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blueshorts44

Details that add immersion.

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Somethings that don't add a whole lot to gameplay but definitely would help with immersion:

-Head bob (optional toggle)

-Bleeding corpses (similar to arma2 dayz)

-Visibly wet clothing

-Birds (client)

-bullet/melee decals on objects but also on clothing

-body autopsy,  like "gunshot wound to the head"

-RAGDOLLS or at least more animations depending on where you hit them

-ruined weapon/melee sound

-HUD opacity slider/ adjuster

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Tbh, these options should be put in without much for options to turn them off (maybe except for birds, if they're just background props and not huntable). Not sure what you mean by headbob but if you mean the up and down movement when you jog/run irl, then yes. I don't think that should be a toggle. It should be added to make it a penalty for trying to run and gun. Run if you must, but your perception will be greatly reduced would be the warning lol.

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11 hours ago, blueshorts44 said:

Somethings that don't add a whole lot to gameplay but definitely would help with immersion:

-Head bob (optional toggle)

-Bleeding corpses (similar to arma2 dayz)

-Visibly wet clothing

-Birds (client)

-bullet/melee decals on objects but also on clothing

-body autopsy,  like "gunshot wound to the head"

-RAGDOLLS or at least more animations depending on where you hit them

-ruined weapon/melee sound

-HUD opacity slider/ adjuster

I think a lot of those things you mention are related to gameplay.

-Bleeding corpses (similar to arma2 dayz) / Body autopsy, like "gunshot wound to the head" / Bullet/melee decals on objects but also on clothing

This is very important, Bohemia in DayZ 2 must be quite hard working at this, wounds help us to know if someone has been bitten or scratched, therefore if they are going to become infected. This can result in them biting us and infecting us, smearing a bladed weapon with their blood and attacking us, infected wounds could have different states.

Here I'm talking about players, but in infected, the gore on their body would give us an idea of whether or not we have finished with them, or if they have little left, for example, if we blow off an infected's arm we know that it won't last long until it bleeds out, but it will last longer, but if we blow off its head, central nervous system, or hit its heart, it will die and it will be safe.

If we walk around the world and see an infected person on the ground with a head wound, we'll know he is dead, whereas if we don't see a wound, he could simply be sleeping/resting.

-Visibly wet clothing

ARMA Reforger has that. A good humidification system would simply tell us if our clothes have gotten wet and if we should dry them. The level of humidity in the clothes could indicate whether we have health problems or not. If we only got wet up to our knees, there wouldn't be as much risk of pneumonia, or of developing fungus. The added benefit of this is that you don't need as many elements in the HUD because moisture is visible on the clothing and its condition.

Another important mechanic would be that the character, if we have the weapon drawn, if we enter water, he would lift it so that it does not get wet and deteriorate, he would only do this if we took it out and had it in our hands.

Clothes may also become wet with wounds, indicating that you have been bitten, shot, and other things.

-Birds (client)

Birds are a great gameplay element for hunting, as the colleague said. They could also alert us to hordes, for example, if many flock out of a forest It could mean that there is a lot of human presence, or seeing birds moving could indicate that someone has crossed their path, someone shot far away and they moved away. 

Crows and vultures flying in the distance could tell us if there are corpses, whether from other real players, human NPCs, or dead infected people.

Pigeon breeding could be used to send messages without using radio frequency and over long distances. Pigeons are very good at locating their breeding grounds and are capable of traveling long distances to them. You just have to take them far from their breeding grounds. That's the drawback: they don't travel to random places, they just return to their nest. They could die along the way, and the message could land anywhere with them, anywhere on the map, if they have a death probability algorithm. Bohemia could also use a system where they could become visible, rendering, as they pass near players, so the players could take them down. If there were strong settlements, players could send trucks with cages and other materials, and use them for that purpose. For example, sending 30 to another location, you can send 30 messages. Or if the game had a multi-map, but was interconnected, players could communicate between maps using pigeons.

Arma reforger features birds

EFoyHIk.jpeg

-Ragdolls

It's important for gameplay. I'd add mechanics like kicking and pushing, among other things, such as pushing someone from a certain height. But in combat, the ragdoll is very important because staggering gives you time. If you land a hit while someone's staggering, your teammate can land another, or if you're quick, you can go to another part of the body. A shot to the leg can cause the infected person to lose balance while running and fall to the ground and have to get up, so you can take advantage of this to shoot another person if there are two of them.

mkWdNqM.gif

 

-HUD opacity slider/ adjuster 

I've always been a bit of a HUD hater; I think a HUD can always be completely replaced with visual and audio elements. Lack of health can be indicated by wounds and agonizing sounds, visual vision effects, erratic motion movement, bleeding, etc. Illness can be indicated by coughing, scratching, shivering, motion sickness effects, vomiting, etc, DayZ has also elements of these. The HUD could be hidden by simply pressing a button like a D-pad, but for me, it would be better if it disappeared. In real life, we don't have indicators like that; we have sight, hearing, and sensation.

What would be good is a system to check our body, our wounds, a more detailed healing system. You could see if you have a dislocated bone and stop to think about how it could have happened to you, maybe while escaping from some infected people you jumped too high.

J89vMJR.png

If it were up to me, there would be no HUD in DayZ. No one would know when they're going to die. They'd only have references to it, and they'd never be entirely clear. You could still be dying, but you'd just have a fever. So if you're not vomiting or anything else, you might think you don't have a bacterial infection. And if you don't have any wounds, it means you couldn't have been infected. A system where you could analyze your body parts would be interesting, like MGS3 but more interactive, you could see if you have a very red eye and stuff like that, the player could owe things like "my ear hurts a lot", so you could have an ear infection if you've bathed in a dirty lake.

 

 

Whether you like it or not, immersion is related to gameplay. Physics is immersive but also playable. Graphics are also playable. If you can afford to see small visual details, you can improve the game's playability by adding tiny details that you couldn't before because you could only magnify the general ones.

 

 

 

 

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