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[Item Mechanic/UI] Common item usage simplification/improvement

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Suggestion: Add additional "clip" slots to clothing, backpacks, etc. that allow toggled access to “clippable” items via a specific hotkey.

 

Background: There is a problem in DayZ when choosing which items to carry and leave behind. A lot of people intentionally leave walkie-talkies and binoculars behind in favor of food, ammo or water in their quest to survive.

 

Desired gameplay effects:

  • Increase use of infrequently used items.

  • Common items actions should be easily activated/used regardless of their place in character inventories or hotbars.

Requirements:

  • Certain types of gear have "clip" slots.

  • Certain types of gear are classified as "clippable", meaning they can be stored in "clip" slots.

  • Gear in clip slots can be accessed via a specific hotkey allowing "easy access" functionality.

Optional requirements:

  • Primary weapons are available via 1.

  • Secondary (melee) weapons are available via 2.

  • Put away current item action is available via 3.

  • Amount of freely selectable hotkeys reduced to 7 (i.e. keys 4-0).

Additional remarks: This would result in the majority of actions being easily reproducible, even with network latency/communication issues. Spamming a key to pull out a weapon would always work; players would never run into the problem of pressing a key twice resulting in the item being pulled out and immediately put away. Compasses would be more useful since this change would allow toggle functionality when running around the wilderness or viewing a map. Radios would be used more often since they would be automatically activated and useable. It would make using items just generally more intuitive, in my opinion.

 

Example implementation:

  • Gear slot modifications:

    • Vests have 2-4 "clip" slots and 4-6 normal inventory slots.

    • Backpacks have 2-4 additional clip slots.

    • Pants have 2 clip slots and 2-4 normal slots.

    • Shirts and jackets have 0-2 clip slots.

    • Boots have 0-1 clip slots.

  • Clippable item modifications:

    • Binoculars can be accessed simply by pressing "B". Pressing the "easy access" button brings binoculars directly to your eyes so you can look at a target in the distance.

    • Compasses can be access simply by pressing "K". This is a toggled state that brings the compass into view.

    • Ammo must be placed into quick slots for quick reload functionality. Holding the "R" key allows you to select the specific ammo/magazine you wish to reload (using the scroll wheel + left click/'Use Item'/spacebar) into your current weapon.

    • Radios in clip slots are automatically active. No need to turn them off and on. Battery life only depletes when messages/radio chatter are received.

    • Maps in quick slots are accessible by pressing or holding 'M'. Holding 'M' toggle the map for quick view.

    • Matches in quick slots are accessible by pressing ‘#’ (hash). Matches in hands are lit by holding ‘#’ (hash). If player is not holding a match and holds the ‘#’ key, a match is automatically placed in his hand and lit. Fires are lit by holding a burning match and being within range of a fireplace.

    • Flashlights are accessible by pressing '?' (unknown). Flashlight could be toggled or double-clicked (for extended use). This one is self explanatory.

    • Knives in quick slots enable quick stab attack that can be used to take down infected.

      • The Walking Dead.

Potential problems/questions:

  • What about pistols? Should they have a dedicated slot? It doesn't make since that a melee weapon has a dedicated slot and not a pistol.
  • Should both primary slots be usable for all weapons? This would make carrying two fireaxes or two rifles possible or a pistol and a rifle.

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