Jump to content
Asmondian

DayZ | +30 QoL suggestions | Part 6

Recommended Posts

Posted (edited)

A8AI4Cj.png

 

Hi there! Long time no see! I've been away for a while (and still kind of am) but every now and then some idea crosses my mind and I would not want them to die as just a thought without first sharing them. What this list is about? A new list of QoL (Quality of life) suggestions for DayZ Standalone. I have created several of these lists in the past (you can check the links down below) and fortunately, many of them have made it into the game (Not because I have suggested them, of course). What is a QoL suggestion? These are small changes/tweaks that I think could/would improve the game experience and that do not imply huge development efforts for their implementation. Always within the philosophy and style that I understand DayZ has: a hardcore survival game. Do you have to read everything? No, the titles and pictures are intended to be illustrative and self-explanatory. Just make sure to check the brief explanation before commenting about them.

 

OTHER SUGGESTIONS

 

HERE ARE MY +30 QOL SUGGESTIONS

1) Continuous action for patching clothes and repairing/cleaning weapons

zih6DjV.png

As it has already been done with the bandaging action a few updates ago, wringing clothes, patching multiple wounds and many other actions that are now continuous (you just hold the click and it performs multiple cycles). The suggestion is then to apply the same logic to everything related to repairing clothing, weapons or equipment. It is functional, intuitive and definitely a quality-of-life improvement for a smooth gameplay.

 

2) Increase Gorka/Patrol Jacket and pants insulation value

vD2UePt.png

Many of us were probably surprised to learn that the Gorka equipment (known as Patrol Jackets/pants currently in DayZ) has a low level of insulation. This means that they are not very functional clothes to combat the cold, although they are functional since they are waterproof. However, I think this definitely needs to be reviewed and modified to at least a medium insulation value. Is reasonable, easy to implement and would have a better match even with the gorka/patrol equipment description itself.

 

3) SAM splint as an alternative way to treat a fracture

s7MIRP8.png

At present, the only thing we can use to treat a broken leg is an improvised splint or resign ourselves to wait long enough (30min) to heal a broken bone. It would be interesting - and in tune with the DayZ era -, to be able to add a specific mid/high tier medical item to treat a broken leg. Dr. Sam Scheinberg's invention during the Vietnam War, commonly known as SAM splint, would be an excellent alternative to broaden the range of medical items and provide them with a greater depth. This item could be better than an improvised splint by offering a shorter recovery time or maybe, just a compact size in our inventory with the same exact recovery time.

 

4) Dropping a headtorch should always point straight ahead (like flashlights)

pEHq0vY.png

As has happened at some point with flashlights, if we decide to leave a lit headtorch on the ground by dragging it to vicinity or holding the "G", it should always point to the front. Throwing lights on the ground to illuminate the front is a widely used resource. This same criterion was used a few patches back with the flashlight, which now always points to the front.

 

5) Sawed-Off M79 Grenade Launcher

TEOrP6u.png

Self-explanatory title, I suggest to add the possibility of sawing-off the M79 to make it even more compact in the same way we can do with the BK-43, BK-18, Mosin, etc. The saw-off feature is not really popular in general (there is no overly convenient reason to do it) but in the case of the M79 it would probably be the only weapon where this would imply a benefit for the gun since there is no really need for marksmanship nor precision. Would also be a way to revitalize this feature (sawing off weapons) with a concept that existed for decades IRL (very common in the Vietnam conflict for example).

 

6) Change the 40mm ammo position in the vests (vertical)

YPmdhl9.png

Following with the M79, while it is mostly an aesthetic thing, it is unnatural in relation to how it looks on our player outside the inventory where grenades are carried vertically, while inside our inventory they are placed horizontally. The logical thing would be to unify and that they are always seen and stored vertically, like the rest of the grenades.

 

7) Allow to craft a tripwire with a Barbed wire

MHA1KtW.png

Add the possibility of creating a tripwire with barbed wire (in addition to the classic one with metal wire) but that this also generates a cut in the player who crosses it. It would be a good alternative trap with or without attachment (grenade or whatever item) since it would generate a stumble followed by a cut, slowing down our prey.

 

😎 Bury barrels as a new storage method

QInSNJn.png

A bit more than a QoL suggestion o simple tweak, but I don't think it is a very complex implementation (credit to Dabs for reinforcing this idea with his server), being able to bury barrels underground, exposing only their lid, would be an excellent (and realistic) storage method for DayZ without being extremely OP. It would work exactly the same as the feature of burying any other container, except that it would expose the lid (which could be unified in the same color for any type of barrel). I also suggest that, in an area of at least 0.5 meters around, we could apply a metallic noise when walking on them as a way to balance the possibility of finding them.

