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DayZ | 50 QoL suggestions | Part 1

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The following is just a list of QoL (Quality of Life) improvements and/or small suggestions for the game that I think could provide an overall better experience for the next updates... I think that, after reading the 2020 roadmap we can tell that Dayz development it’s on a stage where there is probably not a lot of room for completely new ideas or crazy concepts (we leave that to mods), however I do think that small QoL additions and small tweaks that can be affordably implemented can still be implemented. Luckily, many of the past suggestions I made have been actually implemented in the game – of course I am not saying that it was because of my suggestion – so it is good to know that the vision is similar. That’s motivated me to create this thread.

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OTHER SUGGESTIONS

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HERE ARE MY 50 QOL SUGGESTIONS

1) Smoke Grenades | Add a working Spoon for the 1-M8

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Right now, when you take out the pin of a 1-M8 smoke grenade it starts smoking right away in your hand. 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 – and not when you are actually holding it in your hand. That’s how they actually should work IRL.

 

2) Adjust Zeroing Turret | Zeroing without HUD

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You always need to enable the HUD just to calibrate your weapon sight and know the zeroing range (100m, 200m, etc.). This kinda kills the immersion of playing the game without any HUD/Indicator. There are two alternatives to improve this: 1) By adding a simple click sound effect, you can just go all the way down and then use that sound reference to identify the distance you want (Example: 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). 2) By making the HUD (or just a number shown on screen) dynamic like it used to be. When you change between distances the weapon HUD shows up (or could just be a number in the bottom left) and automatically disappear after 2 seconds. The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ.

 

3) Blood Bags and Saline Bags | Tweaks/effects modifications over health

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Both items have lost a lot of interest and almost nobody uses them given their very week properties and the fact that being low blood is not really punishing for players (besides the black and white screen). We need to provide those item with a more interesting effect and I think an incidence over health regeneration is the answer. That’s why I strongly suggest to buff those two medical items by changing: A) Blood bags should regenerate 1000 blood units - over time - instead of just 500 blood units. B) Blood bags should also provide with a non-cumulative boost in the health regeneration. C) Saline Bags should provide with a blood regeneration boost up to 500 blood units (like it does right now) plus a hydration effect (at least 100ml per saline bag, similar to what a bottle water provide).

 

4) Raw meat and fat/lard | Immediately induce vomiting and/or no nutritional value

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Right now, if you have charcoal/vitamins pills, you can keep eating raw meat/fat and avoid its negative effects by taking the medication right before or even right after you consume that food. This is an easy way to survive but also an exploit for the survival experience. It creates a very exploiteable scenario and surviving skills/effort are not being rewarded at all because of this. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline) or by reducing the nutritional value to almost cero, you can avoid this and force players to cook the meat/fat before even considering eating.

 

5) Tripods | Size reduction and/or carry as attachment

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Tripods are one of the least used items in the game and I think it’s because of their big size. It’s a shame since is one of the more basic survival elements that a player can use if they want to stay away from urban areas (where you can´t use the fireplaces inside houses) and avoid the tedious task of cooking each steak one at a time. Right now you can´t carry those in most of the backpacks and you can´t even carry them as a melee. Reducing its size to 1x7 (instead of 1x9) or allowing players to carry them as a melee and/or as a backpack attachment would definitely be a good QoL addition for the game and something that many players have been asking for a long time.

 

6) Handheld Transceiver (Radio) | On/off key and different voice channels

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Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when those are attached to your backpack by using a default key. (Suggested key for PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this). Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. Weather with an on/off key or with a different voice channel (like with Local / Global / Vehicle in the past) you can somehow create a “push to talk” kid of implementation to avoid people broadcasting everything they say.

 

7) Binoculars | Add attachment slot for belts and backpacks

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Add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back. It’s an extremely immersive item but it lacks practicality right now because of its large size. It would be also great to change their size from 3x3 slots to 2x2 to enhance people carry them more often.

