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Archief - ARMA II DAYZ mod - Deel 2
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
Een manier om externe voicecomm programma's uit te sluiten zou goe zijn. De spelers ingame verplichten om direct voice te gebruiken en eventueel bij het vinden van ne walkie-talkie (radio) met clanleden/anderen op frequentie te communiceren zonder ingame uw positie te verraden.
Hmmm, pakske antiobiotics gevonden. Zeldzaam naar het schijnt, maar aangezien infecties praktisch niet voorkomen, had ik toch liever iets anders gevonden.
Hmmm, pakske antiobiotics gevonden. Zeldzaam naar het schijnt, maar aangezien infecties praktisch niet voorkomen, had ik toch liever iets anders gevonden.
Exactly, ook geen idee. Maar het zou toch heel wat toevoegen aan het spel volges mij
Edit: trouwens, was hier (of op een ander forum) onlangs geen discussie over mensen die gekickt werden omdat ze fraps draaiden? Volgens mij is da ni ZO onhaalbaar dan we denken. Ik ben gene held op vlak van scripts enzo, ma mss kan een script detecteren of je een van de voicecomm programmas draait...
Onmogelijk. Ik heb skype op mijn gsm staan , er staat hier een laptop langs me waar ik ook gewoon over zou kunnne voicecommen.
Zet het idee maar uit je hoofd imo.
Orodreth zei:
Past hier niet, is een aparte thread voor The War Z.
Onmogelijk. Ik heb skype op mijn gsm staan , er staat hier een laptop langs me waar ik ook gewoon over zou kunnne voicecommen.
Zet het idee maar uit je hoofd imo.
Just..., ni aan gedacht.
Anyway, er is nog altijd de mogelijkheid om met de groep waarmee ge speelt te beslissen hoever ge hierin wilt gaan en beslissen of er externe voicecomm gebruikt mag worden. Natuurlijk als niemand anders op de server da doet, kan het alleen maar nadeliger zijn.
Op welk gebied ? Door elkaar praten? Nooit last van gehad in DayZ of Arma. Of bedoelde iets anders?
nogwa voorstellen vanop reddit:
In the Air Force, they teach us how to treat our water (with chemical tabs) so that it is safe to drink. I think that between that, and a way to boil water in game would be prudent to add in. This would serve a two fold purpose for drinking water instead of soda.
Drinking properly treated water will be more refreshing to you, and more healthfull.
You avoid drinking soda, which would otherwise serve to further dehydrate you.
However, as a counter point, I would like to argue that soda should serve a secondary purpose. Soda is a decent source of calories. I think this is something that should factor in to your in game health.
En ne grappige :
I want to be able to milk cows and goats into water bottles and then make butter which can be smeared in doorways to cause players to slip and break their legs so I can steal their Arse50's.
Onmogelijk. Ik heb skype op mijn gsm staan , er staat hier een laptop langs me waar ik ook gewoon over zou kunnne voicecommen.
Zet het idee maar uit je hoofd imo.
Heb je de video bekeken? Past hier wel hoor. DayZ en WarZ worden vaak samen vermeld de laatste tijd.
Ik heb de video bekeken. Hij haalt goede punten aan maar hij komt over als een "douchebag". In het begin zegt hij dat hij objectief gaat blijven en op het einde begint hij dan het spel volledig uit te schelden. Belachelijk . Deze dingen veroorzaken gewoon commotie. Maarja, das nu eenmaal het internet .
sound decoys with a delayed execution (like firecrackers on a fuse of 20 seconds) to lure players/zombies away from point of intrest. Would need matches. Perhaps craft this type of decoy yourself using gunpowder and a fuse. (mentioned this as a feature request on dev-heaven too)
other means of transportation (horses, skateboards..)