 

9) Allow to fix the weapons attachments with epoxy putty

4TZ4KpU.png

I could not find too many reasons of why this should not happen to be honest. Simply allow the gun attachments to be repaired with the epoxy putty stick like the vehicle’s parts, helmets or vests.

 

10) Allow to get bark/sticks from trees by using a crowbar

Ex45pQ7.png

Right now, you cannot get bark/sticks from trees with a crowbar when common sense would tell you that it is probably the tool that would most easily allow you to do so. I suggest enabling this as happened with the axes at the time.

 

11) More item combination (The ones that make sense)

9ocRv2e.png

Since the title is quite explanatory, so I will just mention the most obvious examples of items that could be linked together as being perfectly logical and possible: Leather sewing kit, regular sewing kit, Electronic Repair Kit, Duct tape, Tire Repair Kit, Garden Lime and bandages. This would improve the organization of our inventory, help to economize the quantity of items in general and would be a clear improvement in quality of life considering an eventual extension of the continuous cycles for the multiple actions (bandaging, repairing clothes, cleaning/fixing a weapon…)

 

12) Make portable gas lamp illumination warm (orange) instead of cold (white)

Ckk3YZb.png

This is a bit of a whim but it does not escape the realism argument, the portable gas lamp currently has an extremely white light as if it were an LED lighting when in fact it should be a much warmer light because it is still a flame. In this sense, the suggestion is to modify the tonality of the light for a less cold and more orange, giving a better atmosphere in pursuit of realism.

 

13) Codeine pills effects. Calm/hide coughing, sneezing, shivers and pain sounds.

tvDynZ3.png

Codeine tablets are probably the least used drug in DayZ because it is basically the little brother of morphine and there are very few scenarios where its use is really justified. In the quest to give more utility and depth to this drug, and always respecting the correlation with its realistic use, let's remember that codeine is an analgesic, a sedative and an antitussive. Thus, in addition to the current use to prevent shock damage (while having a broken bone), it would be interesting to be able to suppress flu/cold symptoms (coughing, sneezing) and shivering caused by cold through codeine. It would also be reasonable to also affect the pain sounds (low HP) from our character. By this, codeine will thus have a much more important role, not only to treat an ailment but also as a good ally at the time of a PVP or to hide our pains or noises (sneezing or coughs) when necessary.

 

14) Non-disinfected rags/bandages should have a visual representation

d05hnsL.png

In line with the previous suggestion, the suggestion is that rags/bandages that are non- disinfected should simply have a yellowish coloration (plus the wear and tear according to their state), while the disinfected ones should be white like the ones we currently have. I know that many will tell me that you only need to inspect the item to realize it. However, this QoL suggestions is not necessarily aimed at old players, but at those who find this a great frustration as they are unfamiliar with most of the DayZ features when they start playing. Believe me when I tell you that there are tons of new players who find in the wound infection feature one of the first major obstacle to learn if there is no one to teach them (plus I believe that anything that allows us to keep them out of our inventory/interface is always a good thing.)

 

15) Quick bait (worm) replacement for the fishing rod

kpgHPe7.png

I hope I saw right, but in some gameplays of the new DLC (Frosline), this would already be possible. But to reinforce the idea, I emphasize this quality-of-life improvement: currently when fishing, we must craft a hook by combining the hook and the bait (worms).  This requires a slow and clumsy animation for a very simple process. The suggestion is then to be able to combine them directly - without an animation, as with meat and a sharp stick for example. Once your bait is gone, you just drag and combine a new one into your fishing hook. Easy, simple and definitely possible.

 

16) Broken leg, “+” symbol after applying a splint

B8tnCVH.png

Many of these suggestions arise after playing with friends who are completely new to the game and struggle with a learning curve. Dayz shouldn't be an easy game by any means (it isn't), but it shouldn't be counter-intuitive either. In the case of broken bones, we have the classic fracture symbol until we heal. However, when we apply a splint, the symbol remains exactly the same, without warning if we really did something right to heal the bone. The QoL suggestion in this case is to simply add a "+" symbol to the broken bone after applying a splint (could be any other symbol representation different from the broken bone stat symbol), indicating that the fracture is being progressively healed (similar to the "+" we get with the heat buff).

 

17) Bandanas should go to the mask slot by default

ThjfTYL.png

Very simple but definitely a QoL change, I think 99% of players assign that slot directly by dragging it to our inventory and it always, by default, ends up in our character's head. It would be a simple and quality of life change that the default slot is the facemasks slot.