 

8) Cooking with a long stick | Keep character’s position (One-click action)

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Turning the cooking with a long stick action "One click only" (Not holding RMB) and allowing players to keep the animation (Sitting, holding the stick in hands) while changing between steaks/meat/food it’s something that needs to be part of the game at some point. It’s frustrating (and very immersion killing) having to break the animation every time just to change the steak and then enter the sitting animation again, over and over. You should be able to keep that animation while you can still access to your inventory to change the baked meat to a new raw steak.

 

9) Rags | Reduce the amount obtained by cutting clothes

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There is an excess of rags in the game making these (and the bandages) never a concern for anyone who plays Dayz. By limiting the amount of rags that you get/craft from a piece of clothing you can provide with a new relevance to this item at the same time of justifying the search for a better kind of treatment: bandages. The differentiation in the application time was definitely a great idea, however, I still think we need to go further into this differentiation (possibly with a chance of infection between them in the future).

 

10) Vehicles parts | Car wrecks and proper tools to remove parts

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The problem I see in general is a lack of balance between finding/adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably just drag and drop all the vehicle parts to the ground just to mess with the rest of the players in a server. It became pretty discouraging and usually very few people even bother in fixing a vehicle (Besides their performance issues of course).

That’s why I think that you should be able to attach vehicle parts to vehicles without any tool, but you should definitely require the proper tool to remove (non-ruined) vehicle parts from car wrecks (coming to Chernarus according to the 2020 report) and working vehicles. By only allowing to remove non-ruined vehicle parts by using the proper tool, you can provide with some reason to exist to those items too (Tire Iron, Screwdriver…) and also make the vehicles wrecks a more relevant element for Chernarus/Livonia. It could work like this: Pliers for removing a Sparkplug, Screwdriver for Batteries, Doors, Hoods and Trunks, Tire Iron for Wheels, Wrench for the Radiator. I think we would have more “almost complete vehicles” around the map because of this.

 

11) Dead players | Enable to extract blood from corpses (One-time action)

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By allowing players to extract blood from dead bodies (One-time action per corpse), you can make this feature – blood transfusions - worth again along with re-significate the blood test kits and blood compatibility system. It should be a one-time blood extraction per body and that could also reduce/change the dead body persistence / despawn time and its condition (decompose model) after you extract blood from it (also helping cleaning up the server, performance). I really think this could enhance a lot of PVE experiences and also the survival path.

 

12) Shoes wear | Nerf overall wear and tear

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A general nerf to the shoe wear is really needed IMO. I know that there was already one since the first implementation of this new feature but it was not enough. This should not be a permanent concern for players and in certain scenarios it ends up being ridiculously negative if your shoes can get ruined just by walking for 2 hours. Reducing the overall wear and tear of all footwear (at least on high tier boots) and increasing the damage tied to fall damage would be a good way to balance out this feature a little bit more.

 

13) Small Stones | Train tracks spawn concept back

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I do not know exactly when build the small stones stopped spawning on the sides of the train tracks and began to do so on the hiking trail. People are struggling a lot to find those at start to craft a knife and survive the first stage of gameplay. I think it was much more intuitive, realistic and identifiable before. Maybe we should go back to that implementation, add/increase the spawn in the train tracks or a combination of both.

 

14) Combination locks | Ruined after using a Hacksaw on them

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The combination locks should become ruined after you break them by using a hacksaw. This is mainly to avoid that raiders can easily usurp a base by changing the code and lock the door again. The raid of a base becomes a total demotivation for the owners since the intruders have a way easy path to take all their effort away (beside the loot inside). It’s also not very realistic to be able to use the same chain when you've already cut it with a saw.

 

15) Wooden crates | General re-balance, crafting and destruction

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Wooden crates are really messing up things in-game right now. They are way too big (10x5), way easy to craft (Only 10 nails + 2 planks) and extremely persistent (45 days). People can craft 5 of them in a blink of an eye with only a nail box and hide long automatic weapons almost indefinitely, reaching their max cap and completely vanish those for the rest of the players within that servers. It’s also frequent to see raided bases with +30 wooden crates just laying around forever since you just can´t even destroy/recycle them. That’s why I suggest: A) 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 inside. B) Reduce their persistence time without interaction to avoid “dead underground/glitched bases”. C) Crafting should be harder: 10 planks + 10 nails at least. D) Allow players to destroy/dismantle the wooden crates with the same tools that you can use to destroy a wall.