pouches for dogs to aid in carrying stuff or delivering stuff from a distance
electrical structures/network that can be repaired to get stuff working in the world
option to make hot beverages using fire to replenish temperature a certain amount instantly. would need water (and a cup maybe)
clothing that can only be worn based on your humanity (e.g. doctor clothing only for hero grade humanity players)
different types of food that raise your health in different amounts, possibly with different requisites (like cooking in skyrim/fallout). harvestable plants with fruits or vegetables for example. This could be approached like a loot pile in the form of a tree or plant.
tripwires that set of sound alarms/explosions
more elements to gather to get a working vehicle (instead of engine parts, split up the engine in more pieces for example), this would also make more sense rather than carrying a heli rotor assembly in your backpack
zombies randomly roaming the world (in woods, on roads outside cities)
working ironsights on crossbow. Also, add normal bow if possible (quiver will be added from what i've read)
a moving jump function (vault) instead of the static vault the game has now
equipping the weapon needed to be able to execute the transform ammo type action. e.g. you can only transform m1911 ammo to revolver rounds if you have a revolver actively equiped. This could be a step towards the infinite ammo problem in dayz now for weapons that have interchangeable ammo types
holster weapon ability. In dayz now your character only runs without a weapon when you put it in your backpack, however he is able to hang it on his shoulders when you switch to handgun.. Why not the ability to holster your handgun and run unarmed? This could make your character run faster (handy to travel faster between towns or locations)
remaining slots display for vehicles and tents like shown in backpacks now
"locked" doors that need lockpicking to open. lockpicks could be carried as a tool. Some buildings could need to be unlocked by players to get inside while others are "open" from the start. Maybe add the option to lock the door again.
option to leave a note in tents. I'ld love to put in a note that says "take what you like, regards fritz" or something like that. When I take someones stuff I could add a note saying sorry, and that I put something else in return. Could be displayed when opening the inventory of the tent. Perhaps an "add comment" if there is already a note in there, showing all the comments placed on the note from its first addition to the tent inventory.
remove crosshairs and third person view (or make it standard). People use third person view too often to "cheat" during combat.
faster weapon switching, weapon switching while on the move instead of stopping to reload. Also switching between binocs and weapon is quite slow and could use a slightly increased speed.
a safe to hide valuables. Instead of tents, a code could be entered, and people could attempt to break the code
Ik heb de video bekeken. Hij haalt goede punten aan maar hij komt over als een "douchebag". In het begin zegt hij dat hij objectief gaat blijven en op het einde begint hij dan het spel volledig uit te schelden. Belachelijk . Deze dingen veroorzaken gewoon commotie. Maarja, das nu eenmaal het internet .
Het spel verdiend niet minder dan uitgescholden te worden. Het zijn allemaal facts wat die gast zegt. Zijn eerste filmpje was idd mss een beetje te subjectief..
deathsythe zei:
buiten die kluis vind ik alles wel een leuke potentiële toevoeging
+ ik zou graag de mogelijkheid hebben om eender welk wapen te painten in camouflage skin of whatever.
Anti cheat weet echter niet dat ik nog een paar laptops heb staan waar ik die apps ook op kan draaien.
Bottom line; iets dat onmogelijk te controleren valt kunt ge onmogelijk verbieden.
Zie tussen de suggestions horses staan. Ben ik de enige die vooral horse-back-riding NIET in DayZ wilt? Het is geen fucking western!
Wat ik zeker wil:
- 'Kale' wapens met mogelijkheid tot vinden van attachments(scopes, silencers, etc) Attachments dienen compatibel te zijn met het wapen uiteraard.