 

18) Slightly less “limiting” and more immersive unconsciousness

5ZKzJMT.png

This suggestion could be a bit more controversial than the previous ones, however, I am convinced that it could add a lot to the gameplay: Currently, when we fall unconscious, our screen turns completely black for the first seconds and then, we progressively recover vision through a dark vignette that alternates between 0 vision and minimal vision (small circle). The sound, both of the world and from our character is nonexistent, and if it were not for the lack of the classic “you are dead” message on our screen, we would not be able to distinguish death from unconsciousness at all. I think this could be improved by trying the way ARMA REFORGER treats unconsciousness, which is actually quite similar, but with subtle changes. How? 1) First of all, the screen is only completely black only in the first seconds after falling uncon, but then, the field of view (black vignette) is reduced to a minimum but without reaching full black. 2) Then, as we recover, this dark vignette becomes slightly larger and its edges become more transparent. Unlike ARMA Reforger, our head should NOT be able to move at all. 3) Simultaneously, the sound (both of the environment and of our character) is not completely suspended, but continues but in a mitigated form. We hear our heartbeat while the ambient and effect sound is significantly reduced. You can see an example of this concept of unconsciousness here: https://youtu.be/UWJq0q1hbcE?t=7850

 

19) Improvised fishing hook crafted from metal wire

MX2eLex.png

We have "professional" fishing hooks that we find around the world and improvised ones that we can craft out of bones. It would be interesting to be able to also have an intermediate and realistic version crafted from metal wire or barber wire as "metal fishing hooks". You can get one just by combining any of these items (metal/barbed wire) with a pair of pliers.

 

20) Improvised sewing needle from metal hooks

EQ1kXFI.png

Directly linked to the previous suggestion, metal hooks should not be limited to fishing, but, when combined with a rope or netting, could be transformed into an improvised sewing kit to repair our clothes (not leather). I am neither the first nor the last to suggest this. Of course, they should have less "uses" than the regular ones.

 

21) Allow to abort the climbing animation

hQYR1qL.png

Definitely an idea that far exceeds what would be an easy implementation but, at the same time, a real evolution in terms of gameplay and control of our character, the suggestion is to eventually be able to have some control over complex animations such as vaulting, allowing us (in some case) to cancel the animation in the middle of its execution. In this way we could, for example, cancel the vaulting animation when jumping over a tall fence, backtracking the steps and performing the same animation but backwards. I repeat, I am sure there are hundreds of factors that limit this idea but I would like to leave the concept to get feedback from people who have more technical knowledge about this to analyze its feasibility.

 

22) Craft double armbands by using a sewing kit

GhMX60z.png

I am not suggesting anything new because there are already mods that allow it in an excellent way and its official implementation, I believe, should not have too many difficulties. The possibility of crafting a double armband from 2 armbands and a sewing kit would allow a much more visible identification between the members of a squad, an element that is sometimes a bit lost with single armbands. It's not a major or decisive change, but I think it would add depth, content and freshness to the gameplay.

 

23) Disable traps from the vicinity tab

xoOzwqD.png

I’m sure I already suggested this a while ago so I will use it as a reinforcement, the fact that you can detect active traps such as landmines or tripwires just by walking next to them with the vicinity tab open is kinda is a bit discouraging. This not only conspires against their effectiveness but also against the realism the game could have in this regard. The proposal is then that the traps, once set, cannot be seen at all through the vicinity tab.

 

24) Running heavy melee blow > regular heavy melee blow

R3wKvBE.png

Many may not know it (probably because they don't follow WOBO, shame on them…), but the "strong" melee attack does the exact same damage (HP & Shock) as the running heavy attack. I think this should be slightly modified by increasing either health damage or shock damage in the latter case. By that, to be able to hit this blow that is “loaded” with our body's own inertia, in some cases would have to knock out the target in one hit.

 

25) High light and low light for vehicles

58sGG9S.png

I think it would be a good addition - and not extremely complex to implement in my opinion - the possibility of having high and low lights in vehicles with different levels of energy consumption (battery). The reasons are the same as in real life (higher consumption, higher visibility and vice versa), and at the same time the possibility of achieving a little more stealth when driving a vehicle. The low/high lights could be activated in the same way, but in one case you just need to hold the lights key (default L) and in the other, just tap it.

