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Badnik

New items, New actions, alternate uses for items, & Lots more.

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Alright Day Z, Do you feel like some of the items in Day z are useless? Do you feel like you should be able to do more with what you find around the place in Day Z? Me too. With that in mind, I set about trying to rework tools and consumables, sometimes thinking a little out of the box. Anyhow here are my ideas so far, as well as some already in game and they are in here for reference. But what you need to know up front is:

1. Water Bottle changed (3 uses, Reusable, Uses one Inventory slot)

2. Crossbow bolts changed (3 Bolts per slot)

3. Barbed wire is a Military drop, it can also be crafted.

Legend Key and example:

Tools/Utilities (#) – Toolbox (#)

Consumable item (*) - Can of beans (*)

Static Mesh (%) – Tree (%)

Placeable item (@) – Campfire (@)

(!) New item

(?) Unsure as to be a tool or consumable.

Action: Whittle Crossbow Bolts

Ingredients: Hunting Knife(#), Wood (*), Scrap Metal (*)

Result: Creates 3 x Crossbow Bolts (*)

Explained: The Crossbow ammunition should be craftable, so it is.

Action: Prepare Electrical Wire

Ingredients: Toolbox(#), Wire(!) (*)

Result: Electrical Wire (!) (*)

Explained: Used to reconnect power stations/power lines. (It was an idea based on one of the suggestion threads about power in chernarus.)

Action: Prepare Tripwire

Ingredients: Toolbox(#), Wood (*), Wire(!) (*)

Result: Tripwire (!) (*)(@)

Explained:

• Used to create a tripwire through doorways.

• Characters WALKING through tripwire will be knocked (tripped) into prone stance.

• Characters RUNNING through tripwire will break a leg.

• Can be vaulted over/ Crawled under by Player.

• Zombies walking through tripwire will be knocked into prone.

• Can be taken down quietly with toolbox

Action: Prepare Noise Making Tripwire

Ingredients: Toolbox(#), Empty Can (*), Wire(!) (*)

Result: Noisemaker Tripwire (!) (*)(@)

Explained:

• Used to create a noise making tripwire through doorways. (Or wherevs)

• Characters WALKING through tripwire will make a moderate noise that will give away position.

• Characters RUNNING through tripwire will make a LOUD noise that will give away position and attract nearby zombies.

• Can be vaulted over/ Crawled under by Player.

• Zombies walking through tripwire will create a moderate noise.

• Can be taken down quietly with toolbox.

Action: Prepare Barbed Wire

Ingredients: Toolbox(#), Wood (*), Wire(!) (*), Nails (!)(?)

Result: Barbed Wire (*)(@)

Explained:

• It’s the same barbed wire, but you can build it now.

Action: Use Empty can to drink from water sources.

Ingredients: Empty Can (*), Fresh Water source (%)

Result: Rehydrated

Explained:

• Allows player to use an empty can in inventory to drink from water source without item that stores water currently in inventory.

• Can be thrown, reusable, plentiful.

• Helps players rehydrate without making it too easy.

Action: Fill Empty Whiskey Bottle with Seawater

Ingredients: Empty Whiskey Bottle (*), Seawater (%)

Result: Stored Seawater in Bottle (!)(*)

Explained:

• Uses Whiskey Bottle to store seawater.

• Cannot be drunk from when filled with seawater.

• Can still be thrown to distract zombies. But is destroyed when thrown.

Action: Convert stored seawater to Fresh Water

Ingredients: Stored Seawater in Bottle (!)(*),Campfire (@)

Result: Fresh Water in Bottle (!)(*)

Explained:

• Uses Whiskey Bottle to store boiled freshwater.

• Can be drunk from when filled with freshwater. (1 charge, refills thirst)

• Can still be thrown to distract zombies. But is destroyed when thrown.

Action: Cook Beans on Campfire

Ingredients: Hunting Knife (#), Beans(*), Lit Campfire (@)

Result: Cooked Beans (!)(*)

Explained:

• Cooked Beans (3 serves, 1 slot)

Action: Pick Fruit

Ingredients: Hunting Knife(#), Fruit Tree (!)(%)

Result: Fresh Fruit (!)(*)

Explained:

• Picked from Apple trees, Pumpkin Patches, Vineyards (You know, all those funky static models in the game already. Lets utilise them)

• Fresh Fruit fixes both Hunger and Hydration. +50 Blood.

Action: Fruit goes Rotten

Ingredients: Fresh Fruit (!)(*), TIME

Result: Rotten Fruit (!)(*)

Explained:

• Makes character sick if accidentally eaten.

• Can be thrown to attract wild animals.

Action: Preserving Fruit

Ingredients: Hunting Knife (#), 2 x Fresh Fruit (!)(*), Empty Whiskey Bottle (*), Lit Campfire (@)

Result: Preserved Fruit in bottle (!)(*)

Explained:

• 3 Serves, 1 inventory slot.

• 3 x 250 Blood and fixes both Hydration and Hunger.

• Bottle can still be thrown to distract zombies.

