Jump to content
mahoney (DayZ)

Seasons, padlocks and other ideas - Long post warning

Recommended Posts

Hi,

I am new to this day z mod but I can give you some suggestions that would be useful.

EDiT: Those suggestions are meant for last releases not for next update.

1) seasons.

1) seasons

I don´t want snow etc. (that would be impossible to do due to map size) but chernarus is actually located at mediterrean, where is not much snow at winter (coastal areas i mean).

What I want is at winter, your temperature would drop faster, you couldn´t harvest or farm (if it would be included later) and swimming in water will make you loose blood and temperature rapidly, water in bottles could freeze, as well as pumps, lakes and soda cans so you cant refill so often and you´ll need fire to heat it up. This might create scarce resources.

Also walking on grass would make more noise, since the ground is frozen, Visibility would be lowered and zombies will be slower.

2) Login places.

2) Login places

If you own car or tent you can save it and you´ll spawn next to it when logging on. I take logging off as sleeping, in combat as withdrawing, so thats why you would spawn here in user-designated location. Else you would spawn at server-designated location, nearby city you logged out. Also Iwould make the tent location or car spawn location tied to server. If you go to another one, you´ll spawn at server-designated location.

3) padlocks and barricades.

3) padlocks and barricades

I want to create my own safeheaven, but sentry idea sounds like atmosphere rape to me. Wire doesnt prevent zombies from spawning inside barricaded perimeter, sandbags are more cover than baricade...

I want to find a rare padlock which will make me and +1 friend to able to unlock it. You can use padlock on buildings , but you´ll need one for each door. About cars, if you find car keys with lock set you can lock your car.

For vehicles, I would love some camo net as well. Make it rare of course.

Locks coudl be opened by explosives(i believe you understand danger of using explosives), bullets (that could ricochet and hurt you) or crowbar (again you can hurt yourself while trying so).

Tied to it are traps for defense while offline and wood planks to barricade stuff(need hammer and nails, creates noise while banging it on windows/doors). Planks would be removed only with explosives and traps with toolbox.

Everyone, even owner can launch traps.

4) safeheaven.

4) safeheaven

This is tied to my previous idea, at the safeheaven you can create fire if it has fireplace to increase your temperature or cook meat, but you will make yourself visible (smoke from chimney/light from fire). Also at safeheaven you wont be affected by weather outside (tied to seasons idea).

Connected to this would be farming, workshop where you can repair stuff with -1 need of scrap metal, craft something etc. I don´t want that fallout house, but i want something to store some stuff and do some stuff. Also you would have to defend this place as well.

With generator you can use lights for better defense, radio, electric stove etc.

5) food crafting.

5) food crafting

I really like beans but I would like some more stuff to do with food and drinks.

Mainly I would love camelbag. It would take 4 tool places and will prevent you from dehydration if filled (5 bottles or pump/pond). Also good idea would be to sterilise the water by boiling or some chemicals to decrease chance of infection.

Also I would like to have some tea/coffee and sugar/honey. With this you can boil water and create tea (green makes you regen blood, black gives you hype, white slows hunger, fruit gives more temperature then other) to gain some boost and temperature or coffee to get hype. Sugar could enrich them with a temporary blood boost (blood donors know what i mean) and honey could enrich tea with chance of healing infection. Hype would make you more cautious and faster but faster dehydrated.

Also I would like some cooking more than fry a steak. Add rice, potatoes etc. you can harvest or find and also some seasonings that swoukd give a little boost of some sort, lets say I have cooked meat, salt and rice. I can create tasty dish from it which would increse my temperature, blood and salt would make some temporary decrease of dehydration but at prize of slight thirst (thats what salt really does). If I had chilli it would add some blood regen (it helps a little) but at cost you can be sick if you eat it too much, and you will get slight pain shakes.

Beans can be used as well as pasta or sardines so you could make chilli con carne! :)

Also add alcohol as alternative for painkillers. downside would be you can make yourself sick or dead (too much or mix with medicaments)

About water one more time - It would be nice to sterilise it with boiling to decrease chance of getting sick, to make tea/coffe etc. But I would like a new cantine - camelbag, which would take more space, but your character would be imune to overtime thirst for lets say hour. Then you´d have to refill the camelbag. I am saying overtime thirst because I think that later ine there will be some things that would make you dehydrated (bleeding will effect hydration, temperature etc.) and camelbag should prevent only the overtime effect, physical or chemical aspect would need treating.

6) overtime blood regen.

6) overtime blood regen

Really if your character is nourished and not dehydrated then you should regen blood slowly.

7) depression.

