xalienax 621 Posted November 19, 2014 Now that the developers have shown they have balls (Wow, wasn't expecting that) by implementing something like Cannibalism, I believe it is time to start toning down food loot spawns while making changes to the current system to make it both more realistic and forgiving. Why forgiving? Right now, starvation is relentless if you don't get food. I believe it shouldn't kill you immediately, it should weaken you and then slowly finish you off, but we'll get into more of that now. Starvation can be unforgiving if food becomes actually valuable. Why should we do this now or soon, you may ask. Well, we now have the following ways to get food without scavenging:HuntingCannibalismForagingFarmingThis allows one to sustain themselves without having to loot. We don't want to eliminate looting outright, but players can survive even if canned goods and other food becomes rare. How should starvation be reworked? Well, make death slower but implement malnourishment and weakness from hunger. Also, consider the following factors in terms of starvation's speed:Hydration. (Hydrated = Slower death from starvation, Thirsty / Dehydrated = Faster death from starvation.)Movement. (Lots of running across the map will make you succumb to death from starvation faster, while not much movement will save your energy and make you last longer.)If this is implemented, by the time we get the V3S in game we'll have bands of maniacally laughing cannibals driving through the desolate countryside looking for their next meal. It'll be great!I would like the rate of thirst and hunger slowed significantly, but on the flip side of that everything (including food) to be a SUPER scarce comodity. Id like to see it to where finding a non-spoiled piece of food once an hour is an achievement and actively scvenging/raiding for supplies is a necessity of basic sustinance. every piece of good food should be as valuable as high-end military loot. Lets go balls deep and push that risk/reward factor thru the ceilling!"i can carry this can of food or a magazine for my m4"... you should have to put serious thought into this as actual starvation and death if you leav behind a ohh-so-scarce food item is a real possibility. 2 Share this post Link to post Share on other sites
Whyherro123 2283 Posted November 19, 2014 (edited) I would like the rate of thirst and hunger slowed significantly, but on the flip side of that everything (including food) to be a SUPER scarce comodity. Id like to see it to where finding a non-spoiled piece of food once an hour is an achievement and actively scvenging/raiding for supplies is a necessity of basic sustinance. every piece of good food should be as valuable as high-end military loot. Lets go balls deep and push that risk/reward factor thru the ceilling!"i can carry this can of food or a magazine for my m4"... you should have to put serious thought into this as actual starvation and death if you leav behind a ohh-so-scarce food item is a real possibility.With that, however, there should be the ability for us to actually forage for food, both from agricultural plots and from natural sources. In reality, there would be plenty of food for us to find, it would just require lots of hard work to get. Many players might not want to "waste" time foraging because of this, but let us survive if we want to put the work in. Canned food and drink should be extremely hard to find, and animals (Big game, mostly. Small game should be relatively easy to catch, but provide much less energy. In actual survival, you hunt big game and trap small game.) should be difficult to hunt (seriously, I can basically run up to a deer. In a video I posted on my "Arrow/Quiver" thread, it took the guy 3 days of sitting in a tree for a deer to walk by). So, you could either move from town to town searching for cans, or sit in the woods and collect edibles. Make foraging require time and effort, but make the effort rewarding, in the sense that the player now has enough food to survive (or even thrive, in real life, hunter-gatherers had it better than early farmers until plows were invented). However, foraging for enough food to get there should take a WHILE. Because of the amount of effort required to forage successfully, and the lack of canned goods, people might then turn to cannibalism. Make it so someone can only eat another person if they are already starving. That way, it is actually a survival mechanic, and not merely another way to fuck over someone. Edited November 19, 2014 by Whyherro123 1 Share this post Link to post Share on other sites