 

16) Duct Tape | Epoxy Stick / Electronic Repair Kit / Weapon Cleaning Kit / Sharpening stone resignification

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Certain changes in the duct tape consumption have been implemented according to its destination. That was definitely a step in the right direction. But IMO this item it’s still overpower and unrealistic for most cases and it overlaps with other items in the game, turning them useless since duct tape is really easy to find. By removing the ability of fixing guns, vests, helmets, radios, lights and suppressors with the Duct Tape, you instantly assign a role to the epoxy stick, the electronic repair kit and the weapon cleaning kit that don't currently have. Those are “dead items” most of the times due the disproportionate and unrealistic properties of the duct tape (even after the nerf). A fundamental part of Dayz is loot diversity and that each item has its particular purpose, so IMO we need to enhance that as much as we can.

 

17) Blood Bags and Saline Bags | Spawn already crafted/completed

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Complemented to the previous suggestion on the blood bag and saline bag effects, I think it would be a good idea to add those as complete items (% chance, along with the empty bags and kits of course) around medical areas. This would also provide with a better purpose to the blood test kits since you would need to check the blood type of the blood bag that you have just found and always know your blood type.

 

18) Hostages | Allow players to jog while tied up

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The holdups were always a big part of the Dayz experience but, nowadays, they seem to be less and less frequent. Big part of that could be due the lack of “broken bones” features and non-lethal weapons/ammo. But I think there is also another reasons for that: restrained players are basically useless for themselves and their captors since they just can´t move fast enough. Because of that, you can´t take to another position and also, it’s extremely easy to break out of the ties. Allowing jogging while you are handcuffed would expand the interaction possibilities a lot in my opinion.

 

19) Weapons fire mod | Sound effect and/or weapon representation

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Same reasoning that with the zeroing suggestion, it could just be a simple “click” sound to give you the reference that you have changed the weapon fire mod. It would definitely be a great alternative if you could actually see this change reflected in the gun model (you can “inspect” your rifle by entering in the throwing stance with a SMG, a rifle or a AR) but, in the meanwhile, a simple sound effect should do the trick. Once again, the idea is to being able to play with a complete clean screen.

 

20) Gas Stations | Limit the amount gasoline

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Gasoline in the gas stations is unlimited and that can´t still be a thing if we ever think to work on some future base building improvements like an electrical defense system. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource could take a new relevance for the game (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and by limiting its amount we could be one step closer to that and of course, removing the ability to get gasoline from ruined gas stations.

 

21) Blood Test Kit | Modify animation and provide with disease information

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We currently have a not very related animation for when you use the test kit on yourself (it’s the same as crafting a rag for example). I suggest to change that animation to the one used when you extract / apply blood/saline. It would be a great addition to provide more information after using a test kit, like certain description of blood properties that could be relatable to a disease (without being too explicit about your sickness). For example: amount of blood white/reed globules, etc.

 

22) Barrels, Vehicles, Wooden crates | Camo net as an attachment

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Hidden bases in the forest was an amazing thing back in the day. Your travels through remote locations were more enjoyable because you always knew that something could be hidden around. Now, since tents can´t be carry anymore in your back, vehicles are not really a safe option for remote locations and the general positioning system (in relation to the surface) for barrels and tents is quite restrictive, people just limit themselves to use the OP underground stashes as their main storage alternative. I’m not going to talk here about the negative effects of underground stashes for the CLE and its unbalances as a storage method, but the point here is that, by allowing players to use camo net as an attachment for barrels and vehicles - just like it happens with the tents - you can provide with a more balanced and effective method to hide stuff in remote locations or building a base round them.