- Wapen degradation; wapens verliezen effect na veel gebruik. Beginnende van jammen tot uiteindelijk volledig onbruikbaar. Wapens onderhouden om langer te kunnen gebruiken
- Beter hunt systeem; beesten shuw, echt jagen
- Tracking; voetafdrukken, platgetrapt gras, afgebroken takken, zowel voor het vinden van dieren(zie boven) als players of kampen
- Inventory systeem zoals Resident Evil games(zelf ordenen en puzzelen om zo effectief mogelijk de plaats te gebruiken)
- Zombies altijd aanwezig(niet alleen spawnen indien player in de buurt)
- Gebruik van radios
Het is anders realistisch genoeg. Als de apocalyps zich zou voordoen zou ik veel eerder opteren voor een paard dan voor een auto. Minder onderhoud en veel gemakkelijker te hanteren cross-country. kheb 4 jaar paardrijden gedaan dus kweet hoe ik die beestjes moet hanteren ook, altijd handig.
Damn, verrast door paar zombies die in een barn stonden. Ik was al low in blood en ik kon er 1 doden met mijn hachet.
Deze run heb ik heel wat bijgeleerd dus moet de volgende beter gaan.
Ik zou wel wat fruit in de bossen willen vinden (bessen/aardbeien/...). Ik vind het zeer moeilijk om wat eten te vinden. zeker wild om je blood goed wat omhoog te doen.
More weight contributes to the rate you fatigue and slows your movement.
The inventory system should work by a folder-like system. Everything is set out in a series of "containers".
The largest containers in your inventory are what you wear. For example your backpack, your pockets and pouches on your assault vest.
Other containers such as first aid kits might fit inside your backpack. Inside these you may have individual items.
Other things like toolboxes might hold inside them several tools. If you stumble across a toolbox and dont have space for the whole thing you might cherry pick a select few items.
Magazines would work like containers. Individual bullets are items. Magazines only hold bullets for which they are designed to take. This would allow you much greater freedom in managing ammo and magazines, which is one of the biggest gripes at the moment amongst Day-Z players, and provide much greater realism. It would present new challenges and new dilemmas to the player and add more variation in finding loot. For example you might find a box of hollow-points and a box of armour piercing rounds, but you only have one magazine. Are you going to be coming up against armoured enemies or not? Do you load the hollow points or the AP rounds, or even alternate them throughout the magazine?
Containers should hold liquids. A 20 litre jerry can could be filled with water or petrol, with which you could either fill 20 water bottles, or 20 molotov cocktails respectively. Should you have two vehicles and only one jerry can of fuel, you could use this mechanic to put 10 litres in each.
I knocked up a few screens, more to come, but here's some annotated and an un-annoated screenshots of the ideal inventory. This is a rough concept design. Obviously Rocket and the Day-Z team would do a far more polished job.
INVENTORY OVERVIEW
The Equip Area. Used for equipping items. Complete with a full interactive 3d render of your character. (Here masterfully represented by a crappy 2d silhouette )
Head Equip. Used for putting on helmets and hoods.
Face Equip. Used for putting on masks.
Neck Equip. Used for equipping dog tags or objects with lanyards.
Torso [Over] Equip. Used for equipping an exterior layer. Jackets and coats.
Torso [Under] Equip. Used for equipping an interior layer. Shirts and under-armour.
Back Equip. Used for equipping rucksacks and bags.
Chest Equip. Used for equipping assault vests and webbing.
Waist Equip. Used for equpping ammo belts, belts and holsters.
Legs Equip. Used for equipping trousers.
Feet Equip. Used for equipping boots and shoes.
Additional Equip 1. Here we can see the character has a DMR in his arms.
Additional Equip 2. Here the character is wearing a watch.
Additional Equip 3. Because the character uses a holster he has a pistol slot.
Additional Equip 4,5 and 6. Other items with straps and slings can be equipped here.
Combine Items. A placeholder for a combine items/crafting mechanic.
Selected Container/Backpack. The player has selected his backpack (notice the "pressed button" effect). Below all the items in the backpack and space available is shown. The backpack holds the most equipment although it takes considerably longer to access items in the backpack compared to webbing and pockets.
Other container/Webbing. Ideal for holding ammo.
