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knar33

Compiled list of implemented features and their status

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I am making this thread to create a compilation of features mentioned in dev blogs and other pre-alpha discussions, and to update the list as the alpha gets updated. Many of the items in the game are not fully implemented, so I think it would be helpful to have one list that details what you can expect when finding an item. Hopefully this thread can help focus testing on features that are expected to be implemented at the current stage of alpha, and identify those which are not.

 

Please understand this list will not be complete and/or accurate at the start, but hopefully the community helps to make the list complete. I will try to post sources proving the validity of the claims made here as they become available. This will be a very long list so it may take a few days to compile. I spend many hours playing the game (120 so far) but I will try to take the time to finish/update this list.

 

If you have anything that should be added to the list, whether it's fully implemented or with an unknown status, please reply and I will add it to the list.

 

Fully implemented

Partially implemented

Not implemented

Unknown Status

 

NOTE: when I mention quality, I mean the durability/status of an item (pristine, damaged, ruined etc)

 

 

Medical

Blood bags restore 1000 blood

Matching blood types required to perform blood transfusion (non-matching bloodtypes will cause rapid blood loss, resulting in death within 2-3 minutes unless multiple saline bags are applied to counteract the loss)

Saline IV bag restores blood to full

Saline IV bag wakes unconscious players

Defibrillator able to revive unconscious player (restores shock value. May take more than one shock to revive. Does not work if blood is below a certain level)

Epinephrine wakes unconscious players (useless below a certain blood level, like defibrillator)

Morphine fixes broken bones

Splint fixes broken bones (sticks + rags or bandages = splint)

Blood regenerates over time while "healthy" status (must eat/drink until full and look for indicator in inventory screen)

Charcoal tabs cure food poisoning

Drinking alcohol causes chemical poisoning

Drinking disinfectant spray causes chemical poisoning

Using medication that you don't need makes you sick (ex: taking charcoal tabs without food poisoning)

Quality of blood bag affects blood transfusion

Saline IV bag affected by IV quality

Defibrillator quality affects revival success

Alcohol tincture cleans wounds (says woulds look cleaner, unknown if truly implemented)

Pain pills

Antibiotics

Vitamins

Degradation of blood/saline bags over time

 

Food/water

Consuming spoiled/rotten food causes food poisoning

Can opener, axe, screwdriver, bayonets, knives required to open canned food

Amount of food lost if using any tool except for can opener on canned food

Water must be boiled/purified in order to avoid risk of infection/disease (as far as we can tell, not implemented)

Food quality affects amount of nutrition gained

Degradation of opened food over time

 

Weapons

Bipod affecting sway/recoil while prone

Scope/iron sight model affecting accuracy

Ruined magazines don't work (can be loaded but won't fire)

Rifle stock model affecting recoil (not 100% sure of specifics yet)

Flashlight can be mounted to guns using duct tape

Supressor silencing shots (at the moment it sounds the same)

Supressor affecting accuracy

Supressor quality affecting accuracy

Bipod quality affecting recoil/sway

Bipod affecting recoil/sway while standing/crouching (reducing accuracy)

Handguard model affecting accuracy

Handguard quality affecting accuracy

Scope/iron sight quality affecting accuracy

Rifle stock quality affecting recoil

Extra attachments affecting accuracy (flashlight etc)

Ruined rounds cannot be loaded into weapons

Ruined rounds cannot be loaded into magazines

 

Clothing

Clothing quality affects damage protection (melee)

Clothing quality affects clothing appearance

Motorcycle helmet affects damage protection (melee only I believe)

Ballistic helmet affects damage protection (from areas covered by helmet, not effective against 7.62) [3]

Ballistic helmet quality affects damage protection (protects against damage until ruined)

Tactical vest provides protection against small caliber bullet damage (protects against damage until ruined) [3]

Wet shirts can't be torn into rags

Wet boots/clothes affect __? (there is a wet boot status, unknown if it affects anything yet)

Glasses protect against sun/glare

Clothing type affects damage protection

Motorcycle helmet quality affects damage protection

Rain coat protects against rain

Rain coat quality affects rain protection

Boot model affects __?

Boot quality affects__?

 

Survival

Gas canister and stove can be combined to make a gas stove (nothing to cook on it yet)

Food can be cooked in the cooking pot

Campfires

Animals can be killed

Animals can be gutted

Meat can be cooked

Resources can be gathered from wilderness

Being cold affecting player status

Being wet affecting player status

Infection

 

Miscellaneous

Handcuffs restrain players

Handcuff keys unlock handcuffs

Gas canister and lamp can be combined, but seems to not work after you log out

Burlap sack can be placed over players heads

Duct tape can be used to restrain players

Rope can be used to restrain players

Walkie talkie able to be used

 

Vehicles

Vehicles Implemented

 

Sources:

[1] Medical Information: http://www.youtube.com/watch?v=UVGxHTXbaoo

[2] Food/water/energy information: http://www.youtube.com/watch?v=UVGxHTXbaoo

[3] Clothing/medical tests: https://docs.google.com/a/mail.bradley.edu/document/d/1XJfMMTDSN65BJNnMWGh2ZFACv6H_WD1shH5np9ne8vY/edit?pli=1

Edited by Knar
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All clothing including helmets provide some level of damage protection, though it's difficult to prove this or get hard numbers without a debug monitor.

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Updated with some new information.

 

Still working on testing these game features, more info to come.

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Great post. Ruined magazines can get loaded into the .45 but they won't fire. The other thing you should change is "blood type required to do transfusion". This is some what true, but you can do the transfusion anyway, you just will die lol.

Edited by DevilDog

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Great post. Ruined magazines can get loaded into the .45 but they won't fire. The other thing you should change is "blood type required to do transfusion". This is some what true, but you can do the transfusion anyway, you just will die lol.

 

Updated with the magazine info, and elaborated a bit more on blood transfusions. Thanks :)

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The weapon attachments affecting accuracy is some of the most idiotic stuff I have ever encountered in a game.

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The weapon attachments affecting accuracy is some of the most idiotic stuff I have ever encountered in a game.

 

Ding Ding Ding!

 

The buttstocks and bipods should affect sway and maybe recoil, not accuracy. The suppressors and compensators should affect recoil, not accuracy.

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Great post. Ruined magazines can get loaded into the .45 but they won't fire. The other thing you should change is "blood type required to do transfusion". This is some what true, but you can do the transfusion anyway, you just will die lol.

 

You don't actually die. At least not every time. Just did this today and they went unconscious. After about 5 minutes they were able to walk away from it. Might depend on the condition of the patient when the transfusion takes place. My patient was probably 3/4 healthy.

Edited by hrdrok

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The weapon attachments affecting accuracy is some of the most idiotic stuff I have ever encountered in a game.

 

Do they actually affect accuracy? I only put those on the list as unknown to test in the future.

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Ding Ding Ding!

 

The buttstocks and bipods should affect sway and maybe recoil, not accuracy. The suppressors and compensators should affect recoil, not accuracy.

 

Only thing that should affect accuracy is #1 - ammo and #2 the barrel.

 

Even then the accuracy in even a poorly maintained mosin is about 2-3 moa using crappy surplus corrosive ammo.

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gas stove can be combined with a gas canister, can be turned on, but cannot be used to cook yet afaik

 

 

 

should be pinned.

 

guys, please refrain from feature discussion as this will clutter up the thread.

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