 

23) Burying Dry bags | Make them take damage with every bury/unbury

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Similar reasoning than with the wooden creates, Dry bags are quite easy to find along all the coast (Docks/containers) and people use them as a big storage method as a hidden underground stash. You can prevent this by using a similar criterion than the suggested (reducing its capacity since its very unrealistic that they could hold 3 M4s inside) or by making them take some damage/worn every time you bury/unbury them.

 

24) Players backpacks inside vehicles | Disable them from players model

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There is currently an issue when multiple players get inside a vehicle: if the player in the front seat have a backpack, that clips through the back of the seat and prevents the player to enter the seat behind (The contextual menu just won´t show up because of the backpack obstruction). While the clipping issue it’s also something that need to be fixed, the bigger problem here is the impossibility of accessing the back seat. Maybe by removing the backpacks from the players just like the game does with the items in hands you can prevent both issues at the same time.

 

25) Surviving without a knife | Tear up action / crafted bone knife

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As a fresh spawn, if you couldn't find food or a knife in your first 10 minutes of gameplay you are basically dead (Even more if we are talking about a rainy cold night). No knife means that you can’t skin and quarter an animal (usually a chicken) and without canned/dry food around and no small stones in some close hiking trail (and you need to know the map for this) you just can´t overcome that scenario. I think it would be a good idea to add a “tear up” action that you could use with a chicken (or any other animal) to get the bones from them and maybe some low % of steaks. You can then use the bones to craft a fishing hook and also a bone improvised knife by combining multiple bones. This will allow a survival path alternative from the first second of gameplay.

 

26) Diseases Indicator | Different diseases symbols by using a Blood Test Kit

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We definitely need to have different icons for the multiple kind of diseases, especially for new players. This is probably something already planned to be a thing since we saw some different symbols per diseases in previous experimental builds. The global bacteria icon it’s just not intuitive enough and not very helpful for the learning curve of the game. Along with the suggestion about the blood test kits, It would be also a good idea being able to use the test kits on you not only to identify your blood type but also to assign a new symbol to properly represent the disease you have (Example: you have cholera with the global bacteria icon, after you use a blood test kit, the bacteria icon change to a more cholera representative icon).

 

27) Weapons proportions | Increase their horizontal slots w/ a more realistic approach

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It doesn't have a lot of logic that a person can carry up to three long weapons inside his backpack. That threatens the idea of an intelligent looting and, above all, it’s against the realism that the game should aspire to. Seen people with three M4s inside an Alice backpack or a AK74U or UMP inside their jacket it’s just ridiculous. I think you should modify the general proportions of weapons (or backpacks, cargos…) to adjust them with a more realistic criterion to avoid people carrying up to 7-8 weapons on them.

 

28) Reloading while running | Conceptual consistency

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This is something that IMO have no coherent reason to exist and make PVP feel extremely clunky and unresponsive. What’s the problem? You can´t chamber your gun, reload or change between mags while you are running. But if you think this due some realistic approach, then think again. You can still perform all the reloading animation while running it if you just jog or walk for a fraction of a second, hold R and then start running again. It just makes no sense at all and make the game feels completely unresponsive in this regard during combat and you would see a lot of players holding R without anything happens. Allow players to reload/chamber their weapons while they are running or at least be consistent in the decision of allowing to reload only while jogging preventing them to release Shift for 0.05 seconds, hit/hold R, and then start running again while changing mags or reloading the gun.

 

29) Fishing rod | As melee or backpack attachment

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I definitely think that the game should increase the attachable slots for the backpacks (like with the binoculars proposed before) and the fishing road should have a place there. The fishing rod is probably one of those items that you need pretty early in the game in order to survive. Allow to carry it as a melee and/or add an attachment slots for backpacks.

 

30) Less food, more cooking | Make the most out of canned/dry food

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I still believe that the food amounts in DayZ is high enough for a survival game. Scarcity and the search for food must represent a much more important objective than it currently has. New players usually struggle to survive since they can´t identify the multiple sources of food fast enough during their learning curve, but once they know the basics, food and water ceases to be a concern throughout his multiple hours of gameplay.

