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Draco122

My DayZ Standalone Suggestions

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Just figured I'd give my 2 cents for suggestions for Day Z Standalone. BE WARNED BIG LIST

Environment - General

  • Natural Hazards that exist in the Environment that not only pose a danger to yourself but can also be utilised for specific usuage. Such as exploding objects that can be shot or triggered as a trap or being able to push logs/rocks down steep hills to crash into chasing zombies.
  • Buildings which are hazardous to enter, such as a worn down abandoned building where years of neglect has caused its structual integrity to be comprimised. For example, go to the 2nd floor/roof could potentially cause the floor beneath your feet to crumble causing you to fall through the floor, knocking yourself out or breaking bones.

Environment - Weather

  • As it is said, the Weather System is to be revamped in Day Z Standalone. So my suggestion is towards Natural disaters or elements of weather which pose a serious threat. Such examples include Hurricanes and Major Storms, Tsunami's and Tidal Waves, flooding and mudslides, Snowstorms and intense hail (we're talking golf ball sized or larger hail)
  • Flooded Villages/Towns/Cities would make loot runs nearly impossible or dangerous (due to underwater lurking Zombies) and difficulty in finding loot. Movement speed in flood areas also costly. Coastal Towns which are flooded have the possibility of small sharks swimming in the water adding an additional danger to those wading in waist high waters.
  • Mudslides/Rockslides can potentially kill a Survivor if they are caught in its path or will be knocked out, suffer broken limbs etc.
  • Certain Weather can impact vehicle performance or severely disable them. Light weight vehicles for example can be blown over by intense winds and would making flying air vehicles (Planes and heli's) nearly impossible.
  • Major Storms at sea could potentially cause Boats to sink, slow down in performance or be potentially beached on land.

Fauna & Flora

  • Being able to utilise other aspects of Nature and potentially harvesting items for specific use. Like for example finding plants that can be used as a substitute to Painkillers or be used as a weaker form of Anti-Biotic for specific illness's and diseases.
  • Plants such as Fungi can be utilised for other utility purposes, certain types of fungi could be used to sharpen bladed weapons, others can be used for the purpose assisting with lighting fires, others can be used for food or as a poison.
  • Being able to use animals in some way. For example, finding a Horse or a Donkey could allow you to make it into a pack mule or carry gear, the downside is that they would also require food and water as well but allowing to carry your gear for you in exchance or being able to ride them as transport.
  • Being able to Fish, whether from a boat, shoreline or near a pond.
  • Sharks or other dangers of the sea which could pose a threat to anyone thinking of swimming to an island.
  • Dogs, Bears, Mountain Lions and other predators which pose a threat in forests
  • Much more variety in animals, such as being able to shoot down Pigeons/crows/gulls with a Shotgun

Vehicles

  • As obvious as it is, more Vehicles overall possibly even improvised vehicles.
  • Electric Powered Vehicles, they can only run for a few hours and require Car Batteries to run instead of fuel. Such examples would include a Milk Float, Utility Truck or Golf Cart. They also are not very fast but don't attract much attention to their low noise output.
  • Being able to craft vehicles with a sufficently large amount of spare parts, such examples include a Solar powered Buggy or a single person cart powered by a lawn mower engine
  • Military Vehicles are alot rarer and would be more difficult to repair.
  • As part of the vehicle customization, Players should be able to create a "Technical" (which is a Improvised Fighting Vehicle) by finding specific weapon kits (HMG Turret Kit, LMG Turret Kit, AT Gun Kit etc) or being able to improvise an armored APC by strapping together spare parts (Scrap Metal, Sheet metal, Sandbangs etc) but reducing speed and agility.

Weapons & Ammunition

  • Different catergories of ammo reflect on their stats, Civilian Ammo has no special benefits but it can be utilised alongside some Military Weapons (.223/556 with M4/M16 rifles, 7,62x39mm SKS/AK Rifles, .308/7,62 NATO with R700/M24/DMR), Military ammo is rarer but does more damage or has special benefits (SD Rounds or Tracers for example), Reloaded Ammunition is recycled ammo and thus more common but is overall less powerful, Corrosive Ammo is common but causes your guns to jam more frequently (would be considered "corrosive" if found in a poor environment such as a Barn for example)
  • Different types of round for weapons, Hollow Points and +P Ammo for Pistols and SMG's, Armor Peircing and Match (ammo built for Accuracy but lower power) for Rifles, Birdshot, Buckshot, Slugs and (Rare) Explosive Rounds for Shotguns, Tear Gas, Flares, Smoke and HE for Grenade Launchers.
  • Being able to recycle ammo with the sufficent materials on hand.
  • Being able to use Debris in some form as last ditch weapons (throwing/bashing foes with rocks/bottles, using sticks or drift wood as clubs)
  • Weapons having realistic storing properties, if the weapon has a folding or collapsible stock it should be able to take up less inventory space than a full size rifle.
  • Heavy Weapons such as the .50 Anti-Material Rifles cannot be stored in any Backpack
  • Certain Heavy Weapons require specific requirements to use them. For example, you can only carry a .50 AM Rifle if you have both hands free and no "primary" weapon holstered and carrying a backpack no larger than a Assault Bag. This would also include some LMG's (M240, MK.48, PKM) and re-usuable Rocket Launchers
  • Certain Heavy Weapons have an exception to the above requirements allowing them to carry them in addition to a primary weapon or having additional gear in exchange for some negatives.
  • You can only carry specific "Secondary" weapons in addition to your Sidearm, such examples include Shotguns (Sawn Off Double Barrel or Compact Pump), Small Machine Pistols (PDW, Skorpion), Grenade Launchers / Flare Launchers or Disposable Rocket Launchers (The M136 AT4 is a disposable, 1 shot Launcher)
  • Improvised weapons such as Spears, Shivs, Knives, Guns have a "durability" which determines how long they will last before completely breaking
  • Certain traps have timers which dictate how long that trap will last until it is considered disabled. Certain Military landmines for example will deactivate after a period of time compared to common traps (such as improvised grenade traps or Bear traps)