 

26) You should not be able to carry barrels full of water/gasoline

VtWfX3j.png

Barrels are one of the first items to “disappear” after a server wipe. Players hide them for the first few days and then it is almost impossible to find one. At the same time, they are a key element in large bases to store liquids (water/gasoline) and equipment. The idea in this sense is to benefit both universes (availability of barrels in the world and persistence in the bases). For this it would be good that the barrels loaded with liquid can NOT be carried by the players without emptying them first. At the same time, and as it already happens, if one punctures the barrel, it loses all its liquid content and logically allows to transport it. In the latter case, it would also be interesting to reduce the lifetime of the barrel with holes to 1944000 seconds (22 days) instead of the 3888000 (45 days) of non-perforated barrels.

 

27) Immune system boost along with the heat buff

RlfIZrp.png

Since its addition (about 3 years ago), the temperature boost (+) mostly implies a “bonus/buff” to prevent your temperature from dropping below a certain limit when obtained. Although this feature is key in cold maps (like Namalsk), is very rare to find its use in other maps like Chernarus or Livonia where it only works as a residual effect of cooking next to a fire.  Therefore, my idea is to extend this feature a little bit by allowing that, once obtained, along with the temperature “bonus”, we also get a immune system boost (quite similar to the vitamins pills effect) that fulfills the same role but can be achieved thanks to this “comfort status”. (Thanks Dumpgrah for the feedback on this suggestion).

 

28) Reduced the sound for vaulting when crouching (or alternative animation)

MZPzf0D.png

Let me illustrate it with an example: you are crouching stealthily in a city tracking some shots from inside a house close by and suddenly, you come across a very low fence. When trying to overcome it, your character jumps over it as if it implied a massive effort, making a loud sound and a dramatic animation. So much for our stealth. It would be interesting, therefore, to have an alternative animation (or sound reduction) when we pass over a fence from the crouching position. Perhaps something similar to the good and old vaulting back in the DayZ (one leg first and then the other). (Example: https://www.youtube.com/watch?v=F2s6z-qC4Yo)

 

29) Smoke grenades should cause coughing after a while (Tear gas alternative)

CnV2rW3.png

Smoke grenades are an item that could definitely be given more love with small changes to their effects: when we find ourselves inside the smoke, they should cause our unprotected character (no gasmask, or facemask) to cough (alerting us to our presence to others). By this, their use be not be limited to cover a position or signaling, but also as a way to detect the presence of camping players inside buildings. An alternative to this may well be to simply add a 6230 CS grenade with the effects mentioned above that can be found under the police loot flag. It would be an excellent “low tier alternative” for the PO-X Vial, fulfilling a similar role in PVP situations (although without generating any real damage) and expanding this amazing PVP dynamic without the need to reach high tier areas or dynamic events. 40mm tear gas ammunition could also be a thing to consider in that case.

 

30) Butane canister | Apartment buildings stove and gas cannister refill

dmGmbXw.png

This suggestion is intended to do 2 things: 1) Extending the use of gas canisters as a non-disposable item once they are used up. 2) Provide with a little life to the apartment buildings with a functional asset. What does it consist of? As with the wood-fired indoor stoves in multiple houses around the map, we can do something similar in the apartment buildings around the map by adding portable butane canisters stove. This item could be “fueled” with the – already in the game files – butane cannister. In addition, the butane canister should be able to refill the gas cannisters by combining them together.

 

31) Extend the detonator range by using an electronic repair kit (or combining it with a GPS)

3SrNtZw.png

Both the plastic explosive and the improvised explosive (case protector) require a remote detonator unit to be able to active them whenever we want (not with a timer). However, the detonation distance is, at most, about 50 meters, which for me is quite a small range to work as a trap and not just a raiding tool. That's why I think it would be a cool idea to be able to combine the remote detonation unit with a GPS (or retrofit it with an electrical repair kit) to double its signal range, leading to much more interesting (and safer) scenarios. Regardless of the item or method involved (it can also be the field transceiver for example), the concept is to allow improvement of this item to increase the detonation distance.

 

32) Modify the compass holding position/animation

LBVXz9c.png

The idea is to slightly modify the position of the compass in our hand to avoid those situations where the excess or lack of illumination prevents us from seeing it correctly. Simply giving a greater verticality (as ARMA Reforger does, for example) would be enough.

 

33) Increase bullet dispersion in automatic weapons

Dm92DtS.png

This suggestion is far from being simple and definitely requires a lot of testing to reach the best conclusion. However, after having personally tested all automatic weapons in DayZ, my humble opinion is that the bullet dispersion of automatic weapons when firing from the waist (misnamed “hip fire” or “off ADS”), is extremely low (impacts are extremely close together). Why is this a problem? Mainly because, even on hardcore servers that disable the crosshair, TONS of players are using artificial crosshairs (from their monitors or with external software) to have an advantage. They abuse the “hipfire” thanks to the (IMO) minimal bullet dispersion that exists in automatic weapons, controlling recoil much better than in ADS and delivering many, many shots almost effortlessly. The suggestion, therefore, is to significantly increase bullet dispersion for automatic weapons when shooting outside ADS, so that PVP does not become a mere point + click.

