likely this interface will feel more authentic too, you will learn fairly quickly what can go where, and you will likely develope your own habbits of where to store what. Just like IRL, where you put certain items in certain clothing pockets just because you are used to picking them out of that pocket.
  8. L0G!N (DayZ)

    Remove Hiding Bodies...

    I hope they (the devs) will eventually link the 'hide body' feature to a certain tool (f/e a shovel) and have it take some time, dragging the body (like ACE) should also be possible, so that one can hide the body from clear sight... quite possibly the shovel could also be used to 'dig up' a body, if/once it is found ... So, don't go all 'crazy' on an ARMA feature that happens to do something that is only a slight inconveniance (loot denial) at the moment and instead of screaming 'remove it' cuz i'm loozing gear QQ ... and use your emagination to make the feature better instead!
  9. This thread will try to compile all sorts of character progression ideas that could fit DayZ, character progression is largely an early/mid-game deal which leads towards end-game. Some of the progression topics will be just mentioned and provided with a link to an already excisting thread that deals with the topic specifically. Not everybody seems to like progression, but lets face it, progression is already in the game in relation to the excisting gear you find, all sorts of counters (days alive, miles walked, zeds killed, players killed already show the progression you make). I personally think progression is one of THE things missing from the game, and could help to keep that innitial tension the player experiences in the game, even for longer survivors, and provide a higher penalty for death for those longer living people, as they will be reset upon death... The following topics COULD enhance the progression a character makes all areas so loot progression is not excluded from this compilation: Clothing: Clothing is an area where a character could progress in. Each character could spawn in truely civilian clothing and find various clothing items through their lifetime. Besides looks clothes could also provide progress in other areas related to clothingstats. Check out the discussion about 'Full Clothing' here: http://dayzmod.com/f...ad-compilation/ Progression would come from finding garments in the game, if the trade-offs/diversity are good each player could look different but also dress to their needs: - Each garment (headgear, bodywear, pants, shoes) could come with it's own space to store things, or could add volume/slots to the general inventory. - Each garment could have it's own insulating properties/stats, from net-stockings to ski-suit. - Each garment could have it's own 'water tightness' value - Each garment may have it's own sound signature (most easily exampled by rain clothings) - Each garment could provide the player with some sort of 'armor value', from protecting against cuts/bruses/stabs/bullits *!* TL&DR Clothing would have trade'offs between space and insulation, water tightness, sound signature, and 'bullit proofness' Gear: Gear in my views would be bags/tools, basically anything that is neither clothing, nor weapon, nor consumable. Players could obviously progress in the gear they find. I am a firm advocate of spawning us with-out a backpack so we can find them, and with it make the Czech Pouch usefull. And reducing the amount of toolbelt slots, so people have to choose what they take with them. - Backpacks should spawn from commen to ultra-rare in relation to their size, Backpacks could come in broken states as well. Check this thread for a full list of possible backpacks: http://dayzmod.com/f...nventory-space/ - Special tool-belt-pouches could spawn that connect to the toolbelt and give some additional space: http://dayzmod.com/f...sions-teamwork/ reducing gear and adding in these pouches could also facilitate specialisation and with it teamplay (or a good reason to shoot somebody) - Tools, the thread linked for tool-belt-pouches also gives a mixed in overview of all the various tools that are either in the game or could be added. I am contemplating on whether i should make a tool-compilation thread instead. Weapons: Each character obviously progresses in the weapons they find and carry with them. I will not list all sorts of weapons here, but i will simply refer to this thread: http://dayzmod.com/f...k-18-20-21-etc/ which has pretty much any weapon you can think off. Another weapon related area of progress are the additions that can be added to various weapons, flashguards, scopes, etc. Apparently ArmA3 supports these as single entities and combining them with the suitable weapon. So it's likely we will see these appear in DayZ. Weapon handeling ? This is a controversial topic in relation to character progression, I personally think that learning how to shoot should be integrated in the actual game. I personally had to get used to the way guns shoot in Arma, as opposed to other shooter games i play. So there is no real sense in having some sort of penalty on accuracy as one starts out, i mean, the gun is as accurate as it is, it's upto the player to learn how to aim! There is just one area where some sort of progression, in relation to weapon handling, may make sense: - Reloading speed could increase as players reload a specific weapon more often. The progression would be small, but fumbling with bullits is likely the thing a gun owner progresses most in, besides learning how to aim. And reload speeds for a type of weapon you are used to are likely way shorter than a gun you are not used to, simply because you develope your own 'routine' in reloading. Strength: A player could start with a base strength of say 10kg, and depending on their activities progress in strength through-out the game. The strength of a player would influence the amount of weight they can carry without suffering a penalty to their maximum speed (walking, sprinting or jogging). Strength would not limit the things you can pick up, just whether you can actually move with them (meaning you can pick up a rotor assembly to put it in a car, but you would not be able to drag it around in your backpack). - A player could progress in strength from 10kg to 30kg - Progress could be related to 'time alive' - Progress could be related to 'distance traveled with more than Xkg' - Progress could be related to 'heavy lifting', counting lifting items over Xkg. *numbers arbitrairy; more info on strength: http://dayzmod.com/f...eight-on-items/ Stamina: Stamina would be your ability to sprint short distances, a player would start out with an average sprinting ability of say 100m in 20sec (5m/s), which should be enough to outrun infected over 100m. Obviously the maximum speed or distance would be effected by the amount of weight that is carried, depending on the character's strength (see above). As the player progresses in the game (s)he could develope more stamina: - The distance that can be sprinted could increase from 100 to 150 (or even 200) meter - The maximum speed they run at could increase from 5m/s to about 8m/s. - Progress could be related to time alive - Progress could be related to distance sprinted. - Progress could be related to distance sprinted with more than Xkg - Progress could be related to distance Jogged. More details about sprinting and fatique, can be found in this thread: http://dayzmod.com/f...-full-physical/ Endurance: Endurance would be your ability to jog long distances, a player would start out with being able to jog for 7km in one go at a speed of say 3m/s, which would be slower than the running speed of infected. Obviously the maximum speed or distance would be effected by the amount of weight that is carried, depending on the character's (see above). As the player progresses in the game (s)he could develope more endurance: - The distance that can be jogged could increase from 7 to 20km (or more) - The maximum speed the character runs at could increase from 3m/s to about 6m/s. - Progress could be related to time alive - Progress could be related to distance jogged. - Progress could be related to distance jogged with more than Xkg - Progress could be related to distance sprinted. More details about Endurance and Exhaustion can be found in this thread: http://dayzmod.com/f...-full-physical/ Battle hardness: Battle hardness could be an indicater of how 'tough/coldblooded' your character is, it would relate to how easily (s)he is shocked, and how easily they would experience pain, or the amount of pain experienced, or for how long the time lasts (aka. needs to be repressed). In a sense the usefullness of this as a progression area is related to how pain works in DayZ (aka. if it is time related and has severities). A player would obviously start at some arbitrairy 'wussy' level of battle hardness: - The things that cause pain could be related to battle hardness, or the chance on pain could be related to this indicator, and be reduced as the player get more battle hardened - The amount of pain, or the chance on the amount of pain could be reduced. - The time the pain lasts could be reduced, which would effect the amount of painkillers/methadon/alcohol needs to be consumed over time to deal with the pain. - The chance on being shocked could reduce. Progress could be related to: - The amount of times shocked, if there are multiple ways to get shocked than each could have it's own counter. - The amount of times a character is hit - The amount of HP lost during the playtime - The amount of times bleeding - The amount of times bones are broken - The amount of times pain is experienced due to pain causing things (burning f/e) - The amount of times Hit by a bullit - etc, you get the picture... More about pain can be found in this thread: http://dayzmod.com/f...ical-first-aid/ Bit tired of typing more will come on these topics: General Toughness relates to progression in 'tiredness', see http://dayzmod.com/forum/index.php?/topic/44341-full-physical/ for this topic. Body Mass Index A bit far fetched perhaps, but this is a compilation thread, and i seen it suggested before. Could work if food & activities are expressed in callories, and 'hunger' would also be time related. Any callories not burned, when 'hungry' due to time, would convert into 'fat' or a higher BMI. Your BMI then determains somewhat how long you can do without food in the dark orange/red icon (flashing would still indicate danger!), if you excert yourself after you burned up all the calories of your last meal, you will start to use your bodyfat and you BMI would reduce. A low BMI would obviously mean that the time you can 'spend' in dark orange/red food icon would reduce. Holding Breath Unsure if holding one's breath is part of the sniping in DayZ, and whether swimming underwater is possible. Obviously a character could improve the time they can hold their breath. Skillsets: See next post below \/
  10. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    I notice a lot of people are complaining about the interface taking some effort to use, i think this is actually great, it should! You should go to a save spot to go through your backpack f/e and not be able to grab all sorts of stuff out of it while running and shooting infected. Same goes with all sorts of other bags... And in this regards i realy like how Lucky used a quickaccess bar, so players can link various items for quick access :) but for all other stuff it should be 'complicated' to access your stuff, as that is fairly authentic ... so i realy hope the Dev's won't give in to all the people asking for 'easy all bags open' interface ...
