L0G!N (DayZ) 149 Posted July 17, 2012 (edited) This is merely a thread to list my idea's in a logical fashion, so that I can add it to my signature, and to enable people to read my views on DayZ enhancement as a whole. No discussion is needed, go to each individual thread if you want to leave a comment!All these idea's make DayZ a tad harder by restricting what people can do, the items they find and can take with them, various ideas add more content to the 'mid-game' experience by providing more ways to progress your character, and the presure on space and progress will also facilitate grouping up more, while i took utmost care to not make lone-wolf play impossible. Best would be to implement all of these as one big package, as they all touch on eachother in some sense.Add weight to items: http://dayzmod.com/f...eight-on-items/and feed it back into movement speed, adding more subtlety to inventory management and reduce the amount of things people can carry with them at ease. Also introduces 'strength' and character progression.Start us off with nothing: http://dayzmod.com/f...nothing-please/no backpack, no items, but add some no-risk lootpiles to facilitate a slightly easier start to compensate for the loss.Reduce inventory space: http://dayzmod.com/f...nventory-space/to make finding a backpack a big deal, and to make space more in line with what a person would be able to carry in normal civ. clothing, also puts a bigger presure on inventory space.Reduce toolbelt slots: http://dayzmod.com/f...sions-teamwork/to force people to make choices, to facilitate teamplay (without adding pre-mold classes). The idea comes with 13 specialized bags to compensate the loss somewhatInventory Mockup: see added attachmentversion 2.0 of my personal take on the inventory (G) window, integrating the various ideas in this thread into the inventory..Learning by doing: http://dayzmod.com/f...es-professions/to add a progression system to those things that are hard to transfer over from IRL skills (without adding pre-mold classes), idea currently spans 'hunting, medical, engineering' progression of the character.Tiered loot buildings: http://dayzmod.com/f...loot-buildings/a way to make the looting system a bit more 'authentic', to presure people to move (or to stay real long), to reduce gearing up real fast unless realy lucky or smart.Add depth and immersion through infected : http://dayzmod.com/f...-and-immersion/also puts presure on loot spawned from infected, and may give easier access to complex emotions for some groups of people________________________________________________Compilation threads: These are threads that try and combine various ideas across the 'suggestion forum community' as well as my own, into one thread.Full Medical / first aid : http://dayzmod.com/f...ical-first-aid/A compilation of 'all' medical suggestions sofar, dealing with sollutions to physical conditions (relates to the Full Physical thread), with links to individual threads on specific topics.Full Physical: http://dayzmod.com/f...-full-physical/A compilation of 'all' thing physical and character responses to conditional states (relates to the Full Medical Thread), with links to individual threads on specific topics.Full Character Progression: http://dayzmod.com/f...ilation-thread/A compilation of 'all' things a character could progress in during their time alive, with links to individual thread on specific topics. Also includes the Learning-by-doing OP.Full Clothing: http://dayzmod.com/f...ad-compilation/A thread dealing with all things related to clothing 'stats' and possible clothing pieces to be included in DayZ.________________________________________________Misc:Adding achievements: http://dayzmod.com/f...ng-achiefments/ Edited August 10, 2012 by L0G!N 2 Share this post Link to post Share on other sites