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Asmondian

1.06 Suggestions | 34 QoL Improvements

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The following is just a list of 34 QoL (Quality of Life) improvements or small suggestions for the next update (1.06)

that I think could provide an overall better experience besides new content. These are attainable ideas and 

not some crazy suggestions that would imply a lot of effort to make them happen.

Green = Considered

 

 

THESE ARE MY 34 QOL SUGGESTIONS

1) Sound effect for the elevation adjustment Turret/Knob when zeroing you rifle

The main idea to this is to avoid any kind of HUD element while sniping/aiming in the game. Currently, if you play without the HUD (hardcore – 1PP servers or just because you like it that way), you always need to enable the HUD just to zeroing your rifle. By adding a simple sound effect you can just go all the way down and then use that sound reference to identify the distance you want (E.g 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m).

2) Sound effect for when changing the fire mode of your gun

Same reasoning as above, it could just be a simple * tick sound *, but it would definetly be great if you could actually see this reflected in the gun model (Note: When you get in the throwing stance with a rifle in your hands, you can see the side of the gun like an "inspecting" feature) or have a proper animation for that (Like when you turn on/off your flashlight). In the meanwhile, a simple sound effect would do the trick.

3) Working Spoon for the 1-M8 Smoke Grenade

Right now, when you take out the pin out of an 1-M8 smoke grenade it starts stomking right away in your hand, giving away your position. Just like the rest of the grenades with a spoon (With exception of the EGD-2 that doesn´t have one), make it to start smoking only when you release the spoon (When you throw it away).

4) Wooden crates crafting, balance and destruction

Wooden crates are really messing up things in-game right now. They are way too big, way too easy to craft (10 nails + 2 planks) and way to persistent (45 days). People can craft 10 of them in a blink of an eye and hide long automatic weapons almost indefinitely, killing their spawn rate for the rest of the players in that servers. Its also frequent to see raided bases with +30 wooden crates laying around forever until a server wipe since you just can´t destroy them. Improvements: If you don´t want to sacrifice space, just reduce one horizontal slot and add one vertical (9x6) making them not able to hold AR´s. Reduce their persistence to 14 days without interaction. Crafting should be: 5 planks + 30 nails. And finally, allow players to destroy the wooden crates with the same tools that you can use to destroy a wall.

5) Drybags damage when bury them as a hidden stash

Similar reasoning than above, Drybags are quite easy to find along all the coast (Docks/containers) and people use them as a quite big gun storage with hidden stashes. You can prevent this by using a similar criteria than above (reducing its capacity since its very unrealistic that they could hold a mosin inside) or by making them getting damage (Hitpoints) every time you bury them. It would be also proportionate reducing its persistence time (When buried) to 14 days (Underground stashes global persistence time).

6) Taking out blood from dead bodies that are not decomposed yet

Why the blood transfusion features is not very popular? Because there are no situations that justify it use really. Holdups are extremely rare these days and it just don´t worth the effort taking out blood from friends, test their blood, etc. So, since blood bags are kinda of a “dead item” right now, they need a fresh idea to make that amazing feature interesting. By allowing players to extract blood from dead bodies (One-time thing), you can make this feature worth again along with re-significate the blood test kits. It should be one-time blood per body and that could also reduce the body persistence / despawn time or change to the decompose model after you extract blood from the corpose.

7) Full Blood bags and full Saline bags as spawned items in the world

Most of the poelpe just won´t use or even understand the general mechanics of blood and saline when they start to play Dayz. There are not many incentives (in realtion to interactions player to player) to use them really and their healing properties are not that great either. By adding Full blood Bags as spawned items that people need to test before using will provide with more interest to this element. Same with the saline bags. It would be a great introduction for new players. I strongly suggest adding new spawn points for this in the hospitals and pharmacy (Mistakenly known as supermarket) to give those building a new relevance in-game.

8) Animal raw meat and fat/lard must immediately induce vomiting

Currently, if you have charcoal with you, you can just keep eating raw meat or fat and compensate its negative effects by using the charcoal tabs right after. This is an easy way to survive (kind of an exploit) that creates a very unrealistic scenario. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline), you can avoid this exploit and force players to cook the meat/fat before eating.

9) Barbed Wire and Fireplaces collision exploit

More than a QoL addition is a very needed fix. A lots of players are using the Barbed Wire and crafted Fireplaces collision to get to very high places by placing one above the other, over and over (You only need two). You can use this to raid bases, get way up to the sky and for many other exploits. While car parts / wheels also have collision, those are harder to carry around. This is way is you really need to consider removing its collision.