Other containers. Here we see containers in the form of clothing pockets. These hold far less items but are the quickest to access. To the right is an arrow icon to scroll additional containers, such as a holster. Further right is the total carry weight. Higher weight slows and fatigues your character.
The Main Inventory Area. Different containers have a different number of slots in different grid layouts. Should they not fit on the screen a scroll bar will appear. Items can be dragged between different containers.
The expand icon. Smaller containers such as cans and magazines can be expanded further. Inside magazines we see the individual rounds. Inside a can of beans there may be four small portions.
The Item List. Should they not fit on the screen a scroll bar will appear.
The Item Description area. Here we see an AKM, its variant, a short description, its state (here loaded with an AKM mag and 17 rounds), and its weight (and added weight of magazine and ammunition).
POCKETS + BINDING MECHANIC
The watch is now bound to O. Right clicking on an item gives the option to bind it. O is the default key for Watch items.
The combat jacket is now selected. It has four large pockets and two small pockets, holding 80 slots in total.
The compass is now bound to K (default)
Notice the box of matches can be expanded.
The bandages are now bound to H (default)
The binoculars are now bound to B (default)
The map is now bound to M (default)
Notice the 6 individual pockets. The large pockets cannot hold items bigger than 4x4 and the small pockets cannot hold items bigger than 2x4, however between them they provide decent space for small items.
-A CUSTOM MAP/LOCATION PICTURES-
I don't think the Arma 3 Limnos setting is what people are after. It's too tropical and I'm not sure an island would fit the narrative. The criterea should be:
Variable weather.
At least 300km2
A mixture of countryside and urban environment.
A mixture of forests and fields.
Some variation in altitude/relief.
A coast or at least a large river system.
At least one airport.
Some military installations.
The map should be apocalypsified. Yes you can add that to the dictionary Because the map is from Arma 2, Cherarus at the moment is still too well preserved. There should be more ruined buildings, more dead bodies, more wrecks, and generally more evidence that the world has just been turned upside down. The area should be in decay. Perhaps some signs of a failed government fightback against the infected like dead soldiers in hazmat gear. Or evidence that they tried to cover the outbreak up?
Three areas come to mind (pictures in spoilers):
The most likely and the best map for the standalone would take the form of an ex-Warsaw Pact Eastern European setting, much like Chernarus. Possibly a fictional setting, possibly not. Somewhere like Belarus or Ukraine would be ideal. The absolute best possible option would be an expanded, revised, updated, resized Chernarus, possibly even with Utes off its coast.
The Georgia/Carolina countryside in the U.S.A. The AMC series the Walking Dead is set around the city of Atlanta in Georgia.
The countryside of the United Kingdom. Think 28 Days Later.
-LOOT-
Loot in buildings should not only be found lying around on the floor but in containers, such as lockers, closets, cabinets, drawers, chests and crates. Dead bodies inside buildings may yield some loot.
Every building should be enterable, like they will be in Arma 3. Because of this, there will be many more possible loot points. To compensate for this loot respawn times can be dramatically reduced, making the practice of "loot farming" or "loot piling" less viable, and adding to realism.
Loot should be found in cars and car wrecks. You can check inside the car, the boot/trunk, the glove-box and any dead bodies that may be inside the car.
Dead bodies across the map should yield loot.
Loot should spawn in appropriate areas, for example military gear in military areas. There should however, be rare exceptions to this rule to keep it interesting.
There should not only be military helicopter crash sites, but lower level military road-blocks and other vehicle wrecks, amongst many more random encounters.
There needs to be a far wider variety of loot and items. Currently all the items in Day-Z are purely survival orientated. Alongside more of these items there should also be junk items to keep the experience authentic. Junk items may be required for combining/crafting.
-A REVISED HEALTH, STATUS & WOUNDING SYSTEM-
HEALTH, BLOOD AND WAYS TO DIE
Because there will be many ways to die that do not necessitate blood loss, blood cannot be the sole measure of health. Blood loss however, will directly affect health and may kill your character.