  11. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    Ok, as promised my feedback, as mentioned before i felt that the inventory as you made it, looks a bit messy. Upon pondering about the 'why' i noticed that it only somewhat follows the natural 'body' placement of items, the head/neck are not centered, the shoulder is in a weird spot, and some other slots too... So, i took the liberty to cut/paste some stuff around :) sorry for the lousy quality but i have a forum limit to deal with here :P - I switched the top stuff around to place head & neck in the center, and putting backpack and shoulder next to eachother. The shoulder also got a bit bigger so the gun going in it can be displayed in full ornate. - Next is obviously the upper body (I wanted to ask if i can interface with the shirt-slots still? similar to how i access the backpack?), and next to it the ammobelt, that happened to turn out one slot larger due to 'replacement' of other slots/buttons. In regards to the 'ammobelt' slot, i would like to suggest it to hold various objects, like f/e the vest pouch, changing the slots to hold items, or a shotgun-belt, holding shells, and even a rope, etc. Currently it holds a belt for ammomagazines, as per your example... - Then the biggest change, i think, i 'cut up' the primairy slot into 2 sections for left/right-hand, as long as items don't exceed 8slots, then everything can be held in them. It's placed nicely in the center grabbing attention, and obviously it is placed where 'hands' somewhat are on the human body. more on hands below... - a side the hands one side with the fixed stuff, and the other can hold an armbelt (f/e clansigns, or a medicbelt, or some other belt), and below that a wrist/watch slot. - I chanced the 'belt' up a bit, see, having either a belt or a 'frontpouch' doesn't change the functionality of the belt. And given you use the 'flipover (bagpack functionality) for every kind of bag, you could just click that bag and interface with it's space. I would also like to mention that you could use both 'civilian slide through pouches', as well as militairy clip on pouches (for the militairy belt) on the belts. Both could have similar functionality, but not fit on eachother... - The pants have moved up a bit, giving some space for the boots, i added 2 small spaces for them seeing you can clearly stach something in various kinds of boots... - Legbands, i have added 2, for every leg 1, these could be used for leg armor plating, clan signs, (diving)knife holsters, quivers, chaps (horse riding leather), etc... - The buttons have moved all the way down, this is pretty much a design paradigm, interface buttons are pretty much always on the bottom of an interface, placing them anywhere else confuses the user. Buttons on the top row are pretty much always 'tabs' to access different menu's or contain actual interface buttons, but seeing those do not apply in this interface... - I added in a way to deal with 'interfacing' with different objects in the 'on the ground' part of the interface. Changing colors and transparancy is a great way to prevent users from making mistakes, and gives a clear change and indication of the object that is interacted with... On Hands So, you will likely think, where do my weapons go. Well, i felt it was most natural (also based upon how characters carry primairy in Arma) to have any two handed gun slot on the shoulder slot. Any secondary gun can be placed anywhere there is space. Once a two handed gun is 'utilized' by loading it into one's hands, a 'copy' would stay on the shoulder, unless it is actually placed in the hands using the inventory. Loading anything else in the hands would obviously place it back on the shoulder, or drop it on the ground if there is no space for it. How does 'upgrading' work, well i personally think you should indeed show that a weapon can be upgraded, but only let a player do 'work' on it, by putting the gun into their character's hands. Basically the hands setup needs a designers set of mind to utilize those hands as a normal person would, This would obviously also give options to put away all guns, and free up those hands to carry anything else. It goes a bit far for me to put all examples up here, but i am fairly sure you can see how the 2 handed gun is now stached away on a shoulder slot, and how the secondary just goes anywhere, quick access is through the shortcuts. And hands are now free to be utilized as humans use hands ;) (for example to hold the flashlight and an axe ;) ) ... placing items in the hands can also function as a way to start a crafting interface pop-up (like backpack). etc... ps. I hope you can realize this slightly altered interface in your 'crispy' way, and i hope you can see how the changes use the 'setup' of the human body as a guideline to slot placement. Hope to hear what you think :)
  12. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    Note to self, i will give some extensive feedback on this inventory tomorrow (this way it will show up in 'my comments' list) as it is realy bedtime for me now ... In the meantime, I myself made a mockup in DayZ-mod style, it is in the thread linked in my signature, you may be able to get some inspiration out of it, as well as some topics in the list that are item/inventory related. Then this thread showed up recently, you may want to read it, i think it's a fairly completed list of inventory concerned 'issues': http://dayzmod.com/f...haul-newsideas/ ... and i think the actual thread that Rocket linked too has a whole spoiled section on the inventory :) ... this will give you something to do while i sleep on my feedback ;) tl&dr on feedback, it looks realy crisp/fresh in regards to item textures (like!), as a whole the inventory looks very chaotic/messy. On TPAM, some people want all inventory spaces right there in front of them, like they are used from their MMO's, all bags open ... don't give in, it's a trap! ... the overlay looks realy nice, wonder if you could do the same with the 'modify-gun' options, it would likely give some more room to work with visually ;)
