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DevilDog (DayZ)

More realistic wounds?

Do you want more effects from attacks?  

96 members have voted

  1. 1. More effects from attacks?

    • Yes
      94
    • No
      2


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Would anyone want this type of system or no?

 

I love the realism in this game but think they could do a bit more with the battle system. At the end of the day it still seems a bit like CoD to me. Simply referring to the actual combat, not the reason for getting into it. You run around and shoot the other guys, they shoot you and then some one dies. What if they added more to it?

 

Real world you charge me with an axe and I shoot you in the torso (in a non fatal location) you won't continue to charge me until I kill you. The round will stop you in your tracks and likely won't allow you to continue the attack. In the game you just keep charging till you die.

 

I think these are some ways to change the way combat goes, just slightly, to make it more real/fun.

 

 

If you get shot in the head you die. That is simple enough, no status effects need.

 

Torso- (This goes for non lethal torso shots)

-Vision blurred (Only lasts 5-10 seconds, longer for more rounds taken)

-Very shaky aim (Lasts until you get morphine)

-Bleeding (Lasts until you bandage it)

 

Legs- (This goes for non lethal shots again. It should take more leg shots to kill you than Torso)

-Leg injury (functions just like broken legs. Lasts until you get morphine. Maybe cured with time?)

-Bleeding (Lasts until you bandage it)

 

 

It is not too complicated and makes battle a little more than we run around until some one dies. What I really like is the survivor of the fight will likely have to tend to medical issues, more than just a bandage.

 

Example 1. I ran into a building with the M4, I was surprised by a guy running out with an M4, we unloaded on each other and he died (I was shot a few times). His friend that was upstairs came down and by then I had bandaged myself up and shot him before he could get a shot off with his hand gun. After taking multiple shots like I did I should not have been able to take on the next guy like that.

 

Example 2. I am running around with my pistol and a guy starts chasing me with an axe, I turn and fire on him. I hit him a couple times but he charges on and whacks me in the head with his axe and I die. After getting shot he should not have continued on like nothing happened.

 

Provided two examples, one where the current system helped me, one where it hurt me.

 

 

Any other status effects you would like to see? I wanted to keep it simple so it is not game breaking.

 

(Dangers from being attacked other than these effects)

 

Things that might kill you from being attacked.

1st- Initial damage. Brain and Heart are examples of instant kill spots.

 

2nd- Bleeding out. Even if you survive the initial onslaught you might bleed to death.

 

3rd- Shock/Heart attack. So the attack didn't kill you and you got bandaged up. There is still a chance you go into shock (in game already although not activated yet) or have heart issues. This is where the defrib comes into play.

 

4th- Infection. So you survived the worst of it all but still run the risk of having infected wounds. Use the alcohol to clean it and a fresh bandage and you should be ok. Neglect your wounds and you will be in a world of hurt.

Edited by DevilDog
  • Like 11

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Yes please. I would also like to see some lethal scenarios that are not 'instant death', it might actually make firefights more interesting and achieve that golden goal of 'making people think twice before they open fire' that everyone seems to be clamoring for.

What I mean is, a person might get shot in the lungs, he's gonna die no way to save him, but he might be able to fire a few (poorly aimed) shots before he blanks out, only headshots should be instant black screen death.

I would also like to see some arm injuries that might disarm a player or prevent him from using rifles at all until he gets them sorted out, may still be able to use pistols with significantly more recoil and less stability.

I really hope that this sort of stuff is on the project roadmap cause it could really add a lot of spice and realism to gunfights in the game as well as to the medical system. Being able to actually perform CPR on someone would be pretty cool, heck we already have defibrillators.

Edited by AmirDayz
  • Like 2

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Yes.

 

When I can easily ambush 3 other fucking players, shoot at them, take out 1, take a few shots after they realize where I am, bandage myself, and then GO BACK TO SHOOTING AT THEM INSTANTLY, it doesn't feel realistic, especially after I take out another 1 but eventually die due to the last guy sneaking away and flanking me while I'm focusing on the other 2.

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Sounds good. It's annoying to unload into someones chest, yet they continue to walk. It sounds like it would fit into the game well.

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Ringing ears! When you're shot or wounded badly adrenaline goes through the roof, and usually with that comes a big head rush. Sometimes you get ringing ears, sometimes you just get a muffling, either way
I think it would be a very intense feeling to have, not only would you be disoriented by the shot but you'd also have a hard time getting your bearings as to where it came from.

 

*it's nice to see thought-out ideas posted here instead of the usual whining and questions! my beans to you sir.

Edited by CDriVe1335

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I like that slow death one as well. Any killing shot that is not in the head/heart should be a 5 second death where the screen just fades away to the death screen.

 

 

I personally would expand the medical system (my preference, not for everyone) to include surgical tools. You get shot in the chest or gut or lungs and you start to bleed, you bandage it but are still in danger of death. Lets say 5-10 minutes before you die, unless you find some one with surgical tools to save your life.

