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L0G!N (DayZ)

FULL Physical

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In this thread i will try and compile a full set of physical elements that could be added to the game. It will concern anything physical concerning the character. YOU can help me construct this thread by suggesting things i forgot in this OP; know of a good thread that discusses a single aspect in this thread, please let me know so i can add a link to that thread. Hopefully we will do such a good job that the Mods sticky this thread, reducing the amount of physical related suggestions to realy NEW ones!

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This thread 'fuels' the first aid/medical thread as soon as any 'sollution' is needed to dealing with a physical aspect:

http://dayzmod.com/f...ical-first-aid/

This thread deals with the various things that influence the physical entity that is your character, these can be the effects brought on by a condition that effects the character, as well as more general features related to physique. This thread holds various things that happen to your character or the screen, and in general not the things that can be done about them, for fixes please goto the above 'full medical' thread.

Strenght (& thus weakness)

This will have largely to do with the amount of weight that can be carried around by a character, by affecting the movementspeed of a character. A target weight for not being effected at all would be somewhere in the 5-10kg ranges. Health and Safety regulations in construction use a limit weight of around 25kg to be carried by hands, anything over 25kg should be carried by using a tool (like wheelbarrow). Obviously a zombie apocalypse situation has no health & savety regulations, but this data regulation show an authentic threshold. Weakness would be the opposite of strength. Various conditions could reduce the amount of weight that can be carried, or the weightcarried could have an effect on the condition...

A thread that discusses weight extensively & exclusively: http://dayzmod.com/f...eight-on-items/

- backpacks could have their own stats, in regards to 'added weight' they allow to be carried with ease.

- Strength could increase based upon various factors (timealive, heavyweights lifted, time run, etc?), but obviously to a certain limit.

- being lower on blood should reduce the amount of weight that can be carried.

- being sick/infected could reduce the amount of weight that can be carried.

- 'IF' wounds would heal over time, certain wounds could reduce the amount of weight carried, or the weight carried could influence the chances on pain.

- 'IF' broken bones (leg/arms) would heal over time, these could reduce the amount of weight carried, or the weight could influence the chances on pain.

- Food/Drinks, these could deplete faster, while a full status could increase starting values a bit. (the medical thread already includes suggested 'calorie/hydration'-stats for food and depletion of these, it should be clear how calories are burned faster and people dehydrate faster based upon excertion)

- Moaning or grawling, heavy breathing could be used aside from reduced speed to signify the burden of the weight carried.

- The amount of weight could limit the ability to sprint or jog entirely if realy heavy objects are carried (see stamina/endurance for sprinting and jogging)

Stamina/Endurance (& thus fatique/Exhaustion)

Where strength would determain just how much your max running speed is effected by the weight you carry, stamina/endurance would determain for HOW LONG you can maintain this maximum speed. The obvious reason to include this physical feature into the game is to limit how long you can effectively run from infected. There are two sides to this feature though: The short range sprint (stamina) and the long range jog (endurance). The game 'needs' to distinquish between these two as both have a distinct reason to be in the game: the short range sprint to get away from infected and the long range jog to get to places.

The sprint should likely limit maximum speed after about 100-200m, While the jog should allow a player to move at a decent speed for 10-20km. Obviously after these distances you should be 'tired/fatigued'. There could be various ways to simulate the cut off moment: slowly reduce the maximum speed, have short catch breath 'stop movement' moments, or plain 'dropping to the ground' in exhaustion. The most elegant system would obviously use an algorithm that combines all of these. In a sense that you can sprint for 100m at top speed, after which you start to run slower and slower, though after you catch a breath you'd be able to run at max speed for another 50m, after which you run ever slower again untill you catch a breath and you'dd be able to run for another 25m at top speed. To then be totally exhausted and drop to the floor gasping for breath. Similar but then in KM could be used for jogging...

- Running upright could be used as Sprinting, Croughed running could be used as jogging (Jogging should be slower than Infected Run speeds!)

- Strength would obvously set the max speed.

- Both stamina & endurance could increase upon various factors (time alive, distance run, distance sprinted)

- Both could be effected negatively by the amount of HP, sickness/infection

- Heavy breathing, gasping would be indicators of how fatigue/exhausted a player is.

- 'IF' broken legs heal over time they could effect stamina/endurance during that time (the medical thread already includes suggested pain while running during healing time)

- Adrenalin, being chased obviously increases the motivation to run! Being 'hit' would strengthen this motivation even more. While this would add another layer of complexity to the algorithms that govern this feature it may yield an interesting variable. (perhaps adrenalin shots could be integrated as an item, giving a short lasting boost to stamina.)

- Food/Drinks, these would likely deplete faster, while a full status could increase starting values a bit. (the medical thread already includes suggested 'calorie/hydration'-stats for food and depletion of these, it should be clear how calories are burned faster and people dehydrate faster based upon excertion)

Tiredness

This is a somewhat controversial feature, as it could come with the dreaded 'rest' to deal with it. And there is currently no 'sleeping' in the game, nor do we know if we 'sleep' while we log off, and i think nobody would realy like being forced to sit for a trivial time just because they are 'tired'. Still though, 'tiredness' could be an interesting overarcing factor to further tweak the above systems in a negative way. See if you are more 'tired' overall you would be more effected by the weight you carry. And if you are tired overall you would likely be able to sprint for less of a distance and get 'fatigued/exhausted' sooner.