  13. As i explained recently in the Full medical thread, unfortunatly the way the computer deals with 'hits' is a lot simpler by setup. I am not sure if you are familiar with MineCraft, but if you are you should take the image of the MineCraft character and superimpose it over basically any FPS character. The minecraft model now represents 'HitBoxes' of the FPS (or in our case DayZ) character. The computer simply calculates if this box has been hit by a bullit and substracts the damage linked to the calliber from your total health. Why is this important! Because you only tell half of the story here, (it may well turn up in part2) and that is that the organs you hit play a part too... But to make these organs represented in the Hitbox model, you need to increase the amount of boxes that can be hit. This in turn increases the amount of calculations the computer has to make once the bullit is fired. This puts more and more strain on the game, and for what purpose, in the end all that realy needs to happen is determain a hit and set the concequences for it. Possibly with some sort of 'chance' (rolldice) linked to it for some added effects, say: if the arm is hit, there is a 50% chance the bone is broken, and a 5% chance an artery is hit, and 45% chance of 'just a fleshwound' So while i applaud your effort in adding in true balistic information, you should also be aware of the technology of what is possible in a computergame, what that does to how 'heavy' this game becomes, and whether all the effort of putting it in actually changes the end result in such a way that it changes the experience. This mainly because in the end, the result will still be: if hit -> currentHP - caliberdamage = newHP -> newHP = currentHP. So your best bet realy, is to just produce a list of suggested more realistic 'Caliberdamage' numbers, from the factual data of research ... that would be fairly easy to implement, as it's just changing some numbers to better reflect reality ;) (and yes you could do this 'per' hitbox)... actually integrating these calculations into the game itself, and having them calculated for everyhitbox aswell, that sort of defeats the purpose of using that RAM/CPU time, if you could do the calculations prior and just have them as fixed numbers in a list, that the computer just has to subtract based on a simple 'if/then' loop. Even with my minor programming knowledge i could write the basics for that (obviously leaving out working details): If {GunFired = true} then {location_fired=X,Y & direction_fired=spriteX,Y} checkcaliber_range; (big if>then table, checking the gun shot and taking the range from it) checkrange; (checks if a target is in range, else MISS <- no further action needed) checkhit; (checks if the shot came even close to any target in range, with one large box around it, IF yes: Possible hit, else MISS <- no further action needed) check_hitbox: if {check_hit = true} then {complicated formula to calculate which hitbox was actually hit if any} if {check_hitbox = headbox} then { new_HP = current_HP - Max_HP } if {check_hitbox = bodybox} then { new_HP = current_HP - caliber_damage_body } if {check_hitbox = armbox} then { new_HP = current_HP - caliber_damage_arm & collateral_arm} etc. collateral_arm; rolldice(50% brokenarm, 5% arterybleed, 45% = nothing) etc. for other collateral damages... current_HP = new_HP; (feeds into the current_HP display, and any results from it) else check_hitbox = false; (seeing the innitial hit was first checked with a larger surface just to reduce all the calculations incase this shot wasn't actually hitting anything, now each individual box would be checked in the Check_Hitbox complicated formula, if this results in no hitbox actually being hit, there should be a miss) One may be able to extend the armboxes to front&back or side, where a sideshot may also result in a bodyshot, based upon some caliber, and perhaps a chance on collateral damage. So sure, the whole penetration view of looking at gunshots may change some things about how a certain caliber results in a certain number, but adding the actual calculations to the game, well what does that add ?
  14. edit: @The OP of this thread, i did post a link to my ideas earlier in this thread, by now the list has been extended to hold more ideas (you may have already integrated some in the OP). I would mostly like to point you towards the 'Compilation' section in the thread linked below, these are compilations on various topics that i reformulated based upon my own thoughts as well as various individual threads of others in the suggestion forum, i also got some great feedback on some of them which made it possible for me to 'perfect' the OP's, there is some great stuff in those threads that adds to the (what may seem like pretty much complete) lists you have going in your OP. These Compilation threads also hold that much details, that they may well be worth linking from one of your spoilers for as far as the topics match. And seeing these are compilation threads, some of the suggestions also hold links to the individual threads that discuss the topic in even more detail than i was able to do in the compilation... In regards to compilation threads i would also like to point towards this thread: http://dayzmod.com/forum/index.php?/topic/45284-control-old-industry/ and this thread aswell: http://dayzmod.com/forum/index.php?/topic/35399-restructured-loot-tables-pretty-long-post/ if they haven't been mentioned here already! ----------------original \/ If i didn't post them here already, i would strongly suggest reading through this list of ideas: http://dayzmod.com/f...tions-for-dayz/ ... there are links to the actual threads incase you want to see the details and some discussion on them... AND DO READ the Compilation threads! These are largely build by the suggestion forum community, as i put all sorts of ideas on a certain topic, together in one thread. These are extensive threads giving largely complete suggestions on a particular topic, they are also fairly detailed so they can 'almost' be implemented straight away :)
  15. L0G!N (DayZ)

