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seizethedayz

Increasing the depth of experience within DayZ

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This thread is mainly a collection of 'What If' thoughts I had concerning Dayz. Some of them have likely appeared before on these forums in some form or another, some might have not. Regardless, without a rambling preamble, here are some of the ideas that came to mind. I apologize if there are any repetitions.

Exposure = Wind + Rain + Temperature

  • Water Purification
    • The water from ponds, lakes, puddles, and streams would have to be purified before consumption to ensure safety. If one was to risk drinking it out of desperation, they would run the chance of catching an infection (curable by antibiotics).
    • In extremely rare cases, the player would contract a parasite, that could only be cured by a rare wild herb. The herb would only grow in the high country, where risk of exposure is greater. Obviously, the sickness would be slow moving, as finding the herb might be a quite a challenge.

    [*]Elite Watch

    • To tie in with the new dynamic weather systems
    • Watch tells barometric pressure and temperature, and can warn of an oncoming storm so the player has time to minimize his risk for exposure.
    • New weather systems can be more severe, can cause a rapid drop in players body temperature; IE, exposure meter. Would force players to take shelter for some time, until it passes.

    [*]Batteries

    • Different sizes for different electronics?
    • Or, one size with different amounts required?
    • For NVGs, flashlights, GPS, radios, cars, watches, etc...
    • Would spawn in supermarkets (for smaller varieties, sheds and shacks for car batteries)

    [*]Removable Bike Bags

    • Handlebar pouches and side storage
    • Could come with the bike, or be picked up much like backpacks
    • Player can detach, possibly attach to backpack

    [*]Rain Coats / Ponchos

    • Would significantly decrease the impact of rain on the players exposure level.
    • Would come in several different colors, maybe yellow, green, blue, red, and camo. Obviously camo would be the most rare.

    [*]Winter Jackets / Sweaters

    • Help to minimize the impact of wind and temperature on the players exposure.
    • Possibly even sweaters, long-sleeve shirts, fleeces, made of wool, cotton, etc...
    • Each clothing item would have a varying effect on exposure control due to wind and temperature.
    • Same for socks? Maybe wool socks to further minimize exposure.

    [*]Waterproof boots

    • Boots that would tie into the new exposure system, would minimize the players exposure due to moisture at the feet, as wet feet lose heat much more quickly than dry feet.
    • Would allow the player to wade into deeper water (will make sense later)

    [*]Forest tarp shelter

    • A shelter that could be made from a tarp (loot item) and rope (loot item).
    • Could shield several players from the effects of wind and rain, and when combined with a fire, would cancel the effects of exposure. (Do fires in Dayz currently improve a players exposure level, if not they should?)
    • Or, even an emergency mylar survival blanket. If a player's exposure level is blinking, they can pull out the blanket and hop in to warm up quickly.

    [*]High Country

    • Parts of the map should be the 'high country,' with stronger winds, colder temperatures, and unpredictable weather systems.
    • Players should have to be equipped to even think about venturing into the high country, with adequate clothing, an elite watch, winter boots, etc...
    • Rarest of the wild plants and other valuable loot spawns could be found in the high country.
    • Heatpacks would be imperative, their value would be substantially increased.
    • Players could never go to the high country with the intention of staying, even the best equipped could not last indefinitely. It's more like a place to which you plan an expedition, but you realistically cannot stay because of the harshness of the environment and lack of sustainable supplies.
    • Mountain Shacks - Zombie-free shacks in the high country that can give players temporary shelter from passing severe storms and squalls. To increase his chances of surviving in the high country, the player must memorize the location of these shacks.
    • Snowmobiles - Rare, yet invaluable in the high country. By far the best way to get around.
    • Snowshoes - It would be hard to implement the player actually sinking into the snow, so maybe just a speed bonus for wearing snowshoes? Could be found at mountain shacks, and trapper huts in the north.
    • Skiis? - Obviously only usable in snow and on a slope, could be a quick way to get down from the high country.