While i realise it makes the whole system even more complex, adding a dampening factor to stamina/endurance recovery could well be interesting from an authenticity standpoint and a 'forcing to interact' standpoint. The game should be able to detect when you do 'nothing' though, and slowly reduce 'tiredness' based upon this. And lets face it there are numerous times when you stand still or hardly excert your character. While it seems rather un-authentic that you could keep sprinting 100m's without end, as long as you have caught enough breath. Even eating doesn't always solve you being tired, sure food/drinks may give you back some energy, but if you are tired then you are tired...

- Being tired effects how weight effects the maximum speed

- Being tired effects how long you can sprint/jog

- Getting tired would be caused by all exertion (distance sprinted, distance jogged, amount of heavy lifting, time play session)

- Removing tiredness would be the result of slowly depleting tiredness while doing 'nothing' or non exerting things.

- Eating/Drinking might reduce tiredness a bit.

- Yawning would indicate a tired status.

- Sitting may be a way to deal with tiredness faster.

Body temperature

The body temperature is a system that leads to Hyper/Hypothermia which could cause death eventually. A high temperature usually leads to faster dehydration, which makes one feel weak, it's not uncommen to faint or passout while suffering from a heatstroke. Low temperature leads to the shivers, passing out (some of these things are already in the game). The following aspect could govern body temperature:

- The 'outside' temperature, either Hot during sunny days, or cold during night.

- Altitude could govern outside temperature, given mountains are high enough.

- Being wet or dry. Wet causing a decrease in body temperature or slower heating due to evaporation.

- Sprinting/Jogging should increase body temperature, but only to a certain point as one would start to sweat and cool from evaporation

- Clothing could have an insulation stat, influencing how fast the body cools. Well insulated clothing could have troubles with overheating though. The body temperature algorithms should likely be set up innitially with the naked body in mind, to then have it being effected by the insulation of clothing, while not forgetting the ability for clothes to get wet (or not <- raincoat)

- Higher temperature would cause faster dehydration.

- Lower temperature would cause more calories to be used.

- Being low on blood (HP) would mean you'd cool off faster.

Blood(HP)/Wounded/Infected/sickness/Poisoned

While all statusses of the physical body, these are dealt with in the 'full medical/first aid' thread linked at the start of the thread. For as far as these statusses would be able to effect other physical aspects they are mentioned at each.

Morale

This feature has been scraped from this suggestion list after an interesting discussion on the topic, in which the conclusion was that morale is a thing that should effect the player (that's YOU) instead of being some trivial counter on your character. Morale is an emotional state and is thus in the realm of what the game tries to impose upon YOU. link to discussion to come

! I will continue filling this OP, please stay tuned/be patient !

Edited by L0GIN
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All the stuff related to the physical body, and the effects related to them. Some of this will be somewhat of a double to the FULL medical thread, but from the physical side, so while the medical thread deals with bandaging, the physical thread deals with the effects of bleeding on the screen and possibly other 'effects'. Other suggestions related to physical could be becomming tired, or strenght, the effect of adrenalin, etc and so on. So anything related to the physical body basically...

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Having no shoes means you cannot run or perhaps walk on a particular surface without pain/blood loss...something. So after starting with no footwear you have to find some that fits, perhaps from a freshly murdered body...hehe

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I read the OP as it popped up, i happened to make a comment on morale in some other thread, i think it was the full medical thread in relation to alcohol dealing with cold. Morale is a hard thing to do in a game, and I think the way he ultimately came to the conclusion that it detaches the player from the character is reasonable conclusion. Now it's not said that morale couldn't work in some way, but it is a realy tough nut to crack to get it right ... Morale is also more of a psychological system instead of a physical system, so i won't be persuing it here :) ... ohw lol, it's already in the OP though :D ... well it may just spend a few words on it and link to that thread ;)

I do need to finish this thread though... just haven't gotten to it, it's holiday season in a lot of parts of the world so a lot of friends have time to play ... but i will get to it eventually...

Edited by L0GIN
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Yeah, tnx to the weak physical and mental abilities of humans causing a need for a weekend, i managed to finally fill in the OP for various physical systems that could/should be in the game. Obviously it be upto Rocket to determain which and how, but these give a great overview sofar, some additional stuff may show up in the weeks to come as i evaluate the content of the OP and fill in things i missed in this first pass through :)

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That's all fine and dandy Alex, but perhaps you can enlighten us on what Metalgear 3 was like, not everybody in the world played this game :rolleyes:

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Whenever you get hurt, Maximum health lowers and health regeneration lowers, But obviously there is no Health regen.you need certain items to cure different things. like a gunshot wound, knife to dig it out, antiseptic, and stitch. burns, leaches, broken bones, and cuts need to be catered to or maximum health will go down, Broken bones make you slower but not crawl. although this method will be very tough on the noobies and lots of people wont have room for stuff.

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Edited by Alex Shamrov

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@Alex, i realy like some of these things, but the thing is, your suggestions should go in this thread: http://dayzmod.com/f...ical-first-aid/

I see atleast a few that are not included in the full medical thread, so if you could post them there i'dd be more then happy to include them :)

nm. i quoted and updated the thread already, the burning was actually a nice addition !

Edited by L0GIN

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