• Emptying of all servings gives Empty whiskey bottle in inventory.

Action: Put cigarette in mouth

Ingredients: Pack of 20 Cigarettes (!)(?)

Result: Put one cigarette in characters mouth. (!)(?)

Explained:

• When cigarette is put into mouth, it is not automatically lit. But looks boss.

Action: Light Cigarettes

Ingredients: Box of Matches (#), Pack of 20 Cigarettes (!)(?)

Result: Light 1 cigarette. (!)(?)

Explained:

• Cures shock/panic, drops hydration level.

• Choose to light/put out cigarette using context menu.

• Choose to flick/throw cigarette using context menu

• Character mesh shows glowing and smoking cigarette in mouth to other players.

Action: Need a light?

Ingredients: Box of Matches (#) on Player A, Pack of 20 Cigarettes (!)(?) on player B

Result:

If Character A give option to Light player B’s cigarette.

If Character B give option to give Character A a cigarette.

Explained:

• Because Player interaction is cool.

Well that’s pretty much it for those ideas. Other ideas follow below but are a lot less thought out/ or already suggested in other threads or in some cases, may even be currently implemented in game:

1. Variation of tents:

• Civilian Drop small - Swag – 6 Storage Spaces.

• Civilian Drop large – Domed Tent – 12 Storage

• Military Drop small – Current model in game – 4 Storage Spaces + Attached Fireplace (Requires wood and matches)

• Military Drop large – Deployable Medic tent in ARMA II Model – 8 Storage Spaces – Has attached IV & Generator (Requires petrol & blood packs to use healing functions of tent)

There was also an idea to hide equipment caches around camp.

2. Zombies in the night time should cast some sort of “Cat’s eye” reflection effect when viewed at a particular angle to the player, So you won’t be able to see every zombie at night, just the ones on the right angle to you for their eyes to start casting the effect. Because I like the idea that a Zombie can sneak up on me in the pitch black. But I would mess myself if I was in a city at night if I thought I was all safe in the black only to begin noticing glowing eyes in the darkness around me. Or running from a zombie train at night, turning around and seeing an army of glowing eyes shifting erratically in the night.

3. Tweak dead player spawns.

• If a player kills another player = Dead Player body spawns equipped with players loot.

• If a Zombie kills a player = Spawns an ExPlayer Zombie equipped with ALL ITEMS and EQUIPMENT (This Zombie will then roam the map, when it detects a player it will try to engage, unless it loses sight. Then it will continue in the direction it’s facing until it is blocked by something or finds another player. (Means regular Zombies still spawn around buildings and towns, but infrequent ExPlayer Zombie will roam from where they died, to anywhere on the map, meaning they will eventually roam away from cities into forests. Making a nice infrequent occurrence into perceived “Safe Zones” And are an increased threat as they will discharge held weapons (Good thing Zombies cant aim, but guns make a lot of noise.).

• If a player kills another player who was bleeding as a result to a Zombie attack = Spawns a Player Zombie.

4. Unarmed Push/Charge attack (No damage, Causes knockdown to Zoms and Players) So you can steal someones gear without having to kill them. Alternatively you can push a zombie out of a doorway and run, or push a zombie into other zombies, or push a player into zombies, and suchlike. (Yeah I know, Rocket implemented melee)

5. Add ability to build a distillery, Or make some Bars lootable so we can get our booze on. Fill up Whiskey Bottles with Whiskey, get drunk and feel good before getting too drunk and feeling bad.

• Also add in discarded cloth/strips of cloth to make molatov cocktails when combined with a full whiskey bottle.

• Dye cloth strips you find to give to players you meet up with. This let’s you have a visual key to easily identify grouped players, cannot be used on yourself (team building). (Requires foraging for cloth strips to use in this way, more members in the group? Gotta find more cloth.

6. Roaming Zombie herd, Walking Dead Style.

7. Roaming Spec OPS team (Sneaks around in bushes, checking how bad the infection is on the ground.) and will track and hunt players who come to close (Will not fire on player unless tagged by player first)

8. Redone equipment spawns. I think there need to be more places to check for items, but with lower spawn. Example: I want to go into the train station, instead of the loot being on the ground, I want it to spawn in lockers. And I want to have to check every locker to make sure I’ve got the best loot in the area, not just a quick glance around to know I’ve got the best gear lying around in any area I go to.

9. Utility items in inventory are visible shown on player mesh. Then there’s all the things like: lockpicks, using the crowbar to bust open doors or locks, climbing over gates, Rain providing 10% Hydration to character, and I’m done.

Thoughts, other ideas, improvements? If you want to ask how a particular idea would work then I'm more then happy to try to explain the best I can.

Back to killing some zoms.

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Great post...lots of great ideas...some that seem kinda silly and unnecessary... but overall great stuff.

I'd like to add to your list to suggest having a new item. A wooden plank. This could be found from wood pallets found near buildings or you could create one somehow. Whatever the case...you could use the wooden plank to keep a door from opening. We need more ways to create safe locations that cannot be easily penetrated.

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