If health and blood are lowered, they will regenerate over time. Maintaining good energy levels (from eating) will speed the process. Health can be improved by the curing of ailments which are affecting health, such as an infection. Additionally, lost blood can be replaced by the use of blood bags.
You have vital organs which can lead to death if they fail or are damaged or destroyed.
Your character relies on oxygen to breathe. Running out of oxygen will lead to unconsciousness and death. Causes of this may be drowning or destroyed lungs.
ENERGY AND FATIGUE
A fatigue system should be introduced, revolving around energy and physical fatigue.
Your maximum energy is determined by food. Your current energy is determined by a balance between exertion and rest.
Sugary foods raise your maximum energy a little and quickly raise your current energy.
Carbohydrate foods raise your maximum energy a lot and slowly raise your current energy.
Maintaining a decent level of energy will mean damage to your health will heal faster.
Physical fatigue is a reflection of the pain and duress you are under and how this affects your capability to operate affectively. It is affected by pain and the weight you are carrying.
Fatigue will affect your aim, speed of movement and capability to sprint. If you are extremely fatigued it will affect the responsiveness of the mouse and your character may collapse.
VITAL ORGANS
Brain
If the brain is destroyed, instant death will follow.
Heart
If the heart is destroyed, death will rapidly follow. The heart may fail if there is too low or too high blood pressure. CPR or Defibrilation may keep the casualty alive.
Lungs
If the lungs are destroyed, you will begin to suffocate and the heart will stop. Damaged lungs may impair breathing and can only be healed through surgery.
Circulatory system
Heavy damage to the neck will cause rapid bleeding and most likely death.
HEALTH EFFECTS/INDICATORS
Unconsciousness
While your character is unconscious they are completely inactive and totally vulnerable. Unconscious or wounded casualties may be dragged to safety.
Pain
Causes shaking of the screen, some sound effects like the "fuck, that hurts" like we already see in Arma, and adds to physical fatigue (mentioned above). Stronger pain causes more shaking and has a greater effect on physical fatigue. Can cause rapid breathing.
Coughing
Causes shaking of the screen, and cough sound effects.
Headache
Affects hearing and causes pain.
Breathing
Heavy or rapid breathing is a symptom of exertion or having held your breath, either underwater or whilst aiming. It causes a slight sway in screen movement or the swaying of weapon sights and appropriate sound effects. Notice currently how if you've just run in Day-Z your aim is erratic. If you are underwater for too long you will begin to drown. Breathing may be rapid or erratic if you are in fear, in shock, in pain or suffering from a severe infection. Breathing produces sound effects.
Dehydration.
Your physical fatigue will increase and health will deteriorate.
Hunger
Your physical fatigue will increase and health will deteriorate. Not eating is likely to mean a deficit of energy, which is needed for movement and actions.
Lethargy
Slower movement and responsiveness from the mouse. Can be caused by physical fatigue or infection.
Vomiting
Is a symptom of some infections.
Bleeding
Bleeding causes you to lose blood. Loss of blood will reduce your health and may affect your heart.
Loss of limbs.
You can no longer use that limb. Pretty much game over for any survivor.
Loss of use of limbs
Temporary impairment or total loss of use from a limb.
Shock
Can be caused by extremely severe pain, wounding or infection. Proximity to other players gruesome deaths, explosions or gunfire may induce a weaker form of shock. Not yet decided what shock will actually do.
MEDICAL ITEMS
Pills
Common. Found everywhere. Can be used readily. Used to treat mild infections.
Antibiotics/Intravenous
Uncommon. Found in ambulances and hospitals. Medical bay or ambulance required. Used to treat more severe infections.
Oxygen
Uncommon. Found in larger first aid kits, ambulances and hospitals. Deployed via an oxygen mask. Friendly player required for use. Used to promote breathing.
