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Brother Hao

Blood and health should be somewhat connected to each other

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Hello everyone.

I want to talk about how blood and health currently works in DayZ, what I think is wrong with it, and what I think needs to change to make it better.

Currently in dayz, blood and health are different systems, both showing you roughly how healthy you are. Blood shows you how much blood you have in your body (5000 being the maximum) and health shows you a pretty vague indicator of how healthy you are.

These stats are pretty much independent of one another and rarely affect one another (the only time they affect one another is when a survivor is under 2500 blood, in which case the health drops to zero, killing the survivor). I'm all for not everything being related to how much blood you have sloshing around your circulatory system, since you won't survive a 50 cal to your liver even if you don't spurt out enough blood to fill a pipette. That is where I think the health system shines, since it accurately reflects the reality of you getting killed to death instantly. Where I think those systems fall short is in cases where a survivor is left bleeding, severely wounded and possibly unconscious, but most importantly, not dead.

Let's assume that someone shoots a freshspawn in the chest two times. The freshspawn is severely injured, bleeding from the torso and passes out from shock. Let's assume that the freshspawn is unconscious for the entire time they are bleeding, and that they're losing 360 mL of blood a minute in addition to the 200 mL they lost immediately after getting shot. Since blood clots 5 minutes after bleeding, the survivor will hold on to enough blood to not die from a lack of it (below 2500 mL) and begin their slow recovery.

This just isn't realistic, losing a lot of blood very fast is pretty damn detrimental for your health, since without oxygen and nutrients which your organs need to keep the ol' body machine working, your organs will begin to fail. IRL this is around the range of 40% blood loss. I think this would be a good point at which the character will start to lose health from their vitals (like the liver for example). Haven't thought of a rate at which they would lose health, but I think that .1 or.2 health lost per second would create enough urgency for someone to do something about it

 

Anyway, it's just a thought, good night

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I've always thought that the health and blood indicators should be a bit more tied to each other.  For example, I recently got a non-fatal shot that started me bleeding and put my health from white to yellow.  I was scrambling for cover still bleeding so that I could bandage and during that scrambling, the arrow on the health went back to the up position and shortly thereafter, again with me still running and bleeding, my health turned white again.

That has always seemed broken to me.  I get that they are two different systems as you've described here, but your overall health should not be improving anytime you're bleeding.

I think it should be tied at least somewhat to how many bleeds you have going on at the moment.  So, with one bleed for example, your health stays where it is (neither improving nor worsening, unless, as you've said here @Brother Hao, the low blood level causes the health to begin depleting).  With two bleeds, you're health is immediately depleting by one down arrow, regardless of current blood level.  With three or more bleeds, you're health is immediately depleting by two down arrows, regardless of current blood level.

I also think bleeds shouldn't self-heal.  I've seen TheRunningManZ for example not even bother to bandage because he knows in a few minutes, his one bleed will repair itself.  I think you should always have to bandage if bleeding.

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