Items

  • More Food options besides canned goods, such as dry food (Crackers, Noodles) and Military styled Ration Packs (which can be used multiple times).
  • Natural food such as Apples or Edible Fungi (see Fauna and Flora)
  • Different types of fire lighting equipment, Matches, Lighters and Flint Stick
  • Different types of Flashlight ranging from Small to Large to special purpose Military types
  • Medical Kits which provide a slew of random medical items in a handy one piece kit
  • Survival Kits which provide a slew of random survival items
  • Repair Kits for Weapons/Armor/Clothing

Clothing (Rather than Sets, will list specific outfits)

  • Leather Jacket - Heavy, durable leather Jacket can protect against Bites and scratches from Zombies, reduces chance of bleeding from Zombie Attacks.
  • Body Armor Vest - Lightweight Police/Military vest that can stop small projectiles (Explosive Shrapnel, 9mm Pistols)
  • Riot Armor - Heavy but offers good protection from Zombie Attacks, but also increases noise level due to heavy weight
  • Warm Weather Clothes - Best used in colder environments or when cold weather hits, protects from the cold but is heavy
  • Camo Clothing - Various sets of Camo Clothing ranging bewteen DPM Camo, Desert camo (original Bandit Skin), Artic Camo and Urban Camo variants
  • Flak Jacket - Protects against Explosive Weapons/Explosions
  • Load Bearing Vest - Increases Weight distribution allowing players to run faster even when carrying large amounts of gear.
  • Civilian Clothing - Random assortment of Civilian Clothing.
  • Clothing of itself can be utilised as a crafting ingredient in certain crafting recipes.

Zombies

  • Dead Survivors will after a period of time, become Zombies. Prevents players from "recovering" their original equipment so easily and instead will have a Survivor Zombie act as a form of mobile equipment stash which players can kill and loot.
  • Zombies have more specific loot that can be looted. Such as clothing
  • Looting Zombies has the possibility of gaining an infection from a disease
  • Zombies that die in a specific area will pollute it (example, Ponds/Rivers/Lakes)

Events and or Places

  • Survivor Encampents - Abandoned or destroyed encampents left by previous survivors during the initial outbreak, Random like Heli Crashes, they provide random loot which varies from civi to military loot. Found mostly in Forests.
  • Supply Drops - Something like a random scripted event where a Plane drops off several crates of supplies (Ranging from utility to food items to ammo/weapons)
  • Plane Crashes - Similar to Heli Crashes but spawns mostly Civilian Loot, has a higher frequency than Heli Crashes.
  • Cargo Plane Crashes - Similar to Heli Crashes, spawns a larger degree of Military Loot and a chance to spawn a damaged Military vehicle. Very low frequency.
  • Ship Wreck - Similar to heli Crashes. A beached Fishing Vessel, Chance to spawn random loot near coasts.
  • Ghost/Abandonded Ship - Something similar to an abandoned Cruiser or Oil Liner off the coast. Spawns random loot. Requires a boat or helicopter to get to them.
  • Military Outposts - Found in remote areas, has a high concerntration of Military Zombies and Military style loot. Very low frequency.
  • Caves or Natural Tunnels - Small alcoves or caves near mountains forests, provides an element of natural shelter which prevents the temp gauge from dropping too low.
  • Cellars, Basements, Sewers and Underground Bunkers - Pretty self explanatory, holds a variety of loot ranging from Civi, Industrial and Military. Sewers offer a direct shortcut but have a high chance of catching a disease or illness.

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Zombies

  • Dead Survivors will after a period of time, become Zombies. Prevents players from "recovering" their original equipment so easily and instead will have a Survivor Zombie act as a form of mobile equipment stash which players can kill and loot.
  • Zombies have more specific loot that can be looted. Such as clothing
  • Looting Zombies has the possibility of gaining an infection from a disease
  • Zombies that die in a specific area will pollute it (example, Ponds/Rivers/Lakes)

- The zombies have been specified to being infected, not undead. Think "28 days later," this means that dead players turning into zombies wouldn't really be realistic. (Realistic in the sense that corpses don't start suffering from Cold or develop cancer after death.)

- I do hope that we were given the option of looting clothing. Maybe the smell of blood and guts would make it less likely for zombies to aggro on you. (Like in The Walking Dead game.)

- Chance of getting infected due looting zombies has already been announced, with the introduction of disease system.

- I'd say this is also already going to happen. Can't recall if it was specified.

Edited by Dancing.Russian.Man

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I dont think that cold ol Cheneruse would have hurricanes. The weather types could differ on different maps, ie Lingor gets hurricanes, Namalsk gets blizzards.

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