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☣BioHaze☣

Survival Mechanic - "The *umbles"

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Hello DayZ maniacs of all stripes!

I was just watching Dual Survival when the narrator mentioned a survival term, "the umbles".

NPR Article on "the umbles".

This is mostly in reference to hypothermia but I believe it is also true to some degree (with differing effects) for hyperthermia and illness/infection as well.

"First we lose some fine motor skills, McLaren says, "and we start to fumble. And tumble. And stumble."

Then our cognitive abilities are compromised. "We mumble and we grumble.""

Currently we have what could be considered some fumbling, represented by sway from running (placeholder representation of stamina lose), and shaking from cold/infection/pain(?). All of which really only effect aiming. I am hoping that the character controller module being added will open the game up to a varied types of all these impedance and with a moderate amount of degrees and variations depending on the condition.

i.e.: If you were hungry, hot, cold, or maybe even weighed down, or over sprinted, the "fumbles" could add a higher failure rate for crafting or building things on top of adding more sway or shakes when aiming.

Realistically, your reaction times in general, when driving, and your basic levels of concentration would be hampered just when hungry.... so crafting or mechanical tasks would be more difficult as well as aiming. I would not want to see this done in an overly complex fashion but I do believe a middle ground can be found where the degrees of impedance feel natural in relation to the degree at which your character is afflicted.

i.e.: Starting a fire with a hand drill kit while hungry should should have a higher rate of failure directly related to how hungry you are.

This whole scheme can be fleshed out rather readily going down the list of factors (cold, hungry, weighed down, hot, sick) and attributing the appropriate debuff/physical manifestations.

I feel like this is something we all think about and have discussed in pieces but have not bundled up into one discussion.

Please add, shoot down, bean up, or discuss at length/leisure.

Thanks for reading! *Gets KoS'd*

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Gives more reason to stay healthy. Yeppers, i agree.

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Not a bad idea. However, as the Dev's have already demonstrated a new 'timer' mechanic for actions such as eating, I suspect/hope that the timed action will be expanded further, into things such as foraging and crafting. Rather than having a success or fail binary for doing things...player's wouldn't fail, but continue the action until success is achieved. If that were the case...then the umbles could just be added as a time multiplier.

 

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Good point, the timed action completion mechanic is coming.

It seems this could work well alongside the timer system too.

Maybe the action would take longer to complete but also have a failure rate if you were particularly afflicted. This makes resources and health even more precious because a failed attempt would use up some or all of the resources in hand.

Personally I would like to see a whole range of character effects not restricted to crafting or manual actions. I think we will get some of this eventually.

i.e.: Tunnel vision when severely hyperthermic. Lowered weight threshold if afflicted. Lower stamina if afflicted/infected/injured. A starving person cannot sprint or run as far. Being weighed down should make vaulting take longer or be impossible. Being in advanced stages of hyperthermia should cause you to throw up at times. I would also like to see these types of affliction have a chance to make a character pass out depending on the strain on their stamina, food energy levels, and other stress factors.

Edited by ☣BioHaze☣
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On 11.3.2016 at 4:39 PM, MrAerospace said:

.then the umbles could just be added as a time multiplier.

 

or add and increase randomization in having to start over again. If that's what the BioHaze suggested, I think that feels more "realistic" than just - maybe predictably - take longer at doing something. A little more time to bandage yourself is maybe not a big deal to most survivors, while never knowing if you will be EVER able to stop that bleeding when the time comes is a 100% incentive to do something about your current health state.

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oh yes, finally a medical suggestion again. Make sickness, injury and medication relevant. I like your umble suggestion

Further points:

More illnesses and Different classes of antibiotics,

Small surgery as a skill acquired by books (splints and more)

vaccinations (unvaccinated gunshot wound could cause tetanus - more than realistic)

prolongued vertigo after a melee hit to the head making it for maybe an hour impossible to shoot your gun reliably and also to sprint ....

 

There are so many possibilites associated with the medical field, it would be a shame not to use them :)

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