Bandage
Common. Found everywhere. Can be used readily. Used to stop mild to moderate bleeding and cover wounds.
Tourniquet
Uncommon. Found in larger first aid kits, ambulances and hospitals. Can be used readily. Used to stop moderate to heavy bleeding.
Painkillers
Common. Found everywhere. Can be used readily. Used to ease mild to moderate pain.
Morphine
Uncommon. Found in larger first aid kits, ambulances and hospitals. Deployed via auto-injector. Used to ease moderate to heavy pain.
Ointment
Uncommon. Found in larger first aid kits, ambulances and hospitals. Can be used readily. Used to ease pain from burns and quicken healing.
Burn Dressing
Uncommon. Found in larger first aid kits, ambulances and hospitals. Can be used readily. Used to cover burns and quicken healing.
Splint
Uncommon. Found in larger first aid kits, ambulances and hospitals. Friendly player required for use. Used to treat broken limbs.
Knife
Common. Found everywhere. Used to remove bullets and conduct surgery. High chance of extra bleeding and infection. Primary function is a melee weapon.
Surgical Scalpel
Rare. Found in ambulances and hospitals. Used to remove bullets and conduct surgery. Chance of extra bleeding when removing bullets. Doubles as a (poor) melee weapon.
Surgical Tongs
Very Rare. Found in hospitals. The best way to remove bullets.
Saw
Common. Found everywhere. Used to amputate limbs. High chance of extra bleeding and further infection. Doubles as a (poor) melee weapon
Surgeon's Saw
Very Rare. Found in hospitals. The best way to amputate limbs.
Alcohol
Common. Found everywhere. Can be used readily. Used to prevent infection.
Antiseptic
Fairly Common. Found in all first aid kits, ambulances and hospitals. Can be used readily. The best way to prevent infection.
Epi-Pen/Adrenaline
Uncommon. Found in larger first aid kits, ambulances and hospitals. Friendly player required for use. Used to awaken unconcious players.
Medical Fluids/Intravenous
Uncommon. Found in ambulances and hospitals. Medical bay or ambulance required. Friendly player required for use.Used to treat cholera and septicemia.
Blood Bag
Uncommon. Found in ambulances and hospitals. Medical bay or ambulance required. Friendly player required for use. Used to replace lost blood or treat septicemia.
Heat Pack
Common. Found everywhere. Can be used readily. Used to raise temperature.
Defibrillator
Uncommon. Found in larger first aid kits, ambulances and hospitals. Friendly player required for use. Used to attempt to restart the heart after it has failed. Success rate of 60% compared with 30% for CPR.
INFECTIONS
The Common Cold - Mild
How affliction occurs: General poor health, exposure to cold temperatures, prolonged periods in water, poor or wet clothing. Can be spread by close contact with other infected players.
How does it affect your character: Coughing. Very minor temporary drop in max health.
How is it cured: Generally sorts itself out on its own. Warm temperatures, warm clothing and a good meal should sort it out. Antibiotics can be used to hurry the process along, although they would be better saved for more serious afflictions.
Fever - Moderate to mild.
How affliction occurs: General poor health, exposure to cold temperatures, prolonged periods in water, poor or wet clothing. Contaminated food or water. Can be spread by close contact with other infected players.
How does it affect your character: Coughing. Minor temporary drop in max health.
How is it cured: Generally sorts itself out on its own. Antibiotics can be used to hurry the process along.
Thyphoid Fever - Moderate
How affliction occurs: Ingestion of contaminated water or food.
How does it affect your character: Abdominal pain. High heart rate. Coughing. Moderate temporary drop in max health.
How it is cured: Rehydration and antibiotics - pills for slow treatment, IV for fast treatment.
Cholera - Severe
How affliction occurs: Ingestion of contaminated water or food.
How does it affect your character: Crippling abdominal pain. Lethargy. Vomiting. Rapid dehydration. Coughing. Significant temporary drop in max health. Death if left untreated.