    [*]Fishing

    • Freshwater and saltwater.
    • Rods would be loot around the shorelines and near lakes.
    • Lures - two different packs for simplicity's sake?
      • a saltwater and a freshwater lure kit, with essentially an umlimited supply of lures?

      [*]Fishing line

      • a minimal chance to break the line with each cast.
      • can be looted in the same areas as the rod and lures

      [*]Fish would restore varying amounts of blood, depending on the size of the catch and the species. Possibly something around what wild meat does now?

      [*]Bait - could only be found in towns, maybe at supermarkets. Gives the best chance to catch fish, but is limited in quantity and more challenging to acquire.

    [*]Tin can alarms

    • Tin cans strung along in a line (fishing line maybe?) to function as an alarm.
    • Alerts player of an approaching threat, whether human or zombie.
    • Could even be set up by cold-hearted bandits in places with a high zombie count to function as a trap.
      • Noise could be heard from at least 150m away? By zombies and players?

    [*]Sunglasses

    • Equippable sunglasses that lessen the impact of daytime glare/bloom.
    • Could come in a few styles, with the most rare pair having the best lenses, and therefore the best glare reduction.
    • Would be especially useful in the high country in snowy areas during the day.

    [*]Candles

    • Would obviously function in a similar manner to chemlights and flares, but would have a much longer duration.
    • Intended to help players light abandon buildings or forest tarp shelters that might function as a base.
    • Could light underground bases if they're added.
    • Found in boxes of 10, each candle lasts a few hours (real time)?

    [*]Tracking

    • Players leave footprints in the mud, snow, and slight footprints in dirt and forest soil.
    • Blood would stay on ground much longer, could reveal a player had been injured.
    • Could help lead players to assailants and snipers.

    [*]Game Traps

    • To catch rabbits and other small game (if added?)
    • Two traps would take up 1 inventory slot.
    • Maybe enable bear traps to actually trap game?

    [*]Wild Herbs / Plants

    • Wild herbs and plants of maybe a dozen species or more that have medicinal functions as well as culinary functions.
      • IE: Wild alliums, or onions, could provide food.
      • IE: Other herbs could cure infections, or get rid of parasites acquired by drinking unpurified water.

      [*]The plants would appear in large and small clusters, specific to their habitat (elevation, temperature, sunlight, etc...)

      [*]The most useful and sought after plants would be more rare, and grow in hard-to-reach locations.

      [*]Herb Pouch: only carries herbs, storable inside a backpack, or in its own slot.

      • Different sized herb pouches?

      [*]Mortar and pestle

      • used to combine herbs for use in medicine.
      • IE: to cure a parasitic infection, player would need: 3 leaves hyssop, 1 clove garlic, and 1 goldenseal.

    [*]Domesticated Plants

    • IE: Tomatoes, potatoes, squash, cucumbers, pumpkins, etc... would be harvestable as food growing in fields and small gardens.
    • Player cultivation?
      • Players could cultivate their own food in small clusters.
      • Players could plant seeds around their camp, seeds can be planted anywhere in the ground, but player has to know where they might grow best in order to maximize output.
      • Seeds could be a de-facto currency?
      • Problem: time-scale of plant growth within DayZ, usually takes months for plants to get from seedling to bearing fruit (or vegetables), the urgency and the short-lives of players in the game might make this useless.
      • End-Game aspect? Could be a goal for long term players.
        • Much like tents, players could have their own gardens and herb collections.
        • Players could go around planting seeds across the map.

That's what I had written down, for the moment. Feel free to add anything you have been thinking about with regards to the game. I know there are probably more pressing and urgent issues to solve, such as hacking and game bugs, I think that in time this game has the potential to become something truly awesome.

Edited by seizethedayz
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tracking and traps.

cutting a blod bag to trick a tracker into an ambush how do you like them apples.

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I really like the "high country" idea. Would love to be holed up in a shack, safe and warm, while a epic storm plays out.

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I like the ideas. They are really cool, and would add depth to the game.

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