Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sign in to follow this  
JD_274

Camo Index and Camouflage

Recommended Posts

I think we should take from another popular game, Metal Gear Solid 3, and add one of the game's mechanics into Day Z: Camo Index. Hear me out before you discredit this as overcomplicated.

The way camo Index works, for those who haven't played MGS, is simply there's an indicator on the upper-right hand side of the screen that tells you the percentage of how well your clothing camouflages you from enemy sight. 100% being fully camouflaged, you can literally prone next to your enemy and he won't even know you're there, or 0% where the enemy could see you a mile away. This concept would better make a player aware of his boundaries when approaching an area that is infested with zombies, and even perhaps other players.

nbvonl.jpg

In this picture, Snake would be barely visible to his enemy, since he is wearing "Tree Bark" Camouflage and he is beside a tree trunk.

Now I wouldn't go as far as to suggest to the good people developing Day Z to implement over 100 camos for every terrain texture in Chernarus, because that would be silly. I would however suggest the addition of two camouflages to complement the two existing sets of clothing (Default and Ghillie)

I would make the Camo index function as such as per the set of clothing your character wears:

1. Default: The clothing you spawn in;

Grassy Woodlands: 25% Standing, 50% Crouching, 75% prone

Urban Locations: 30% Standing, 60% Crouching, 80% Prone

2.Woodland Camouflage (Suggested): Would be a drop throughout the world, more occuring than ghillie suits;

Grassy Woodlands: 40% Standing, 75% Crouching, 90% Prone

Urban locations: 20% Standing, 40% Crouching, 50% Prone

3.Urban Camouflage (Suggested): Same as woodland;

Grassy Woodlands: 20% Standing, 40% Crouching, 50% Prone

Urban Locations: 40% Standing, 75% Crouching, 90% Prone

4.Ghillie Suit: Naturally Occuring drop;

Grassy Woodlands: 60% Standing, 85% Crouching, 100% Prone (Can be right next to a zombie and not alert it so long as it doesn't bump into it)

Urban Locations: 20% Standing, 40% Crouching, 50% Prone

The idea is to make camouflages situational as opposed to direct upgrades you can just walk around in, as well as give default clothing an appropriate edge in urban locations where foliage-dependant camouflages would be out of place.

Of course these indexes can be subject to change and i'm but a mere suggester so feel free to discuss your opinions on the matter and amend my own idea with your suggestions.

Edited by JD_274
  • Like 2

Share this post


Link to post
Share on other sites

Actually there is a third set of clothing called camo, it's basically that woodland thing.

There was something similiar to camo index in the previous patch. It was called visual and it showed up on the debug monitor. However, it got removed because every infected had different % to see you wich depended on shadows, weather, distance, clothing and other. And its not coming back (Rockets words), check the few first pages of the new patch thread.

Case closed.

Edited by RaZzi

Share this post


Link to post
Share on other sites
Sign in to follow this  

×