10) Tripod should be able to carry as a melee weapon

Tripods are one of the least used items in the game because of their big size. You can´t carry those in most of the backpacks and you can´t carry them on your back either. Reducing its size to 1x8 (instead of 1x9) or allowing players to carry them as a melee would definitely be a good QoL addition for the game and something that many players have been asking for ages.

11) Nerf the Duct Tape and make the epoxy stick and Weapon cleaning kit useful

By removing the ability of fixing guns, vests, helmets and suppressors with the Duct Tape you instantly assign a role to the epoxy stick and weapon cleaning kit that don't currently have. Those are “dead items” right now because of the disproportionate and unrealistic properties of the duct tape (less size, you can still “refresh” them and are quite universal to fix everything).

12) Ability to turn the Radios (Walkie-Talkies) on/off while attached

Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when they are attached to your backpack by using a default key. Suggestion PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this.

13) Significantly reduce the amount of rags obtained by cutting clothes

There is an excess of rags in the game making these never a concern for the player. By limiting the amount of rags that you get from a piece of clothing you could change this and re-signify the importance of this item.

14) Cooking meat with a stick should keep your character’s animation

Making the action "One click only" (Not holding RMB) and allow to keep the players animation while changing between steaks, it’s something that needs to be part of the game. It’s just frustrating having to break the animation every time you need to change the steak and then do the sitting animation again.

15) Saline Bags should offer and hydration value when applied

Besides the Blood regeneration boost, Saline Bags should also help with the hydration levels of your character by providing 500ml of water over time (Same properties as a water bottle). This will give a new role to this medical item and turn it into a good introduction for new players to the Dayz medical system (since looking for water sources are one of their first in-game objectives). It’s also a more realistic approach to this item.

16) Allow to Split / cancel one of the two ADS keyboard methods

In PC, you can enter ADS by a) Hold RMB + Shift b) Hit RMB. Having both alternatives working at the same time end up being a clunky experience in most scenarios, even more since you can´t run with your gun raised. You would see a lot of players trying to run after the ADS and leaving / entering ADS again several times by mistake just because they hit Shift before releasing all the keys (Clunky design). Splitting / cancelling one of the two alternatives in the key binds will definitely help a lot with that.

17) Cut indicator when playing without HUD

You would see this all the time. People playing on hardcore servers without any kind of HUD. After they got shoot/cut, they need to open their inventory every time to check if they are/keep bleeding or not. This is anticlimactic and unnecessary. By adding a more representative sound effect, a screen effect (like a red coloring on the edges of the screen) and/or just showing for some seconds the bleeding icon on screen when you receive a cut will give you all the information you need preventing you from opening your inventory just to check that.

18) Different diseases symbols for different diseases

This is probably something that is already planned to be a thing in the future, but just in case, we definitely need to different icons for the multiple kind of diseases. The global bacteria icon it’s just not intuitive enough for new players and lead to very frustrating experiences. Figuring out whats the correct treatment should be the main goal behind it and not trying to guess what kind of disease you have since the icon is always the same.

19) Add a greater effect / benefit when applied medical items to another players

Back in the days, the fact that you needed other player to give you a Saline Bag forced that interactions making the experience of the game even better. Now there are really no reasons to interact at all. I’m 100% behind the idea of self-applying medical items but it would be amazing to have some kind of reward (like +50% of its effects) if someone else apply you the medical item. E.g: blood bag provides you 500 blood units. If someone else gives you the transfusion, it would give you 750 blood units. Same with Saline and other medical items.

20) Allow players to jog when they are restrained and make handcuffs stronger

The holdups were always a big part of the Dayz experience but, nowadays, seems to be less and less frequent sadly. Big part of that could be due the lack of the broken bones features and non-lethal weapons. But there is another reasons: restrained players are basically useless for themselves and their captors since they just can´t jog around to take them to another position. Allowing this would expand the interaction possibilities a lot.

21) Allow to add camo net to barrels

Hidden bases in the forest were also an amazing thing back in the day. Your travels through the forest were enjoyable because you knew that something could be hidden in some tree or you could find some tents around. Now, since you can´t carry tents in your back anymore and they have a very restrictive (in relation to the surface) positioning system and barrels glitch above the tress when you try to place them close, hidden bases in the forest are just part of the past, and hidden stashes close to the big cities kinda killed that exciting part of the game. By allowing players to use camo net to hide barrels in the forest, you can compensate this and recover part of that great and old “in the woods” experience.