7) depression

Really it is a great deal. When you are in middle of this hell, you can become depressed. It would make you slower, able to lose some stuff and your hunger indicator might not work. The inhumane characters would be more vulnerable (extremely inhumane would be imune because they are cold s.o.bs)

Safeheaven can be cure, as well as socialising (to award the cooperation) or andtidepressives. Alcohol will only make you more depressed and if not cured you might hurt yourself (like emos). The chance to get deppressed would dopend on humanity, safeheaven ownership, teaming up with others etc.

Also if the family quest would be added you might be deppressed from your family death and become grieving - which will heal itself unlike depression.

If you don´t cure deppression and don´t give a sh*t about hurting yourself your condition might become worse and you might became paranoid/schizophreniac so you can hear noises and become clumsy and lazy. This condition couldnt be healed.

8) weapon jamming.

8) weapon jamming

To make fights more tense, add some random/panic related weapon jamming. This way you´d be forced to stop using winchester over remington because winchester jam ratio would be higher, makarov would jam a lot, revolver and double barrel would be imune to jamming but has longer reload times etc.

9) last but not least is body armor and carrier systems.

9) last but not least is body armor and carrier systems

BA(like IBA, press vest etc.) would be extremely rare but prevent you from bleeding when hit in chest (neck and groin with some versions of iba). But with higher caliber you het broken rib which will prevent from sprint and anti-materiel or high burst of higher caliber will make you bleed. BAs will be damaged by use and can be repaired with sapi plates (rare). IBA would give you more space in inventory but less mobility than press vest.

On the other hand carrier systems like mns2000, ciras, rrv or chest rig would not give ballistic protection but increase your inventory size. Chest Rig would make you faster and less audiable but at cost you cannot wear coyote backacks ( they require molle system), ciras will make you hold more ammo(separated ammo pouches) but at cost of being slower and louder and mns2000 would give you benefit from czech backpack by decreasing visibility and audiability of zeds, combined it would give you same spaces like now you have with assault pack. RRV would make you faster than ciras, able to wear molle packs but also more audiable.

Vests will take place in tool. Make them rare or common, depending on their benefits (chest rigs should be common, as well as some police vests). Between BAs and CS would be plate carrier which would be extremely extremely extremely rare (like 0,001% chance to spawn and max. one spawn per server per hour) but will give you best of both worlds - protection, mobility, molle system and increased slots.

Also spawned should be without gun, backpack and carrier system or body armor . You should have random item of desired loot (compass, watches, matches, hatchet, toolbox, hunter knife, antibiotics, bloodbags, padlocks, binoculars etc.)and static loot( beans, bandage, morphine, epipen, water bottle), to give you a head start and to every playing be something else.

This will pretty much create classes.

Implementing this, well i would set the skins with hitboxes that allow chance to bleeding. Default would be vanilla civilian (plenty skins, i believe even female skin is from civilian) which might be random or maybe later player designated, then with vest you change your skin to pmc or military skin.

vanilla:

civilian- defaulf skin which you will bear after spawn

napa- no vest, primitive camouflage

usmc would be iba, or rrv (recon)

cdf/chdkz would be chest rig

russian would be like chest rig, but with more space for ammo - vests bear more

add-ons:

pmc would be plate carrier, ciras or rrv

british would be ciras and osprey (pretty much same as iba)

czech would be mns2000 or ciras (601 skss)

takistan army - rrv

This would create a huge diversity in players, you might recognize freshly spawned etc.

However this would be extremely hard because of female skin, you´d have to make some new models and skins for females. I believe that moding comunity already did that but... you know - needing permissions might complicate things.

Also please add extremely rare vietnam flashlight that gives you free hands when used.

EDiT:

10) player-to-player based quests.

10) player-to-player based quests

Player could give quest over radio (consuption of baterries) on quest frequecy (if you make radio please make also frequencies) so you can help other or kill them and steal their loot, or stalk them to see where their camp is etc. Player would must have radio on them or be in car (with radio on and tuned on quest frequency). This way, the atmosphere would rise because bandits will no longer be forced to camp and players could use some tactics to gain loot other than searching (rewards, stealing, giving quest that i need akm and will give atv for it etc.)

11) cellphone

11)

I know, it needs electricity so thats why it would work only when generators would be released. But my idea is simple - make some private chat in game using some oldschool cellphone (i would love Nokia 5110 ).

This would be just to create some ingame comfort. cellphone would be pretty much common, because it is and will take tool slot.

It might work as flashlight (green chemlight effect)l could be used in crafting - bombmaking etc. and might work as decoy... but main idea would be in-game private chat.