So along with a general reduction of the food for vanilla servers, what I’m talking about in this suggestion is the ability of taking the most of the food by cooking it. We all know that we can do that with raw meat, mushrooms and fruits (By baking and boiling, increasing their nutritional values up to 50-75%) but this system could/should also be applied to canned/dry food. How? A) By cooking water bath all the canned food (Peaches, Spaghetti, Beans, Tuna, Sardines) and the rise to increase their nutritional values up to 50-75%. Full canteen with water, cans/rise inside. B) By combining powdered milk with a full water bottle/canteen. C) Jam and Cereals should be the only items that you can`t actually cook.

 

31) Low blood effects | Decrease body temperature (Idle)

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As I said in other suggestion, I think that the effects of low blood are not really punishing for players besides the black and white screen. Being low blood should represent a pause in your normal gameplay until you get the values up again. By lowering the general body temperature (with its effects) you can achieve that forcing players actually consider regaining blood again as part of a “mission” after doing anything else.

 

32) Survivors corpses | Flies noise reduction / disinfection

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While I love the re-addition of fly noise around bodies because it helps you to find dead bodies, I think is too high and even more when you have one dead body inside a building, preventing you from even communicate with other players (VOIP and third party coms). You can always skin and quarter the corpse to avoid this but the bodies sometimes became inaccessible (clipping onside a wall for example). Reducing the general flies noise would be a good QoL in my opinion. Also, using disinfectant spray on a corpse to remove the flies/noise could help a lot.

 

33) Weapon Collision | Weapon retraction alternative

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The weapon collision was implemented some builds after BETA. But using a single - and awkward - animation (Raising the weapon to the sky) has turned PVP into a very clunky experience when fighting close to obstacles or indoors and its implementation is still uncomfortable 90% of the times anyway. The idea is then to opt for a more dynamic system like many other games did with a weapon retraction concept instead of a single lock animation. My suggestion is to implement a weapon retraction for SMGs and pistols, and a mixed concept for long weapons with an initial weapon retraction in relation to the obstacle proximity and the raised weapon animation if the source of the collision is extremely close.

 

34) Zeroing Key binds | Separated keys for Iron sight/hip fire and Scope

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Since the game added the two different zeroing some builds ago - one for the Iron sight and one for the Scope - it forces you to enter the scope and aim to the void every time you want to calibrate your weapon before / during combat. Even when this could be considered as part of a realist approach, it ends up being clunky and unrealistic since you could definitely do it outside the scope by using just the turret/knob. By adding/splitting key binds (for Scope zeroing and Iron sight zeroing) you would be able to change the range individually without having to enter the scope/iron sight view every time.

 

35) Communication Devices | Range, Multi-frequency concept and persistence

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We really need a change for radio concept to make these items useful again. Having 7 different frequencies and only a 5km range turns what could be a huge element of interaction into an absolutely dead item. I have suggested quite some time ago to increase their general range, around 10km for the personal radios (I remember an EXP build though where they were worldwide and people use them a lot), and that all communication devices should be multi-frequency, with a higher "sound gain" or lower “noise” when you are on the same frequency than the broadcaster.  In the case of the Field transceiver and Zenith studio, there shouldn’t be such distinction so it can be heard perfectly along all frequencies. The argument against the multiple frequency idea could be a possible "loss of privacy". But let's be honest, almost no clan/squad uses in-game communications to talk to each other, not even on RP servers. Radios have been and always will be devices for meeting strangers, not regulars.

The other part of the suggestion is about persistence. Just like with the construction lights, you should be able to place and power the Field transceiver with a power generator, making them persistence and enable for longer periods of time. I imagine a natural increase of the usage of this communication items at nighttime where people return to their shelters and turn on their radios while waiting for the sunlight.

 

36) Apartment buildings and pharmacy | Resignification of their “loot class”.