22) Allow players to reload (or at least chamber a bullet) while running

This is something that have no real reason behind and make PVP extremely clunky and unresponsive. You can´t chamber your gun or change mags while you are running, but you can do it if you just release Shift, hit/hold R, and then start running again. It just makes no sense at all and make the game feels completely unresponsive. Allow players to reload/chamber while running or be consistent in the decision of allowing to reload only while jogging preventing them to release Shift, hit/hold R, and then start running again while changing mags or reloading the gun. The current design it’s just an inconsistent and bad system.

23) Radios and Altar Zenith should be multi-frequency instead of single-frequency

Who use radios? None, not even players on RP servers. Why? Because their design goes against the idea of allowing players to find other players in-game. The idea of having +5 radio frequencies conspires against the main idea of this item (Contact randoms). Squads use third party communications so radios are mostly to find other survivors. None really need privacy over the radio. By making the radios multi-frequency (With a volume increase in the frequency you are, but allowing you to tell if someone is speaking in any of the frequencies) you can definitely provide with a new life to this item. Same with the Altar Zenith Panel, an amazing feature in the game that is almost dead since none would ever hear it.

24) Limit the amount of gasoline of the gas stations (Until server restart)

Gasoline in the gas stations are limitless. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource takes a new relevance (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and limiting its amount would be a very necessary first step.

25) Reduce motor / power generator noise/smoke by adding motor oil

Vehicles and power generator noise its way to high. Almost all players just turn down the sound effects in order to hear their voice inside a car, even with all the doors closed. Same with the power generator. While I like this, it would be great to be able to reduce this noise by filling any of those with an already existent item: Motor oil.

26) Add a cutting value to the Barbed Wire and remove the shock points

Paradoxically, barbed wires can get you unconscious but do not provoke you cuts (the main reason for its existence). There are many bugs related to barbed wires when players just get cut with invisible barbed wires, leading into an unconscious state that keep damaging the player and finally killing the player. Adding a cutting value to the Barbed wire instead of a shock damage its definitely a better approach.

27) More spawn points and food spawn into the Apartments buildings

Title. Not even the snipers (since the new dispositions of most of the cities) or base owners with barrels visit this building anymore. There is almost no loot inside in the buildings that you may thing were one of the most populated building before the apocalypse. Food and civilian items should be abundant there and a reason to visit those buildings.

28) Alpha wolf to the wolf pack

There was always the myth that, within the wolf pack there was an alpha that, if you identify and kill him, the whole pack will run away. We know that this is not a thing. Instead, all you need to do is kill 3 members of the pack to make the rest run away. It would be great to have an alpha (generally travelling behind the wolf pack IRL) that if you kill / identify him, you can survive the pack. I think the tech is already there and with a simple re-coloration it could be made quite easily.

29) Required tools while removing vehicle parts

You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably have disassembled it before is fully done. It’s become pretty discouraging and usually very few people even bother in fixing a vehicle.

30) Reduce the flies noise of dead bodies

While I love the fly noise around bodies, when you have dead bodies around you inside a building the noise is way too high, preventing you from even communicate (VOIP) with other players. You can always skin and quarter the corpse to prevent this but since sometimes the bodies became inaccessible, reducing the general flies noise could be a good QoL addition.

31) Add the Survivor GameZ infected animations to the base game

I truly think that one of the main reasons the Infecteds in Dayz are not really frightening is due the fact that they all move the same and have the same complexity. Even when you have a horde behind you the fact that they all have the exact same size, movement speed and animations turn a horde into something more predictable, ergo, less scary. We all saw the animations of the infected in Survivor GameZ. While I don´t know the extent of that animations, it would be great if you guy could port some of them to the base game.

32) Handcuffs resistance increase

Another thing is the handcuffs time to break out. I would love to make them almost indestructible (You would need the keys, pliers or a crowbar to brake them), but in the meantime, they should require double time than now to get free.

33) Infected agro proirizing moving/live targets over unconscious players

Because of this, the game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went unconscious from an infected. I know the infected damage/shock was reduce in the last build, but again, infecteds should always priorize alive targets over unconcious players.