EDIT2 - 4.7.2012:

12) Smokers

12)

It would be nice to start as a smoker (add cigarettes of course) with new need meter - nicotine level. Advantage would be you start with zippo lighter which (unrealistic but need some advantage) will be unlimited or fillable at gas tanks. Disadvantages are - nicotine meter, might be more visible (smoke/light source while smoking), shorter breath. Cigarette model might be just red chemlight with less light.

If nicotine would be low, I would implement desaturation of screen like if low blood. After few days without cigarette (and with desaturized screen) you´ll get rid of addiction and may continue. During the "rehab" you will also get dehydrated faster.

Also might be available some nicorettes or things to get rid of addiction.

This is minor detail, but I believe that beggining makes the game.

TL;DR - i dont force you to read it, try to read at least first two sentences of each point.

Share this post


Link to post
Share on other sites

1. I'd like to see people restricted to certain servers based on their IP, so they are forced to play at night/during winter when it reflects the conditions in their IRL location.

2. I think people would use logging off and on to fast travel if they knew which location they'd end up at. I'd rather have people's bodies remain when they log off, forcing them to get to a safe or hidden location.

3. I've had similar thoughts. I prefer barricades to padlocks. These would be the safe places people would go to log off. I worry, though, that players will search out barricaded houses and either break in to kill logged off players, or camp outside waiting for the players to emerge. It would have to either be impossible to get in from outside after it's been barricaded, or there would have to be a very high bar to entry. What are your thoughts?

4. I agree, although I think things like workshop bonuses should be tied to particular locations. I've written about it previously: http://dayzmod.com/forum/showthread.php?tid=24625

5. I'm not sure about adding such fine detail, especially when the effects are, and need to be, so subtle. I agree that alcohol should be introduced, because as well as painkillers, this could be used for molotovs. Existing mechanics can support the need for boiling water, but I'm not convinced it's a good idea just yet.

6. While this makes sense, I'd prefer to force people to cooperate through blood bags, or have this happen at such a slow rate that they'd use blood bags anyway.

7. I get depressed enough when playing this game. I think we can leave this to the real players themselves. Paranoia already occurs naturally too.

8. Agreed. More gun mechanics are always welcome.

9. I don't think players should spawn with random loot, because they will abuse the mechanic by respawning until they get what they want. Body armour could be as simple as decreasing the chance for bleeding while increasing the chance of shock.

10. I expect a lack of trust will be the biggest problem with that idea, and players will avoid public broadcasts the same way they avoid using torches. Players will also use Teamspeak to get around the need for a radio.

11. Same as above.

Share this post


Link to post
Share on other sites

Most of these suggestions are all good in theory but lets look at the game in its current state the life expectancys last reading was 31 minutes adding in seasons and depression that will only lower it more, the safe haven idea where you can save spawn/sleep will turn into the fast travel quick stop and campapalooza there's also nothing like this in arma currently existing so it would just cause more work for programmers maybe if these ideas were simplified or more focused they might be able to be Implemented

Share this post


Link to post
Share on other sites

1. I'd like to see people restricted to certain servers based on their IP' date=' so they are forced to play at night/during winter when it reflects the conditions in their IRL location.[/quote']

I dont mean to restrict players, that would drop fan base ;) what I want is to force players to cooperate because there might be the hardest enemy - weather. Every season would have ups and downs, and because of server tied resources (vehicles, friends etc.) you are pretty tied to one pr two servers already ;)

2. I think people would use logging off and on to fast travel if they knew which location they'd end up at. I'd rather have people's bodies remain when they log off' date=' forcing them to get to a safe or hidden location.[/quote']

You misunderstood me. This is meant to prevent the log on log off fast travel -

youd have to own a car, tent or safeheaven, save it, and then younget your player designated location, like is now automatic when logging off. If you dont have it, well then you will log in at server designated location. It should be in risky areas like strets etc, and based on zombie spawn model so every location would be unique.

This will force you to cooperate because cars, tents or house would not be only luxury. It would be advantage.

3. I've had similar thoughts. I prefer barricades to padlocks. These would be the safe places people would go to log off. I worry' date=' though, that players will search out barricaded houses and either break in to kill logged off players, or camp outside waiting for the players to emerge. It would have to either be impossible to get in from outside after it's been barricaded, or there would have to be a very high bar to entry. What are your thoughts?

[/quote']

Yeah, but padlocks would still be cool :) And I would like to see some lockers as well. All of it should be openable but risky, hard and unpredictable loot (imagine finding crowbar, forcing a lock, when doing so you hurt yourself and in the end there is empty canteen). I agree with the possibility to kill logged pff players, but lets make it freshly logged off. To prevent escaping death and ghosting. Still traps would be nice...

