Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sign in to follow this  
integ3r

Longterm suggestion: Skins Clothes and Inventory

Recommended Posts

IMO, they need a modular skin/inventory/fatigue based system going.

A skin would be divided into:

head / body / pants / belt + backpack

Inventory and skin parts affect your fatigue. Travelling in light gear and with a light inventory, you can run for longer without getting tired. Travelling in heavy gear with a heavy load will make you tired more quickly.

Body and pants parts affect how many slots you have in your base inventory space. In addition, they have secondary properties. For example, one can wear kevlar or ceramic plate armor, this helps a little in combat but it restricts carrying capacity and mobility. You can wear a vest with tons of tacticool pockets, this offers less protection, but more carrying capacity. You can wear a ghillie suit, but it doesn't have much inventory space and so forth.

Same goes for pants. You can have military pants with tons of pockets, lightly armored pants for leg protection (no more broken bones) or light ones just helping with mobility.

Then there are more specific clothes, a poncho makes you immune to temperature drops in rain. A hazmat suit can protect you against radiation or infection.

A gasmask can protect against infection from an airborne virus (or from gas if it's ever implemented) plus it gives +10 to cool. A helmet kan protect your head from smaller caliber rounds. Or you can mount a headlamp for convenient light in the dark while on the move.

Your 'belt' can add various utility items. A pistol holster, a pouch, magazine dump, flashlights, etc.

This adds a whole new element of decisionmaking. Traveling light will give you mobility, make it easier to steady shots, but you can't carry as much and a single bullet can end you. Traveling in heavy gear can give you an edge and sustainability, but it will be harder to steady shots, hunt others or run from zombies or players. And much of it is situational.

Modular skins also has a much needed secondary effect: being able to recognize your friends from foes, since not everyone will be wearing the same thing.

Share this post


Link to post
Share on other sites

"IMO, they need a modular skin/inventory/fatigue based system going."

Nah I'm not really feeling this...

"A skin would be divided into:

head / body / pants / belt + backpack"

Yeah! I like this idea, this should be good.

skim through disagreeing until...

"A gasmask can protect against infection from an airborne virus (or from gas if it's ever implemented) plus it gives +10 to cool. A helmet kan protect your head from smaller caliber rounds. Or you can mount a headlamp for convenient light in the dark while on the move."

I like this just for the gas mask.


So, as an actual idea of customization I like it but as a tactical/fatigue system I don't... I just think the skins should be split into the aforementioned sections and you choose from those to "customize" your character.

Definitely adding in headgear you find (like the current clothing sets, please make NVG's work with a gas mask).

Share this post


Link to post
Share on other sites
Sign in to follow this  

×