34) Precise positioning and persistence for the Field Transceiver

Just like power generators, the Field Transceivers should have more than a 6 hours’ persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequency at the same time).

 

* THANKS FOR YOUR TIME *

Edited by Asmondian
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Very good list Asmondian! I agree 100% with nearly everything. A few comments:

4) I think the proportions of the bigger backpacks should also be changed, for example there is just no way you would ever be able to get a Mosin into a backpack.

11) Instead of going from OP to practically useless, It would be a better option to drastically increase the amount consumed from duct tape when patching things it is not ideal for. That way you'd prefer the leather kit for shoes or weapon cleaning kit for guns since using duct tape would consume half the roll or more. 

17/18 In addition to this I'd like some visual and/or audio cues to different ailments. E.g. character scratching infected wounds, squatting or holding hands over stomach, mumbling "I'm bleeding" and so on. If all else fails, the old text-based symptom descriptions actually worked well.

21) The placement collisions need to be looked at too, they are way too restrictive right now.

33) Also - please look up the old animations recorded when Dean did mo-cap as an infected eating a corpse, and make infected stop to consume corpses of players and animals if they have no live target on their aggro list.

Other than this, I could think of a few more minor changes that could fit the list:

  • Make the upgraded fireplace (stone oven) persistent as a base building item. Since they're gone in a few hours nobody will ever bother with them, which is a shame.
  • Restrict hotbar slots gained from a piece of clothing or gear to items actually placed inside that piece of clothing.
  • Block items placed in backpacks from being put on hotbar or accessed with the "Hold R" mechanic! Being able to have a shotgun in your backpack and whip it out in the fraction of a second is utterly unrealistic and not worthy of DayZ. 
Edited by Derleth
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2 hours ago, Derleth said:

Very good list Asmondian! I agree 100% with nearly everything. A few comments:

33) Also - please look up the old animations recorded when Dean did mo-cap as an infected eating a corpse, and make infected stop to consume corpses of players and humans if they have no live target on their aggro list.

 

Have a video of that right here! They were in game very briefly and removed for some reason. Would love to see them come back. 

Zombie Eating Animation

 

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A great list, thanks for putting this together.

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When I ctrl - find for ADD BEARS!!!! search comes up negative.  why.  I need to see bears chase people to be at peace with the world.   This is an important QOL necessity.  

Why are we supersizing text now? haha

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6 hours ago, Parazight said:

When I ctrl - find for ADD BEARS!!!! search comes up negative.  why.  I need to see bears chase people to be at peace with the world.   This is an important QOL necessity.  

Why are we supersizing text now? haha

 

QoL means small attainable changes / improvements over things that are already in the game. Things that haven´t been addressed by the developers or mentioned for future updates. Bears are coming with the next update AFAIK.

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On 10/24/2019 at 1:44 AM, Asmondian said:

18) Different diseases symbols for different diseases

This is probably something that is already planned to be a thing in the future, but just in case, we definitely need to different icons for the multiple kind of diseases. The global bacteria icon it’s just not intuitive enough for new players and lead to very frustrating experiences. Figuring out whats the correct treatment should be the main goal behind it and not trying to guess what kind of disease you have since the icon is always the same.

 

 

I think that the current indicators are just fine, it's just that you cannot find any medical information in-game about diseases and their treatments, so you just end up guessing / trying / go to a wiki.

I would prefer to be able to find a medical book on every hospital / infirmary with information of diseases and their symptoms so I'd know what and how to cure.

 

Nice work, @Asmondian !

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Great list @Asmondian Don’t agree with all of them, but a few certainly stood out....

 

7) Full Blood bags and full Saline bags as spawned items in the world

Nice idea. Full blood bags could spawn in that refrigerator they were going to implement. (Perhaps recoloured to fit a medical theme)

10) Tripod should be able to carry as a melee weapon

Agreed. This is a painful item to carry around. It should have an attachment slot on a mountain backpack, or a least go on the back. Then again, I suppose it’s meant to be a base item. The portable gas stove is the best for travelling.

12) Ability to turn the Radios (Walkie-Talkies) on/off while attached

I don’t mind this so much, but they need to PLEASE remove the static. I can’t bear it for more than a minute. Plus, there are just more possibilities, story-wise, if you can use a radio secretly.