4. I agree' date=' although I think things like workshop bonuses should be tied to particular locations. I've written about it previously: http://dayzmod.com/forum/showthread.php?tid=24625[/quote']

Cool :)

5. I'm not sure about adding such fine detail' date=' especially when the effects are, and need to be, so subtle. I agree that alcohol should be introduced, because as well as painkillers, this could be used for molotovs. Existing mechanics can support the need for boiling water, but I'm not convinced it's a good idea just yet.[/quote']

I forgot to mention that these suggestions are not meant for next update, but for final-ish version. I want diversity in everything, that is included within this game. Also new role would be cool and partially needed, at big groups, and it´s the chef. I dont want any dead frontier but I want to have some slight ups when nourished and nutrished and downs when eating junk food. Same applies to drinks. Imagine living 30 days on canned beans and soda.

6. While this makes sense' date=' I'd prefer to force people to cooperate through blood bags, or have this happen at such a slow rate that they'd use blood bags anyway.

[/quote']

This is ment to reward long-term playing and to give players a chance instead of pressing respawn. Regen rate should be little higher than in real (450 ml per 4-6 weeks would be pointless feature) and a lot lower than in CoD. I think of 200 units per day.

7. I get depressed enough when playing this game. I think we can leave this to the real players themselves. Paranoia already occurs naturally too.

This is meant for some usage of humanity factor. Also to force people to think first and than shoot because your character will be more humane and less cold mofo. I mean no consequences are making players so eager to kill each other instead of cooperate... Also I want to eliminate those murder geeks who will kill you from helicopter just to have fun.

Imagine that your character would be so debilitated that because of fun from killing' date=' you now have schizophrenia and you can´t walk in night because you are panicking all the time, hear noises etc. Russians with helicopters would hate this :D

Having opposite sex character in group would also help you get over depression. And add a shaking from panic too. More subtle than from pain but still, some shaking.

8. Agreed. More gun mechanics are always welcome.

Thank you ;)

9. I don't think players should spawn with random loot' date=' because they will abuse the mechanic by respawning until they get what they want. Body armour could be as simple as decreasing the chance for bleeding while increasing the chance of shock.

[/quote']

No, I mean "common civilian not firearm" loot. No military grade NVGs etc. I imagine that some players have fun from respawning, to even spawn in their designated location... there are always those who try to misuse features.

10. I expect a lack of trust will be the biggest problem with that idea' date=' and players will avoid public broadcasts the same way they avoid using torches. Players will also use Teamspeak to get around the need for a radio.

11. Same as above.

[/quote']

I agree, this would be more tactical tools ;) Not all players have friends on steam, teamspeak etc. so this would be for them.

Trust is problem in real life and in game it is really maxed out. This is mean to make trust part a new way to find friend or to die.

But still I see players who use flares, chemlights and flashlight and they are not newbies :)

Thanks for giving me piece of your mind, it is helpful ;)

Most of these suggestions are all good in theory but lets look at the game in its current state the life expectancys last reading was 31 minutes adding in seasons and depression that will only lower it more' date=' the safe haven idea where you can save spawn/sleep will turn into the fast travel quick stop and campapalooza there's also nothing like this in arma currently existing so it would just cause more work for programmers maybe if these ideas were simplified or more focused they might be able to be Implemented

[/quote']

Thanks for the Good in theory part.

To defend my ideas - I forgot to mention this is meant for final-ish releases not for next update.

Fast travel - what happens now? server hoppers, ghosts etc. is annoying and read my reply to alexander, or the post again. I state there that this is meant to prevent it. I think of GTA style save and load system - you were tied to savepoints. This way - your car (if not stolen) of tent (if not destroyed) will be your safepoints, if you wont have any, you´ll spawn after log on in server designated risky area around your log off location (logged out bleeding at firestation to prevent death, trying to log in on other server to bandage myself, and you logged on in the middle of the road next to firestation, so everyone might see you) To sum it up - no spawning in buildings at all (if they are not marked as your safeheaven, assuming my idea will succeed).

And I belive building doesn´t travel and you cant really drive car while sleeping so if your cars stays where you saved it or your building was not raided, you will spawn next in it. If not, you´ll spawn closeby. You can´t travel this way.

Share this post


Link to post
Share on other sites

I agree, this would be more tactical tools  ;) Not all players have friends on steam, teamspeak etc. so this would be for them. 
Trust is problem in real life and in game it is really maxed out. This is mean to make trust part a new way to find friend or to die. 
But still I see players who use flares, chemlights and flashlight and they are not newbies

 

Rita Desa
Aeon Grow ( the farming lights)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×