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Brainstorming new features - part 2 - Stamina, baggage load, containers and locks

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This is a continuation of the other thread I posted.

http://dayzmod.com/f...cter-evolution/

Since it touches on different aspects and the first post was already long enough, I decided to post it separately. I'm suggesting some new features to be added, and changes to the current systems in the game. Ideas here are less developed than in the other thread, so they're even more open to improvement and brainstorming.

2. STAMINA (and running, and zombie pursuit)

As it stands, characters can run forever and swing their weapons until the sun stops shining, with no ill effects. I believe being tired should be a concern in a world this vast, especially when being chased by the restless dead. The answer would be simple: add a stamina stat. You run, you get tired. You swing a melee weapon, you get tired. You get tired, you must stop doing whatever you're doing, or you'll start doing it worse (running slower, meleeing weaker), and you'll eventually pass out. You'll also get thirsty quicker when exerting yourself (and much much slower than currently, if not tired)

Stamina would be represented by an icon, much as the other icons already in the game, and would be hinted at with other visual/auditory cues: huffing and puffing by the character, double vision, increased body temperature. Regaining stamina would depend on simply resting (walking or standing at ease; being seated would be best). A short rest (30 seconds or so) would regain all stamina up to about half, and a longer rest (10 minutes or so) would regain the rest.

The main effect this would have in the game would be to stop people from running all over chernarus with a tail of zombies on their back. At some point, if they hadn't been lost, the player would have to face them and fight, or pass out and be devoured. No attribute in the game would add to the pool of stamina, but increasing endurance (see my other post) would make it deplete slower. The heavier one's load, the faster it would be decreased as well.

It's a simple system, implemented in several other games, and would work wonderfully. It would also make vehicles and bycicles more important for cross-country trips (meanwhile, overall slower thirst/hunger would allow one to hoof it without dying of hunger in two hours, but he would have to take breaks to rest, if running)

3. PLAYER LOAD (and its effects on stealth)

Another simple suggestion here. We all hear the sound effects made by the character when carrying lots of water bottles, weapons, and other stuff. Quite simply, the more items a player is carrying, the louder he should be while moving (and the more he would tire - related to the previous suggestion). Carrying large bags would also make the player more visually conspicuous, thus making it harder to sneak around. This way, a player might want to find somewhere to his his bag before going into a town infiltration, or a team might prefer to select a lighter-loaded "scout" to go into a town and retrieve items. Large bags would be used in longer trips, while the smaller bags would be more silent, and useful even later in the game.

4. LOCKED CONTAINERS

So, even though this is a "perma-death" game, everybody who's playing is striving to build something. To learn more about the world is a fun journey in itself, but acquiring better equipment is an integral part of the game. Right now, the only way we have to stash items which are not currently being held (which we do because we're either too full to carry them, or they are not useful at the moment, or because we want a safe place to store them in case our character dies and later retrieve them) is by putting them in a tent. Even forgetting about the numerous bugs related to tents at the moment, they are a nice, basic stash, but very vulnerable to looting, and being exploded, and run over. Likewise, some people have been fortifying buildings, either to stay safe from other players or deny them the loot in said buildings. The only way to do so at the moment is to use barbed wire. It looks and feels awkward, since barbed wire -can-, in real life, be bypassed if one moves carefully, and because locking a door with a padlock and a chain would be a much easier way to achieve the same objective That said, I propose a system that would allow for locking of tents and other containers, as well as doors. First, we'd need a series of different containers, and different locks, as well as the means to open them.

4.1. LOCK/UNLOCK MECHANICS

Any container or door in the game should be able to be LOCKED or UNLOCKED. Once LOCKED, in order to save the hassle of having individual keys, each item would only be openable by the same characted who locked it. Once set down, containers could only be moved by the setting player (same as tents are today)

Containers can be broken open with appropriate instruments. This is described below as the item's "integrity" level. A weak container could be forced open with just a toolbox. An average container must be broken open with a heavy melee weapon (crowbar or axe). A strong container can only be busted open with explosives. If opened this way, there's a chance some or all of the items inside might be damaged, depending on the force required. (Explosives have 60% of chance of destroying each item, melee weapons 30%, and a toolbox 10%).

Also in the game would be lock systems - simple, average, and complex. These locks could be picked by someone, and a lockpick item would be used (and possibly expended) for the action. The decision of whether a lockpick attempt suceeds would be based on a random chance, modified by the complexity of the lock and the engineering skill of the person who locked it, against the engineering skill of the lockpicker. Think of it as someone locking a container or door and reinforcing that lock with chains and other deterrents. Locks would also have an integrity meter and could be forced open in the same way as containers. A destroyed lock, however, could not be transported and reused, whereas a picked lock could be looted and used elsewhere.

Most containers would have integrated locks, which could be upgraded with a lock item. It would also be possible to add a lock (both destroyable and bypassable) to any openable door in the game.

4.2. CONTAINERS

Containers could be obtained as normal items in loot spots. With the exception of the tent (3 slots, as usual), they each occupy as much space in a bag as their own storage space, plus two.