15) Saline Bags should offer and hydration value when applied

I made a ticket on this recently. Apparently it’s been passed on to the devs.

https://feedback.bistudio.com/T145327

19) Add a greater effect / benefit when applied medical items to another players

100% agree. We need more reasons to risk interaction with other players. Although I’ve heard that there a major changes to blood in the next update, so it will be interesting to see how that plays out, first.

20) Allow players to jog when they are restrained and make handcuffs stronger

Walking when restrained is just silly. Restraining someone can actually make things more difficult. But we also really need non lethal weapons. As you say, one of the unique aspects of DayZ, ‘holdups’ barely happen now. Can we get bean bag rounds for the shotguns? As seen in modded servers? What about the shock pistol, and the dart gun. These weapons add so much more than the typical PvP we have now. Players are more likely to interact if they have control over a situation. Non-lethal weapons give them more control.

33) Infected agro proirizing moving/live targets over unconscious players

This was also discussed on the tracker. I hope they haven’t forgotten about it, either. There’s no bigger anti-climax than dying in this manner.

https://feedback.bistudio.com/T139171

...

Regarding the new blood changes that have been mentioned by Sumrak. (Blood loss dependent on blood pressure) This is a really interesting, and positive change for the medical side of the game. 

I also really hope that they can do something with unconsciousness, and make it more nuanced. When was the last time anyone really had to perform CPR, or use an eppy pen to revive? We need longer unconsciousness (or uncon based on many variables) to make it more interesting. It would be nice if it happened more often too, instead of the constant ‘one-taps’ that have been occurring recently.

 

@Derleth Even a dripping sound would work well as a bleeding indicator. When you see the blood flow out of you in the inventory screen, you have to think that it would make some kind of sound.

@Tarkules I’ve wanted a blood compatibility chart in hospitals for a while. It’s pretty stupid that you have to Google to find out which types are compatible. Look at how beautiful and detailed the static in-game maps are. Something like that, but with medical information, on the wall in every hospital would be great.

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27 minutes ago, Tarkules said:

I think that the current indicators are just fine, it's just that you cannot find any medical information in-game about diseases and their treatments, so you just end up guessing / trying / go to a wiki.

I would prefer to be able to find a medical book on every hospital / infirmary with information of diseases and their symptoms so I'd know what and how to cure. 

Speaking of books, why were all books removed at some point again? Haven't heared anything about that for quite some time now. Anyway, instead of a medical book, I'm thinking about some sort of test kit like the blood test kit. It could change color depending on what you have with a little legend on the pack, or change the sickness symbol to a more specified one. You are still left in the dark about the right treatment though, but not everyone got a degree in medicine. Alternatively you could bring on a poster in a hospital with more information about the right cure, like @ThePugman 's idea with the blood compatibility.

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54 minutes ago, Tarkules said:

 

I think that the current indicators are just fine, it's just that you cannot find any medical information in-game about diseases and their treatments, so you just end up guessing / trying / go to a wiki.

I would prefer to be able to find a medical book on every hospital / infirmary with information of diseases and their symptoms so I'd know what and how to cure.

 

Nice work, @Asmondian !

Thanks a lot for the feedback dude.

Definetly agree on that. Books/notes and mostly signs inside medical buildings (Clinics, Hospitals, pharmacys) could be the best way to understand the diseases and their treatment in an immersive way. The bad part is that signs are usually in Czech or Russian and its translation is not that intuitive in the way that diseases work in-game. Many times the game lacks that "intuitiveness" that turns the gaming experience for new players into a very frustrating one (Example: when you vomited just by taking +3 sips of a water pump because of your stomatch volume, something that was recently changed). I think diseases also have this issue. But im definetly behind your idea of in-game elements to understand the game mechanics.

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41 minutes ago, ThePugman said:

Regarding the new blood changes that have been mentioned by Sumrak. (Blood loss dependent on blood pressure) This is a really interesting, and positive change for the medical side of the game. 

I also really hope that they can do something with unconsciousness, and make it more nuanced. When was the last time anyone really had to perform CPR, or use an eppy pen to revive? We need longer unconsciousness (or uncon based on many variables) to make it more interesting. It would be nice if it happened more often too, instead of the constant ‘one-taps’ that have been occurring recently.

Thanks for the feedback dude.