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We definitely need to assign some kind of “loot category” to the apartment buildings since there is almost no loot inside those. Not even snipers (since the new dispositions of most of the cities) or base owners visit those building anymore. There is almost no loot inside what you may think were one of the most populated buildings before the “apocalypse”. Back in the days, they were the main source for civilian tents. I suggest to go back to that “loot reference” for the apartment buildings. Similar reasoning with the pharmacy (wrongly referred to as a supermarket). There is almost no loot at all inside those most of the times when they could be an amazing (and realistic) medical area reference to direct players there, just like with hospitals and clinics.

 

37) Item reserved slot | Darker coloration in inventory

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This is more and aesthetics tweak. Since 1.06 we now have reserved slots for items that we take from our inventory to our hands, leaving a “ghost icon” of that item in our inventory. But this “ghost icon” is quite unnoticeable in my opinion and could lead into some confusions. If would be good to add a darker coloration (or just turn it black and white style) to make it more prominent.

 

38) Player to player actions | Rewarding interaction through an action boost

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This is a general concept and not a particular idea. You can apply it to multiple scenarios. I think it would be excellent to be able to reward in some way when another player feeds us, gives us a medicine, heals our wounds, repairs our clothes, applies a saline, gives us a blood transfuse, etc. I'm not talking about rewarding that player in particular, but rather rewarding the action in general through a small bonus that differentiates it from when we do it to ourselves. All under the reasoning of "greater effectiveness". For example: if another player gives us a blood transfusion we should receive 700 units of blood instead of the default 500, or the action should be way faster than when self-apply. If he feeds us, that food should offer more energy than if we eat it ourselves or faster. I remember how in the past we couldn't apply a saline bag to ourselves and we depended on a stranger. That encouraged a lot of interactions that are now mostly lost.

 

39) Improvised backpack | Being able to break it down

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Pretty simple suggestion. Just be able to break down the improvised backpack obtaining the burlap sack and some sticks back. It could be done by combining the bag with a knife (losing the rope in the process). Just like the recent change added with the fence/watchtower kit.

 

40) VOIP | Avoid that it cuts off when open the inventory

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I honestly don't remember this problem in buils before 1.06, but every time you are using VOIP and you access your inventory (Tab) the VOIP cuts off. You need to enable it again and then when you close the inventory it cuts off once again. This is extremely annoying and, as I said, I don´t remember this this strange behavior in the past. I add it as a suggestion because I don't know if it's a design decision or a bug.

 

41) Hot items | Dissipate heat over time / restart

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You can currently heat a cooking pot, an earthworm, meat/steaks or anything that retains heat and use it as a permanent “improvised heat pack” to raise your body temperature and avoid the negative effects of the environment. Three hot items in your jacket and you can go out almost naked in a cold rainy night. This would not be an exploit if the temperature were to dissipate over time, but unfortunately it does not. My suggestion then is to make the temperature of the items decrease over time or, at least, to return to their initial temperature after a server restarts.

 

42) Power Generator and Engines | General noise reduction

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Vehicles and power generator noise its way to high. Almost every player turns down the effects slider while driving in order to hear their voice inside a car (Even with all the doors closed). There are even mods to automatically turn down the sound effects with a key to compensate this. Same thing with the power generator. Would be great to be able to reduce the general volume in both cases as a general tweak and/or use the motor oil as an in-game method to reduce the general noise of vehicles motors and generators, giving this item an actual purpose.

 

43) Lock picks and handcuffs | Make them unique/useful

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Lock picks and handcuffs are not getting the relevance that they should in a game that uses their features/items as the main source of stories and interactions. The fact that you can open any door/gate just by punching it several times and that it takes around 40 seconds to break free some hard metal handcuffs kind of kills their purpose and completely wastes them. We already have certain “resistance” according to the different doors but, in my opinion, metal gates shouldn’t be able to be unlocked by “brute forced” and without a lock pick. I’m talking about the factories gates or the metal gates in general. Similar reasoning with the handcuffs. You shouldn’t be able to break free from those without the key and you (or another player) could also use hacksaw, some pliers, a screwdriver or a lock pick to set you free. This will open a huge window for really cool interactions.