- Tent

>Storage space: fifty slots.

>Integrity: weak

>Lock: none

- Crate

>Storage space: twenty slots.

>Integrity: average

>Lock: none

- Small locked box

>Storage space: four slots.

>Integrity: weak

>Lock: simple

- Large locked box

>Storage space: twelve slots.

>Integrity: average

>Lock: simple

- Small safe box

>Storage space: six slots

>Integrity: strong

>Lock: average

- Large safe box

>Storage space: twelve slots

>Integrity: strong

>Lock: average

4.3. LOCKS

- Simple padlock

>Integrity: weak

>Lock: simple

- Strong padlock

>Integrity: average

>Lock: average

- Large lock kit

>Integrity: strong

>Lock: complex

So yea, that's what I had in mind for today. Suggestions? Problems? Please sound in.

Edited by takfar
  • Like 1

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Suggestions?

You should be working with the devs.

Edit; Meaning, I really like the amount of thought you've put into the ideas already, though they could always use that tiny bit more.

And I think everything mentioned here should be implemented.

Edited by Dr621

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As I said before

"Okay, so this is very well set out, I don't like the lack of colour though, maybe throw in some yellow bold text for titles and sub-titles? some italic for the sections in parenthesis. "

For the actual idea...

[2] Yes please... but I don't think this should be implemented until the zombies pathing and speed are fixed.

[3] Ofcourse, once again... Yes. I assume your part 1 would take effect here and if your "stealth" was 100% a full coyote pack wouldn't hinder you... this would be more for those still advancing?

[4] I honestly don't know... My opinion is it'd be good but as with most of your idea's I don't know what they'd be like and I wouldn't want them in Arma 2 but in a stand-alone version and even then I'd prefer it to be tested and judged there rather than insta-perma-feature.

Anyhow, looking forward to more of your suggestions.

Edited by FishIsTwonk

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I like all these ideas. I also feel that carrying capacity of backpacks should not be limited by an arbitrary number of slots, but rather a volume capacity like in ACE2.

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Edit; Meaning, I really like the amount of thought you've put into the ideas already, though they could always use that tiny bit more.

And I think everything mentioned here should be implemented.

Thanks! Please add to or criticize the suggestions as you see fit.

[2] Yes please... but I don't think this should be implemented until the zombies pathing and speed are fixed.

True enough. A zombie shouldn't be able to run faster than a sprinting player (only to stop, try to attack, and then fall behind. The whole routine looks a bit silly), nor should they be restricted to walking indoors. A player should be able to evade a single zombie, even in town, if he's able to do so without alerting other zombies. The way I see it, towns should have some areas with zombies, and some areas free of them. Once a zombie catches sight of you, you should be able to run into a clearer area, lose line of sight, and then they'd forget you after a while. You should be able to lock yourself into a building and flee by the back door, or wait out until reinforcements come. If a zombie pursues you in the countryside, it should run as fast as you, and attack you if you ever stopped (which would be caused by depleting stamina), but it should also be slightly easier to hide from them in the bushes or behind cliffs)

[3] Ofcourse, once again... Yes. I assume your part 1 would take effect here and if your "stealth" was 100% a full coyote pack wouldn't hinder you... this would be more for those still advancing?

A full coyote should hinder anyone who used it. Again, difference between a novice in stealth and a pro shouldn't be that big. Not only is the full coyote filled with noisy stuff, it's also big enough to make stealthy movement hard (try not to bump your big hump against a shelf while navigating a cramped supermarket). That said, yes, a skilled player should be able to sneak with smaller packs without much problem.

[4] I honestly don't know... My opinion is it'd be good but as with most of your idea's I don't know what they'd be like and I wouldn't want them in Arma 2 but in a stand-alone version and even then I'd prefer it to be tested and judged there rather than insta-perma-feature.

Yea. The basic principle is that, once we've established that there will be character progression through skills, then keeping loot should be less vital, and it should be possible to stash things more securely, so if you really like a certain piece of equipment, keep it in the safebox, and no one will take it from you (unless, that is, he's a skilled safecracker with a lot of lockpicks to spare). Overall I prefer skill progression over the current loot progression. Right now a DayZ char is no more than a walking collection of loot, so people will do all kinds of unhealthy things for loot alone. Server hopping, and loot cycling, particularly, could be reduced if loot meant a little less to the player.

Anyhow, looking forward to more of your suggestions.

Thanks! I might make a part 3 later.

Edited by takfar

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I generally like all of your ideas, there is jsut one thing regarding lockopening: keep in mind that hatchets/crowbars are more common then toolkits, so make it: weak ->meele, average-> toolbox, heavy-> explosive

just my two cents

Edited by wish

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I had similar ideas so I will post them here.

1. The ability to seal a door to prevent access by people or zombies for a fixed length of time.

A barricade item can be added reinforce the door, the barricade is made of wood and so will eventually be worn down. Crowbars can be then used to force a door to open. The door breaking makes noise and takes time obviously. I'd say 5 mins to both prepare and destroy.

2. Car repair bonus.

Adds to the speed one can replace car part's, especially wheels.

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