xalienax 621 Posted November 19, 2014 With that, however, there should be the ability for us to actually forage for food, both from agricultural plots and from natural sources. In reality, there would be plenty of food for us to find, it would just require lots of hard work to get. Many players might not want to "waste" time foraging because of this, but let us survive if we want to put the work in. Canned food and drink should be extremely hard to find, and animals (Big game, mostly. Small game should be relatively easy to catch, but provide much less energy. In actual survival, you hunt big game and trap small game.) should be difficult to hunt (seriously, I can basically run up to a deer. In a video I posted on my "Arrow/Quiver" thread, it took the guy 3 days of sitting in a tree for a deer to walk by). So, you could either move from town to town searching for cans, or sit in the woods and collect edibles. Make foraging require time and effort, but make the effort rewarding, in the sense that the player now has enough food to survive (or even thrive, in real life, hunter-gatherers had it better than early farmers until plows were invented). However, foraging for enough food to get there should take a WHILE. Because of the amount of effort required to forage successfully, and the lack of canned goods, people might then turn to cannibalism. Make it so someone can only eat another person if they are already starving. That way, it is actually a survival mechanic, and not merely another way to fuck over someone.Pretty much i agree 100% Staying fed should either >Require Some form of interaction (Perhaps trading, perhaps hostile) to obtain resources from others>Require Extreme amount of travel and scavenging to find barely enough resources to make it to the next find (if your lucky)>Perhaps small scale agriculture, but again would require tons of work and hours of effort, likely over multiple play sessions to establish and get it up and working. Share this post Link to post Share on other sites
Whyherro123 2283 Posted November 19, 2014 (edited) Pretty much i agree 100% Staying fed should either >Require Some form of interaction (Perhaps trading, perhaps hostile) to obtain resources from others>Require Extreme amount of travel and scavenging to find barely enough resources to make it to the next find (if your lucky)>Perhaps small scale agriculture, but again would require tons of work and hours of effort, likely over multiple play sessions to establish and get it up and working.I disagree about foraging. In real life, hunter-gatherers could meet their weekly metabolic demands with about 15-30 work-hours per week. Granted, this is a game, so it should be different. Foraging should allow you to survive quite handily. It should, however, take a shit-ton of time, as edible plants tend to grow in patches, and once you wipe clean one area, you have to move on. I would be perfectly fine spending an hour or two of my "real life" time foraging for wild food, because then I can play for a while without worrying about it, and if I get hungry again, it would be easy to walk through the woods and "top up", as it were. Some players might not like that, and prefer to scramble from town to town, looking for cans. Or, make foraging require trial and error, or involve skill, because not every plant you find is edible, or they might have detrimental effects. RL example: I can survive in the woods off of what I find for some time, while a new Scout in my troop can barely identify trees from each other. An important thing to realize is that, in real life, "foraging", "hunting" and "farming" weren't mutually exclusive. Look at the Eastern Woodland Native Americans. They would have (extensive) agriculture, enough to meet nutritional needs, but they would also hunt, as well as using wild plants as a supplement to agriculture. In Day Z, even in if I have a decently-producing farm (which, once properly implemented, will not be constantly producing food. You get to harvest the crop once every week or so, and either hope you have enough saved up from last time, or you hunt and forage in the "down time"), I am not going to ignore that deer wandering by, nor pass up that patch of berries. I would instead mark down where I spotted them, and come back when I have some downtime to hunt (hopefully, an animal corpse provides MUCH more food in the future, as well as providing more "resources") or would like to supplement my farmed produce. You shouldn't be FORCED into cannibalism. Make other methods viable, and leave cannibalism for those who don't want to forage for wild food, hunt, or farm. Edited November 19, 2014 by Whyherro123 3 Share this post Link to post Share on other sites
huf757 82 Posted November 19, 2014 (edited) I am glad I have never been put in this position. I am afraid if I were I may just have to choose to starve to death. Again I could not possibly know what my true outcome would be unless I were actually faced with this life and death situation. I would of course have had to exhausted all other avenues, bugs, berries, fruits, roots etc.to eben begin to consider it. Under normal conditions (not extreme) a human can survive up to 3 weeks with out food of course it would not be plesant experience but you can survive none the less. Edited November 19, 2014 by huf757 Share this post Link to post Share on other sites
Chaingunfighter 917 Posted November 19, 2014 Apparently that caused quite a lot of recoil, So much infact that the community banned the use of said ammo Which is quite frankly ridiculous. However it only happened with the "official" mod; practically every other version of DayZ retains said models. 1 Share this post Link to post Share on other sites