Absolutely agree with all, specially with the quote above. The old shock system desing was a "positive stat" while now is a "negative stat", preventing you from really enjoying that cool aspect of the game or the other related features (Epipen, CPR...). What im saying is that in the legacy builds, you had a positive shock value so when you received a damage, that shock value increased in proportion to it (So you could stay uncon for a very long time is the damage was big enough while you progressively decreasing the shock value to normal levels). Now is a "negative stat". You have 100 shock points and when you recieve a certain damage it goes down. If its below 20, you go uncon until it progressivel increase to +50, regaining consciousness. The problem is that you can´t just stay uncon for more than 30-40 seconds.

Maybe they need to relate unconsciousness to more than two values (Blood / shock), tweak that relation or just nerf the natural regeneration of shock points over time. That could definetly help.

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@Asmondian With them adding the new blood changes, it will be intriguing if they can tie it together with ‘check pulse’ and unconsciousness. So you could feel someone’s pulse, and if it’s weak you’d know that person is low on blood, perhaps? Not necessarily that, but something like it would be interesting.

Blood pressure blood loss is certainly an interesting feature that will add some much needed depth to the medical system. It’s an exciting time for the game.

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On 10/24/2019 at 12:44 AM, Asmondian said:

 

16) Allow to Split / cancel one of the two ADS keyboard methods

In PC, you can enter ADS by a) Hold RMB + Shift b) Hit RMB. Having both alternatives working at the same time end up being a clunky experience in most scenarios, even more since you can´t run with your gun raised. You would see a lot of players trying to run after the ADS and leaving / entering ADS again several times by mistake just because they hit Shift before releasing all the keys (Clunky design). Splitting / cancelling one of the two alternatives in the key binds will definitely help a lot with that.

 

* THANKS FOR YOUR TIME *

i actually use Hold RMB and click the wheel ( middle mouse button ) to ADS and honestly i prefer it like that instead of traditional only click RMB xD im used to clicking the wheel to ADS just saying it's not only Shift key 

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On 10/24/2019 at 3:59 PM, Derleth said:

 

17/18 In addition to this I'd like some visual and/or audio cues to different ailments. E.g. character scratching infected wounds, squatting or holding hands over stomach, mumbling "I'm bleeding" and so on. If all else fails, the old text-based symptom descriptions actually worked well.

 

aren't their bleeding/cut audio cues already? because i swear i hear something when i get cut like a slash effect or something... also when sliding down the ladder without gloves.. i swear i hear it.. 

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Point 4)

Easiest fix is to resize long weapons (Mosin, Winchester, MP133 to 11×3 ( or even 11×2)

So the seasons can't be fit in character inventory, but can be fit rotated in cars and tents. 

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On 11/9/2019 at 11:08 PM, KajMak64Bit2 said:

aren't their bleeding/cut audio cues already? because i swear i hear something when i get cut like a slash effect or something... also when sliding down the ladder without gloves.. i swear i hear it.. 

Yeah there is a wet sound when you get cut, but nothing after that. It is easy to miss in the heat of combat, often I only understand I'm bleeding when the screen gets all black & white..

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On 10/24/2019 at 1:44 AM, Asmondian said:

23) Radios and Altar Zenith should be multi-frequency instead of single-frequency

Who use radios? None, not even players on RP servers. Why? Because their design goes against the idea of allowing players to find other players in-game. The idea of having +5 radio frequencies conspires against the main idea of this item (Contact randoms). Squads use third party communications so radios are mostly to find other survivors. None really need privacy over the radio. By making the radios multi-frequency (With a volume increase in the frequency you are, but allowing you to tell if someone is speaking in any of the frequencies) you can definitely provide with a new life to this item. Same with the Altar Zenith Panel, an amazing feature in the game that is almost dead since none would ever hear it.

The broadcast system (the panel) as for the current version (1.06) functions as a one-way transmitter, as it should.

Zenith Radio Broadcast Station is one of the most important key assets in the original concept of DayZ, and this unique building should get special and dedicated care by the developers:

1. It should be possible to broadcast simultaneously on all frequencies, using cassettes.

2. Microphone should have ON / OFF option. 

3. The system should draw electricity from the building's grid.

4. The building should have dedicated slot for (emergency) generator, which powers up the broadcast system.

5. Connecting and powering up this beauty should turn on the aircraft warning lights on top of the antennas, so everybody should know that Altar is occupied.

 

You can think of dozens of scenarios where this station can be useful. 

I would love some day to be able to broadcast something on loop, go to a town, turn on the PA and broadcast the music from the radio to the PA.

Without crashing.

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