 

44) Map and notes | 3D map/notes model

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This is already a thing is some servers and its completely amazing. The fact that you can check a map outside the “full screen map” it’s one of the most immersive approach that can be made with them. I would love to see that in the vanilla game as well, both for the map and notes. I know that, in the case of the map, it’s a unique 3d model so it may be impossible to make with notes but maybe there is a way around. I’m not saying to replace the “full screen map”, but to provide a hit/hold option to choose between both alternatives.

 

45) Antibiotics, charcoal, purification tabs and vitamins | Number of pills and reduce its max quantity

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There is a different representation of those medical items according to their amount. You have number of pills for some of them and a slider for others. I suggest to unify this representation to number of pills. Also, having +12 pills from a single box of medication it’s just too much and prevents you from having to loot medication again for the rest of the life of your character. That’s why I strongly suggest to reduce its max quantity in general to make these items more valuable.

 

46) ADS transition | Make it slower and smoother

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The current transition from hip fire (Raised weapon) to ADS is extremely fast. You get to your sight view almost immediately. This not only makes the game feel too casual and arcade-like, but also conspires against the original idea of "warning" the other player about your future intentions through your movement (thus enhancing interaction). Right now, you can aim with your crosshair and enter ADS in less than a fraction of a second to get the kill in the middle of a conversation. This need to change. I think this movement/transition should be much slower, as many other games have applied.

 

47) Dead animation gesture | Faint your own dead as a gestures/signals animation

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Kind of a not very meaningful idea but due its feasibility I think it would be great. Just add a dead and/or unconscious animation (same animations that its already in the game) to the gestures radial menu to faint your own dead/unconsciousness and lay down in the ground. You could confuse other players, get out of a hard situation or even set traps when they try to loot you. I think this could add a lot to the gameplay and I really don´t see how its implementation could be really hard.

 

48) Hands up, F5 | Allow captors to access hostage inventory

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Another thing that I think make hold ups less frequent in Dayz (and increasing KOS at the same time) is the general behavior of the game when you have a player surrendered to you. Why is that? Mainly because: a) You can`t tie players up when they have their hands up (F5) or they are performing some animation. So you actually have to put yourself in danger (asking him to put his hands down for example) in order to secure the situation. 2) Because since nor you or him can access the hostage inventory, once again you need to ask the hostage to put down his hands in order to drop his stuff to the ground. I think it would be a good addition to allow everyone to check the players inventory when his hands are up (Default F5) and/or allow to tie players up while they are performing the F5 animation.

 

49) Fruits, Vegetables and Mushrooms | Expand their properties

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Cultivating or looking for natural food sources like mushrooms or fruits it’s definitely not rewarding enough in Dayz right now. They provide with negligible amounts of energy and the water sources are too abundant to ever feel the need to cultivate those to get the water from them. Regardless of whether all the fruits, mushrooms and vegetables seem to have the exact same nutritional values, I think a good idea - to avoid having to make a general rebalance of all the food in the game - is to provide with an extra property to that items. I think a boost in the immune system for fruits and vegetables (just like you're taking a vitamin pill) and some sort of “medicinal use” for mushrooms (as assigning a “curative property” to each species of mushrooms for each disease) could add a lot to the equation.

 

50) Base building Rebalance | Comprehensive list of suggestions

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I invite you to read the set of suggestions related to base building to balance it and make it worthwhile without distorting the vanilla concept of this feature or turn it into a “sky bases” kind of base building: https://forums.dayz.com/topic/245191-base-building-rebalance-comprehensive-list-of-s xuggestions/

 

* THANKS FOR YOUR TIME *

 

Edited by Asmondian
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Phew, so much good stuff in this. Respect for the work you put into it. I'm only afraid you will be left disappointed. You and me both. Because this "DayZ in 2020"-article basically consists of "intend" "can expect" and "time and resources available". Plus they lied to us regarding the teams size and didn't even adress it. I have asked them for an official statement on the subject and on the current teams exact size. I'd be surprised to hear back from them.

 

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