How it is cured: Rehydration and IV antibiotics. Medical fluids can be used to promote recovery.
Gangrene/Infected Tissue - Moderate to severe
How affliction occurs: Wounds left untreated, exposed, heavy bite wounds.
How does it affect your character: Very early stage/mild infection - slight drop in max health. Early stage it impairs the use of limbs - drop in max health. Late stage - completely prevents the use of limbs. Significant drop in max health. Can result in death.
How it is cured: Very early stage - can be treated with IV antibiotics. Early stage - surgery with scalpel and IV antibiotics. Late stage - amputation with saw. Pretty much game over for your character.
Septicemia/Infected Blood - Extremely Severe
How affliction occurs: Wounds left untreated, exposed, heavy bite wounds.
How does it affect your character: Rapid breathing. Low blood pressure. Shock. Failure of vital organs. Massive drop in max health and slow loss of blood. Likely to result in death.
How it is cured: IV antibiotics. Medical fluids. Blood bags. Appropriate treatment in case of heart or lung failure.
WOUNDS
Bruise - Mild to Moderate
How affliction occurs: Impacts, punching, falling.
How does it affect your character: Drop in health. Mild to moderate pain.
How it is cured: Heals in time on its own.
Bite - Moderate
How affliction occurs: Bite from infected.
How does it affect your character: Drop in health. Heavy biting can lead to bleeding. Can cause infection. Moderate pain.
How it is cured: Heals slowly in time on its own, although it should be cleaned with alcohol/antisepectic and covered with a bandage. Bleeding will need to be stopped with a bandage and/or tourniquet.
Cut - Moderate to Extremely Severe
How affliction occurs: Cut from sharp objects, weapons. Heavy falls or impacts.
How does it affect your character: Drop in health. Bleeding. Can lead to infection. Moderate to severe pain. Extremely severe cuts may lead to the loss of a limb, pretty much spelling game over for your character.
How it is cured: Heals slowly in time on its own, although it should be cleaned with alcohol/antisepectic and covered with a bandage. Bleeding will need to be stopped with a bandage and/or tourniquet.
Gunshot/Shrapnel trauma - Mild to Extremely severe.
How affliction occurs: Gunshots, shrapnel from explosions.
How does it affect your character: Drop in health. Bleeding. Can lead to infection. Infection is inevitable and the wound will not heal if the bullet/shrapnel reamains in the body. Mild to severe pain.
How it is cured: Heals slowly in time on its own, although it should be cleaned with alcohol/antisepectic and covered with a bandage. If the bullet/shrapnel does not cleanly exit the body it will cause tissue or blood infection unless it is removed, which will have to be dealth with. Bleeding will need to be stopped with a bandage and/or tourniquet.
Broken Leg - Severe
How affliction occurs: Impacts, gunshots, falls.
How does it affect your character: Drop in health. Loss of movement. Severe pain.
How it is cured: Will heal over time with the use of a splint. Surgery can quicken the process. (I know in IRL it is required, so this is up for debate)
Broken Arm - Severe
How affliction occurs: Impacts, gunshots, falls.
How does it affect your character: Drop in health. Loss of use of arm. Severe pain
How it is cured: Will heal over time with the use of a splint. Surgery can quicken the process. (I know in IRL it is required, so this is up for debate)
Burn - Mild to Severe
How affliction occurs: Fire, explosions, chemical and electrical burns.
How does it affect your character: Drop in health. Heavy burning can lead to infection. Mild to severe pain.
How it is cured: Will heal over time with the use of a splint. Surgery can quicken the process. (I know in IRL it is required, so this is up for debate)
OTHER MEDICAL BITS AND PIECES
The ability to drag bodies and casualties. So unconscious and incapacitated casualties can be moved to safety or into vehicles for transportation. The same mechanic could be used to hide bodies.