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Ringing ears too, great idea. I just wish people wouldn't work around it by lower the game volume and just using teamspeak or something instead.

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This is a post i made in another thread but directly relates to this one as well.

 

I think the damage currently is good. What needs to be addresses is hit location damage profiles on target. Which seems to be what some of you are talking about. Let me explain a bit.
 
I think most of us can agree that a hit to center chest, center upper chest, and head (all without ballistic protection) should be a kill. But if you hit someone say left/right of center chest, left/right of upper chest, or abdomen area then the target suffers from secondary effects. Left/right of upper chest is a broken shoulder. Left/right of center chest is a punctured lung and target goes unconscious with minimum time to live. Abdomen shot equals bleeding, low crawl movement only, and extreme shaking with short time to live. Things of that nature also pertaining to arm and leg hits.
 
This assumes of course the medical system will become more robust. If so, it then allows friendlies time, even if it is short, to save their friend, and prolongs battles without removing the current damage done by weapons. It also means having a dedicated medic in the group carrying all known medical supplies a plus adding even more depth to the game.
 
Just my thoughts.

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Wounds going septic if improperly treated -might make you think twice about engaging someone for the hell of it if you could eventually die from a minor wound. Should need to irrigate the wound, suture, use clean bandages, and/or give prophylactic antibiotics to be certain of avoiding wound infection, gangrene and/or sepsis.

Edited by Roshi

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I do believe that wound effects are still a work in progress, but I agree with you. Could you imagine the intensity of trying to treat a friend with a tension pneumothorax while under enemy fire? <wargasm>

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Great input everyone, thanks for the feedback.

 

Would like to hear from the 1 no vote haha, I guess nothing on the internet is unanimous.

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It would be cool to have internal hitboxes for organs, along with penetration through the body.

 

pwWJRKx.png

 

 

They won't do that for various reasons but right now damage effects seem better than the mod for the most part. I'd prefer it if leg shots never killed outright, at most they should result in rapid bleeding to death and perhaps unconsciousness. No t-shirt bandages for arterial bleeding or serious wounds. I think the screen visuals and all sound should end the instant your character dies, but your character shouldn't die completely instantly in many cases, so it would be fade to black. I also think it would be cool to have more of a chance-based damage system so a bullet from any gun could result in a 1-shot death, whether instant or prolonged, instead of "caliber x always does y damage at z location".

Edited by Gews
  • Like 1

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Ringing ears! When you're shot or wounded badly adrenaline goes through the roof, and usually with that comes a big head rush. Sometimes you get ringing ears, sometimes you just get a muffling, either way

I think it would be a very intense feeling to have, not only would you be disoriented by the shot but you'd also have a hard time getting your bearings as to where it came from.

 

*it's nice to see thought-out ideas posted here instead of the usual whining and questions! my beans to you sir.

I like the idea of ringing ears, like this, but replace the silence with some ringing ears 

  • Like 1

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This kind of realism in the battle system would be a great thing to add, if this was in the game it would have saved me/screwed me over more times then I could count but it would be fun :p

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Wow 98% yes votes :D

Where you at Rocket? Make it happen. (I know he has more pressing needs on the table right now ;) )

Have you played arms 3? They have this as a default in the engine. Getting shot in a specific part of you body gives a buff to certain stats ie getting shot in the legs makes you limp, arm shot ruins your aim. Rocket already mentioned a limp animation. I would expect to see something similar.

On the note of where rocket is...I would assume he is taking another break in the middle of a multimillion dollar project to climb another hill again.

Edited by mintypie007
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The reason I mention arma 3 is that that system should be easily imported due to DayZ basically being the alpha arma 3 engine that branched off.

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I just wish that 1 bullet in legs/palvis would be enought to break them or at elast force player to walk only.

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Have you played arms 3? They have this as a default in the engine. Getting shot in a specific part of you body gives a buff to certain stats ie getting shot in the legs makes you limp, arm shot ruins your aim. Rocket already mentioned a limp animation. I would expect to see something similar.

On the note of where rocket is...I would assume he is taking another break in the middle of a multimillion dollar project to climb another hill again.

Nice. I have not played Arma 3, but mods I have played in other games (BF2 one of the mods off the top of my head) had things like this. It also had suppressive fire that would blur your screen, but I am not a fan of that for this game. I just want more effects for when people get shot.

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On the note of where rocket is...I would assume he is taking another break in the middle of a multimillion dollar project to climb another hill again.

This right here is uncalled for. You do realize it takes months, if not over a year, to plan an ascent of the magnitude that he did. 

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I would love a fully simulated hitbox system for organs, but that might not be quite feasible for now. So why not instead add internal bleedings? Bleedings you cannot simply stop with a bandage, have the severity of bloodloss also be based on movement and  to combat them completely you would need a saline or bloodtransfusion.

 

I would also like to see a severe expansions on the sickness and nutricion systems, but I guess those a planned.

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