Whyherro123 2283 Posted November 20, 2014 (edited) I disagree about foraging. In real life, hunter-gatherers could meet their weekly metabolic demands with about 15-30 work-hours per week. Granted, this is a game, so it should be different. Foraging should allow you to survive quite handily. It should, however, take a shit-ton of time, as edible plants tend to grow in patches, and once you wipe clean one area, you have to move on. I would be perfectly fine spending an hour or two of my "real life" time foraging for wild food, because then I can play for a while without worrying about it, and if I get hungry again, it would be easy to walk through the woods and "top up", as it were. Some players might not like that, and prefer to scramble from town to town, looking for cans. Or, make foraging require trial and error, or involve skill, because not every plant you find is edible, or they might have detrimental effects. RL example: I can survive in the woods off of what I find for some time, while a new Scout in my troop can barely identify trees from each other. An important thing to realize is that, in real life, "foraging", "hunting" and "farming" weren't mutually exclusive. Look at the Eastern Woodland Native Americans. They would have (extensive) agriculture, enough to meet nutritional needs, but they would also hunt, as well as using wild plants as a supplement to agriculture. In Day Z, even in if I have a decently-producing farm (which, once properly implemented, will not be constantly producing food. You get to harvest the crop once every week or so, and either hope you have enough saved up from last time, or you hunt and forage in the "down time"), I am not going to ignore that deer wandering by, nor pass up that patch of berries. I would instead mark down where I spotted them, and come back when I have some downtime to hunt (hopefully, an animal corpse provides MUCH more food in the future, as well as providing more "resources") or would like to supplement my farmed produce. You shouldn't be FORCED into cannibalism. Make other methods viable, and leave cannibalism for those who don't want to forage for wild food, hunt, or farm. Just to continue along with "foraging", I would like to see some form of food preservation implemented in the future, as it is rather unrealistic that we can run around for what effectively days with opened cans of peaches and beans in our backpacks. There are many ways to preserve food:Canning: where food is stored in an airtight container and sealed. Look it up, the process is actually rather cool.Dehydrating: where excess water is removed from the food. Best with fruits and vegetables, and food with a high water content. Pretty simple, just slice thin and leave exposed to sun and wind.Smoking: where smoke is used, alongside salting or drying, to add an antimicrobial/antioxidant layer to foods. This prevents degradation, and is usually done with meat and fish. AKA jerky, which can be done with any meat, not just beef.Salting. Rubbing salt into food removes excess water. Also, packing anything in layers of salt, sugar, or honey will preserve it, just wash it off well before use.We could also make sausages from meat, flour from pretty much any starchy vegetable (potatoes and corn actually make good flour), and apple "chips" from sun-dried apple slices. In fact, food preservation is essential to any long-term survival. Edited November 20, 2014 by Whyherro123 Share this post Link to post Share on other sites
hannibaldaplaya 1095 Posted November 20, 2014 I disagree about foraging. In real life, hunter-gatherers could meet their weekly metabolic demands with about 15-30 work-hours per week. Granted, this is a game, so it should be different. Foraging should allow you to survive quite handily. It should, however, take a shit-ton of time, as edible plants tend to grow in patches, and once you wipe clean one area, you have to move on. I would be perfectly fine spending an hour or two of my "real life" time foraging for wild food, because then I can play for a while without worrying about it, and if I get hungry again, it would be easy to walk through the woods and "top up", as it were. Some players might not like that, and prefer to scramble from town to town, looking for cans. Or, make foraging require trial and error, or involve skill, because not every plant you find is edible, or they might have detrimental effects. RL example: I can survive in the woods off of what I find for some time, while a new Scout in my troop can barely identify trees from each other. An important thing to realize is that, in real life, "foraging", "hunting" and "farming" weren't mutually exclusive. Look at the Eastern Woodland Native Americans. They would have (extensive) agriculture, enough to meet nutritional needs, but they would also hunt, as well as using wild plants as a supplement to agriculture. In Day Z, even in if I have a decently-producing farm (which, once properly implemented, will not be constantly producing food. You get to harvest the crop once every week or so, and either hope you have enough saved up from last time, or you hunt and forage in the "down time"), I am not going to ignore that deer wandering by, nor pass up that patch of berries. I would instead mark down where I spotted them, and come back when I have some downtime to hunt (hopefully, an animal corpse provides MUCH more food in the future, as well as providing more "resources") or would like to supplement my farmed produce. You shouldn't be FORCED into cannibalism. Make other methods viable, and leave cannibalism for those who don't want to forage for wild food, hunt, or farm. I'd prefer the game to be set in a winter environment so temperature is an actual problem and foraging not an easy, but tedious road to success. Share this post Link to post Share on other sites