CPR. Attempt to restart the heart after it has failed. Success rate of 30% compared with 60% for a defibrillator.
Blood trails, blood spatters and blood pools. A certain amount of gore has been a staple of every zombie book, comic, film and game.
Dismemberment. I know this has already been achieved in VBS2, and it looks great. Dismembering zombies would severely hamper their movement and attacking capabilities, and cause them to bleed out relatively quickly. If a player lost a limb it would be pretty much game over but it would be interesting giving amputees the choice to carry on, maybe some might even find a way to survive. Look at 0:22 in this video for VBS2 dismemberment.
[youtube]tUIgJd7AreI[/youtube]
When the physics and ragdoll from Arma 3 is in, it would be good to see some decent death animations for zombies and players alike. At the moment its a little weird how you shoot a zombie, it sprints for a second, then staggers and dies in one of an extremely limited number of ways.
-CHANGES TO THE ZOMBIES AND THEIR BEHAVIOUR-
Zombie encounters should be more unpredictable in occurrence. Currently if there's a building, there's sure to be some zombies, and you can start preparing yourself for it. The thing currently so special about player encounters is they usually take you by complete surprise.
Zombie encounters should be slightly less frequent, but much more dangerous.
Some areas should be derelict, with no or very few zombies. Other areas should be completely overrun. This should be largely randomised, in order to prevent players completely working out the best areas to get loot without zombie interaction. Of course some areas, like airports and cities will always be more dangerous than others.
Some zombies should roam around in groups, or "herds", from town to town, and across forest and countryside. These groups could range from 2-50 zombies. Imagine the adrenaline of looting a town and then having to rapidly get out of there or take cover because a zombie herd is passing through. Remember the scene in The Walking Dead where they are looting the cars on the highway and a massive herd moves through, forcing everyone to hide?
These groups could be drawn to spurts of gunfire, fires, flares or other sound or visual stimuli. They could occasionally pass through woodland, meaning the woods are never entirely safe and you are always on your toes. Currently the player must always come to the zombies - in the Day-Z standalone the zombies may come to you.
There should be a range of different types of zombies, although all should veer away comical Left 4 Dead zombie types and the classical "undead" zombies that we see in most films. These are infected we're dealing with here. Some should be extremely fast and aggressive. Others may be starved and shambling. Some may have horrific injuries such as broken legs or missing limbs which impair their movement and ability to attack.
Zombies should be killed like humans, but not be inhibited by pain. This means shots will only deter an attack if the zombie is killed.
There should be multiple stages of zombie awareness. Currently, even if you're in a ghillie suit, prone in a bush and you fire your sniper rifle, all the zombies suddenly sprint towards your exact location. Instead they should investigate the area from where sound of the shot and then if they establish there's a player they should frenzy. This would encourage snipers to fire and move. The same mechanic could be used for other noises like breaking or crunching glass, or you smashing in a door.
To compensate for their slower reaction times each shot would affect zombies from far further away. Realistically a zombie could hear a gunshot from hundreds of metres away. There would always be the risk of drawing in an entire herd of zombies.
Zombies should never spawn or de spawn within eye shot of players. The spawning mechanic should be seamless and organic.
Other small touches like some better zombie idles, mixing up zombie movement behaviour and some eating behaviour would add better immersion and even gameplay elements. If a group of zombies are preoccupied eating a carcass or corpse then they'd be easier to sneak around.
-CRAFTING-
You should be able to combine two or more items. I think this should be done without in-game recipes or cues, like in minecraft to encourage players to think, memorise key combinations and share knowledge. Once you've put to valid components together it will show you what tools, if any, you need to make the craftable item.
Examples: IEDs, Molotovs, Traps, Tripflares and Alarms, Huts, Fortifications, Makeshift Weapons etc.
-MODULAR WEAPONS-
Arma 3 will support weapon attatchments. There should be a range of weapon attatchments in Day-Z.
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