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Mullraugh

Every Day Items Turned Into Useful Things

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I've been thinking recently and I've come to the understanding that the DayZ standalone probably won't have very much items to find compared to real life. Now, since the devs are attempting to make this as realistic as possible, I think more junk loot should be added. Scissors, Pencils, Paper, Tissue boxes, cardboard, everyday items you find in your house. The common use of these items aren't going to help you survive by themselves, but modifying and crafting things out of them might. For example, you can take an empty pop can and make it into a vodka stove pretty easily.

Video on pop can stove:

The following does not belong to me, nor was wrote by me. But here's some good tips I've used in the past:

A plastic cup, for example. What other things besides a cup could you use this for? A container to collect rain water. You could punch holes in the sides and tie some sort of cordage to it to use it as a carrying device. You could punch holes in the bottom of it, put dirt in it and use it for a beginning planter for some types of plants. Although you don't want to breathe the fumes from it, you could burn it to make the smoke from your signal fire black if the background is mostly a light color. If it's broken and sharp on one side you might be able to use the serrated edge to cut something else.

Broken cell phone: Perhaps the battery still works. Touching it to some steel wool like S.O.S pads will cause the metal to get red hot and you'll have the ability to create fire.

Wires of any kind: Split them apart and use portions of them for snares or to hook and join things together. Secure other items down. Braid them together to make a wire "rope" when one length is not strong enough. Make fish hooks out of some of the smaller portions.

Furniture: Disassemble any unused furniture and burn the wood, save the screws if you can for use when you're building other items.

Books: Keep the ones that provide you spiritual or emotional comfort (especially if you or the kids ever get bored in the longer term survival issues.) Keep the ones that tell you how to build, make, create or fix things. Burn everything else.

Silverware can be turned into weaponry or strung together using wires or other cordage and placed strategically near openings of your dwelling to use as a security "alarm." If you have any silverware such as large bladed knives that you're not using for weapons, use them as reflective devices when trying to signal others.

Keep going through the items in your home and think of as many other uses an object can offer you if its cut into parts, have holes poked in it, burned, weighed down, buried or exposed to sunlight. How about stuffed animals on a wall? Horns and antlers can be used as grappling hooks and weapons. Take this thinking process to items on a vehicle, in a restaurant, etc... Have fun with it and one day this thought process may keep you alive!

Above from http://voices.yahoo.com/turning-ordinary-household-goods-into-survival-gear-7790664.html?cat=11

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I think time should be spent making things that'll contribute more to game play than a bunch of junk items.

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I understand where you're going with this, but you have to be careful about keeping a game "playable" without bogging it down with too many details. Though, yes, it is a simulation, it simulates the physical properties of projectile and organic motion first and foremost while encompassing a small subset of utility activity (like boiling water in an empty tin can to sterilize it). But if you introduce thousands of new utility actions that can challenge the fluid playability of the game. I don't think folks want to go through the steps needed to craft every little item, nor do they want to encounter and analyze every object in a thousand nooks and crevaces of a house.

I do like that lootable items can be found in more places in a house (under a bed or in a cabinet) in the SA, but when you start going McGuyver on crafting a C130 out if paperclips and cheesecloth, I feel it would slow the game down too much.

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I understand where you're going with this, but you have to be careful about keeping a game "playable" without bogging it down with too many details. Though, yes, it is a simulation, it simulates the physical properties of projectile and organic motion first and foremost while encompassing a small subset of utility activity (like boiling water in an empty tin can to sterilize it). But if you introduce thousands of new utility actions that can challenge the fluid playability of the game. I don't think folks want to go through the steps needed to craft every little item, nor do they want to encounter and analyze every object in a thousand nooks and crevaces of a house.

I do like that lootable items can be found in more places in a house (under a bed or in a cabinet) in the SA, but when you start going McGuyver on crafting a C130 out if paperclips and cheesecloth, I feel it would slow the game down too much.

Cheese cloth? Where can I find this "cheese cloth"?

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Dean gets alot of inspiration from SS13

and that game has not a single item that cant be rigged into something

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