Whyherro123 2283 Posted November 20, 2014 I'd prefer the game to be set in a winter environment so temperature is an actual problem and foraging not an easy, but tedious road to success.I would too, but if the game is going to be set in late summer/early autumn, then the resources available during those periods should be there. If they are not, in the name of artificial difficulty, I will quit and uninstall the game in disgust. For a game that prides itself on realism when possible, and authenticity when not, that would be a low blow, in my opinion. Share this post Link to post Share on other sites
hannibaldaplaya 1095 Posted November 20, 2014 I would too, but if the game is going to be set in late summer/early autumn, then the resources available during those periods should be there. If they are not, in the name of artificial difficulty, I will quit and uninstall the game in disgust. For a game that prides itself on realism when possible, and authenticity when not, that would be a low blow, in my opinion. Quit and uninstall the game in 'disgust' over a video game? Disgust? Really? That's overboard, just like those uninstalling over cannibalism or death at a military base (Cough, my friend, cough). I'd prefer if we get a snow-coated winter deathland over this sunny bullshit, but foraging can't be an endless source of food. Hunter gatherers always moved for a reason - Food wasn't that abundant. It was a decent lifestyle but is surpassed by agriculture. Plus, without weather, foraging would basically be the best thing in the game. Also, with how the game's hunger currently works, good luck getting full from berries when it takes up to six cans to get energized... Share this post Link to post Share on other sites
PongoZ 127 Posted November 20, 2014 When will they add rape to the game? Share this post Link to post Share on other sites
Private Evans 1303 Posted November 20, 2014 The devs could implement short periods of frost and mild snowfall to spice things up ...waterpumps would be frozen and it would not be possible to plant/harvest anything or dig for worms etc ( just an example) maybe have also a chance added for spawning wolves,and bears near settlements My dream is the devs would work on a season dlc for Chernarus instead of creating a new map in the future. Using time acceleration (x6) that would be awesome :) Share this post Link to post Share on other sites
Private Evans 1303 Posted November 20, 2014 When will they add rape to the game? To be hoenest this would indeed belong to our scenario as well as having children as players and zeds but for obvious reasons this will not happen. Share this post Link to post Share on other sites
Whyherro123 2283 Posted November 20, 2014 Quit and uninstall the game in 'disgust' over a video game? Disgust? Really? That's overboard, just like those uninstalling over cannibalism or death at a military base (Cough, my friend, cough). I'd prefer if we get a snow-coated winter deathland over this sunny bullshit, but foraging can't be an endless source of food. Hunter gatherers always moved for a reason - Food wasn't that abundant. It was a decent lifestyle but is surpassed by agriculture. Plus, without weather, foraging would basically be the best thing in the game. Also, with how the game's hunger currently works, good luck getting full from berries when it takes up to six cans to get energized...I can uninstall over whatever I damn please, thank you very much. Reserve your judgement for yourself. If I feel the game is going in the wrong direction, like with foolish, unrealistic arbitrary difficulty, then I will stop playing. And, no, you have a slightly incorrect view of foraging. Did hunter-gatherers move from place to place? Yes. Did they do so randomly? No. They usually moved from set place to set place, usually with a seasonal pattern. Agriculture only became more "efficient" than hunter gathering when moldboard plows were invented. And there were still groups that practiced agriculture AND were nomadic hunters, human technological development doesn't work in "levels" like many people think it does. Look at the Wampanoag Native Americans, they practiced agriculture in the summer, living in villages on the New England coast, as well as fishing, but when the cold weather came, the whole tribe would uproot itself and travel north to specific hunting grounds. Some scientists also think that hunter-gatherer groups actually practiced agriculture, they just didn't live in the area year round. They would travel to a place where they had planted crops earlier, harvest it, replant some more, and travel to the next plot. Share this post Link to post Share on other sites
ValentinBk (DayZ) 60 Posted November 20, 2014 (edited) I strongly disagree with having food and loot become more rare. Personally I don't care about hunting and I didn't buy DayZ to grow tomatoes (or anything else in that matter). What I do think could make everyone happy, is having a hardcore mode with all the things constantly repeated on the forum, and let anyone interested keep having their deathmatch in Berezino without starving to death in normal\easy mode. Edited November 20, 2014 by ValentinBk Share this post Link to post Share on other sites
blaf 63 Posted November 20, 2014 When will they add rape to the game?I hope soon (seriously) Share this post Link to post Share on other sites