    Screen goes black when you pass out

    Yeah i wouldn't want that :P ... i want to end up looking at my character from above, so i can't see whats going on around me, but i can see that i am being eaten by zeds, because that is just mental torment :P
  16. L0G!N (DayZ)

    Pain becoming more advanced

    And then to think that with a simple search for 'medical' or 'blood' or anything else, you would have likely found the 'full medical'-thread, there most of this would have already been typed for you, and all that you would have had to do was add the things missing from the OP and/or giving some beans ;)Here, check it out: http://dayzmod.com/forum/index.php?/topic/44330-full-medical-first-aid/
  17. L0G!N (DayZ)

    Screen goes black when you pass out

    As a mainly 1st person player i would prefer to be forced into 3rd person with a fixed 'from the top' perspective, that way i can see my helpless body on the floor (while still not being able to see what's going on around me), but at least i be able to see the Infected chew on my body and scream a loud and long "NOOOOOoooooo" at my screen ... So while i seem to suggest something else, i completely agree with being able to be aware of your surroundings, a topview 3rd person would only show your body and anything directly near your body (so basically nothing), but it would add being able to stay connected to your character as it lays there helplessly, it being that much more frustrating as Infected chew on your limbs or bandits rob you of your stuff :D So yes to 'not being able to see around you', but NO to the screen turning black ;)
  18. L0G!N (DayZ)

    Factories And City Control

    It didn't show up as the nr1. post on those exact word combination ? ... that's silly :/ ... tnx for adding the link 3rdParty :)
  19. L0G!N (DayZ)

    FULL Medical / First aid

    @Auzzii, i will think about taking that up in the list as a general 'medical' feature, though in a sense i fear that example, maybe if bleeding didn't go so damned fast and wasn't so fairly obvious (ever seen somebody bleed, it squirts out like it's a freaking fountain) ... though for some of the other systems proposed it may not be a bad idea :)
  20. L0G!N (DayZ)

    Restructured Loot Tables (Pretty long post)

    AH nice you did a rework based upon feedback, i like it when OP's maintiain their proposals as the community contributes to them :) ... it looks realy complete now (without to much details on the exact items) ... more than worthy of some beans ^^
  21. L0G!N (DayZ)

    How about a starting weapon?

    I'm all for giving every survivor 4 empty cans! which should be enough to kill a zed if you hit them right! But realy, you already get a starting weapon, the first weapon you find is your starter weapon ;)
  22. I have a good thought too, if people would actually USE SEARCH! then i would not have to shoot people on sight, as right now i just take my frustration out on any survivor i see, and chances are high i'dd killed somebody that didn't use search, so please, USE SEARCH that would atleast reduce the KOS problem by one person!
  23. L0G!N (DayZ)

    Infinte Ammo bug fix, and Alt-F4

    Firstly, please USE SEARCH, this is the gazillion'ed thread about alt+F4, realy we don't need more !! ... actually, you are hurting your own cause by making a new thread, seeing if all people that made a thread instead of posting in the original one, would have posted in the original one, this thread would have been HUGE, that draws attention and shows it's a concern of many. Now there are just a bunch of 10post or so threads on this issue, and most of those are people saying things like: USE SEARCH, WE KNOW, ETC ... /sigh
  24. L0G!N (DayZ)

    Factories And City Control

    I think you should have used search, there is a thread called 'Controlling old Industry' which you could have easily found and it has a realy extensive OP composed of detailed industry that could be made operational in some way or form... go search for it and continue discussion there, if you are able to actually find something that 'we' missed...
  25. Obligated search on this part of the suggestion forum, which works as follows, when you type your post the IPB software automatically searches for similar threads, if it finds one you can't post that particular post and are directed to read the posts IPB found ... This not in relation to this thread btw. but more in general !
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