 

I really recommend checking out the other suggestion threads.

Most of them are still valid and Im sure they would make excellent QOL additions for DayZ.

THANKS FOR YOUR TIME

 

OTHER SUGGESTIONS

Edited by Asmondian
  • Like 6
  • Thanks 5
  • Beans 2

Share this post


Link to post
Share on other sites

One thing I would love to see In dayz are dirt bikes and bicycles where bicycles only spawn in big towns or city’s and the dirt bikes spawn in the smaller towns with dirt roads

Share this post


Link to post
Share on other sites

while i do thoroughly enjoy these posts one has to wonder. what is important? what is essential and non-essential to the overall experience of the game? what are the real core pillars that effect the meat of the experience while inside the game? to which the answer to this IS the movement and gunplay of the game. which sets the standard for the expectation of HOW DEEP the overall experience is meant to be. I mean really think about, if the underlying mechanics of the game are telling you that this is not real and this is arcade why would you ever want to add many of these things that seemingly contradict that feeling and throw the game into a deep sense of disconnect between the world and the way you move around in it?

for example, why would the smoke grenades making people cough be added when the gunfights are over in seconds with little to no drawn out strategy when you can instantly fly up a flight of stairs and rush them and spray them? and more importantly why do i care about the advancement of sustaining my butane stove gas tanks when my life dies so quickly? with people putting me down with little to no effort because of the point and click gunplay making any struggle i go through to fill my butane container seem absurd to go through when life comes and goes so quickly.

what is important? what sets the standard of the game? to which the answer is movement and gunplay. and once THESE THINGS can first be changed all of the other suggestions here you make will follow. because it will become self evident when the standard is right that certain things SHOULD or SHOULD NOT be there. and that a game can only strive to be as authentic as the standard of its movement and gunplay mechanics allows.

an arcade shooter does not attract simulation mechanics. just as a simulation shooter does not attract arcade mechanics. because they are incongruent with eachother. the only difference is the standard

  • Thanks 1
  • Confused 3

Share this post


Link to post
Share on other sites
Quote

I have created several of these lists in the past (you can check the links down below) and fortunately, many of them have made it into the game

Unfortunately I have opposite feeling and its a shame because those really meaningful and pro-player small changes/fixes were omitted.

Regarding your new set of QoL ideas, I support all of them, except few: 5, 29 (tear gas ok, but I dont like the smoke side effect).

Share this post


Link to post
Share on other sites

5- I dont think they should be a portable 1 tap bomb that fits in your pocket, i think the launcher is balanced because it is massive and takes a shoulder slot.

18- I agree with this and i believe you should be able to hear player voice to, purely for the reason that if they are saying" if you get up im going to shoot" you which would increase player interaction instead of just executing everyone immediately because everyones first instinct is to swap to a gun and start shooting thinking they player doesnt know your uncon.

24- The melee combat sucks and especially this mechanic, run punch is one of the worst mechanics ever, you gain an advantage by running in a circle for 2 sec and its buggy because the range on those swings in 10x. I hate the combat so much, i would literally do the mocap at bohemia for free to get new melee mechanics.

Everything else i agree on. I like these posts they are good.

 

 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
51 minutes ago, wadiman355 said:

 

24- The melee combat sucks and especially this mechanic, run punch is one of the worst mechanics ever, you gain an advantage by running in a circle for 2 sec and its buggy because the range on those swings in 10x. I hate the combat so much, i would literally do the mocap at bohemia for free to get new melee mechanics.

 

Share this post


Link to post
Share on other sites

In response to #30... many homes have propane tanks on the exterior... like gas stations, we should be able to refill the gas canisters at those.

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)
23 hours ago, Asmondian said:

24) Running heavy melee blow > regular heavy melee blow

Disagree due to the broken melee range of the running heavy attack. It's crazy how much reach it has compared to regular melee.

I would agree with it if they fix that + make it use more stamina than regular heavy attack.

Overall great list once again.

Edited by DefectiveWater
  • Like 1

Share this post


Link to post
Share on other sites

Nice suggestions buddy. I would prefer if xbox had same options as PC with compass and team invites, I know that a lot of people struggling with this 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×