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advanced world influence

Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences

advanced world influence advanced medicine advanced animals usage clothing system improved player tracking improved building mechanics dynamic world making dayz harder

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Poll: How do you like the features? (150 member(s) have cast votes)

How do you like the features?

  1. Bullshit. Hope it never gets into DayZ standalone (6 votes [4.00%])

    Percentage of vote: 4.00%

  2. Can't decide (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. A lot of them must be considered, but some are doubtful (22 votes [14.67%])

    Percentage of vote: 14.67%

  4. I like it (43 votes [28.67%])

    Percentage of vote: 28.67%

  5. This all would make DayZ the best game ever (79 votes [52.67%])

    Percentage of vote: 52.67%

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#1 -=PA=-Mikhail

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Posted 26 October 2012 - 10:20 AM

This feature is a part of a collection of features about "How to make DayZ harder"

Another title for this feature is "Rocket gonna kill us for that. We are insane."

Inspired by Rocket’s idea of players influence the design of the interiors by their actions,
e.g. if player in killed in a clean house - it gets bloody, leaves gore and decays visually.


“In an apocalyptic scenario the first thing to vanish

would be street and environment cleaning infrastructure.”


From “The DayZ Phenomenon”.

by Dr. Wasteland MD.

October 2025



Vote it up on Reddit


Main concept.
  • If you use some resource in the world it is “authentically”™ leaves marks\trails in the world.
  • Others discover it and can guess what had happened.
  • Players can hide marks\trails or leave it be.
  • PLEASE! I BEG YOU! READ THIS AND DON'T EVEN MENTION THIS IN DISCUSSION! - This all is NOT about leaving actual footsteps on the ground or bullet holes!
  • (optional) Junk, garbage items are never randomly generated in the world. They always appear after players leave them.
Side concepts involved.
  • There are several advanced medical and injury features presupposed
  • as well as expanding a clothes system idea in this context
  • In the course of writing I had some interesting animals usage ideas which can contribute to this feature.
Effect on gameplay
  • Your DayZ. Your story. Your world. Your environment. Leave or remove your mark in it.
  • Everyone is responsible for making this world messy and dirty, or clean and comfortable.
  • No one is forced to clean it. You choose it yourself if you want to clean your house or make your camp territory more better looking.
  • Cleaned or well attended territory attracts people psychologically for comfortable environment effect. It gives a feeling of a safe zone, which people take care of. This is sign that people strive for fixing this apocalyptic horror in some way and don’t live like pigs in the dirt pool.
  • On the other hand, leave all the gore, garbage, skeletons and other repulsing object to make everyone know the territory is dangerous, keep off.
  • You can realistically understand whether the territory you enter is abandoned, heavily populated\lived in or area is a slaughter yard with campers.
  • Dirty rotting areas can be source of disease.
  • KOS\PvP\Dangerous areas will be naturally marked with blood, gore, and signs of death and danger. You will gone see and feel you’re entering a bad place from distance. Natural instincts will help.
  • If you don’t cover your trails and garbage others can track you down and learn about your presence in the area.
  • You can leave trails or marks intentionally and wisely to divert your enemies from your tracks or set up a trap\ambush.
Player mechanics additions
  • Only one action “clean” or “hide trails\marks” depending on the context.
Engine additions
  • Many universal decals and textures, several textures for different states etc.
  • Some way for server\database accounting of state changes over time.
Predicted technical drawback
Will bring more objects to the engine and the world and impact the performance.
BUT
Most of the features are visual and don't reauire fully functional objects and their storing in the world.
Basically, everything stays the same, except for after you delete a dropped item from the world after certain amount of time as DayZ usually does, you leave some mark, some decals or pile to show it was here.
Needs some less realistic and more optimized universal design technology (a common non-object decal garbage pile, instead of a separate usable can and bottle object with full geometry etc.).


1) “Clean after yourself” - Junk, garbage, wastes, throw-offs and used\disposed items are created by player activity and discovered in the world by others.

Spoiler


2) Plants\soil\interiors\exteriors\roads decay\improve as a result of human activity\inactivity.

Spoiler


Having all these implemented I actually don’t need to explain what gameplay awaits us. But I must say, that players who don’t want this level of realism or fear that game gets too complicated - those can ignore these features ingame and there is no need for them to go deep and use them.

Aesthetic and storytelling aspects, as well as atmosphere of the game will start playing with every possible colour and subtle variations, which are NEVER purely cosmetic and purposely designed, they are always a trail, a sign, “footprint” of a player in DayZ. And more to the point, more players produce more environmental shifts to the world. And only they choose will it be shifting to bloody fearsome wasteland or walk the hardest way and make it a better and comfortable world to live even in the apocalypse. Apart from that any action has a reaction, and any trail will sooner or later lead to it’s owner. Knowing this and thinking "authentically" ™ can help hostiles finding their targets or targets escaping their enemies.







So, survivor, be attentive and remember, in the standalone you “don’t step in the poo”,

AND you’d better remove and don’t leave your “poo” so that it won’t hit the fan which faces you.


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Edited by -=PA=-Mikhail, 21 December 2012 - 09:50 AM.

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#2 Tomdrum

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Posted 26 October 2012 - 10:24 AM

Beautiful.
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mmm


#3 Zeppa

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Posted 26 October 2012 - 10:27 AM

I see only the performance issue with this.. drawing all the foorprints garbage all around. Its suggested before and its a nice tought but huge resource draing on server.
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Wall Climbing Machetes!
no way america is just a big NO! i like to see other countries apart from america use in videogames. heres a few examples.
alaska: driving a truck while being attacked by hordes of infected would be sweet as a sweet/candy -apache25 aka googlebox

#4 -=PA=-Mikhail

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Posted 26 October 2012 - 10:34 AM

I know about performance issues. I hope someone (trollface) can be inspired and come up with a more gentle design and balance to invent somehting not so heavily impacting the performance.
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#5 topsm

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Posted 26 October 2012 - 10:57 AM

This is incredible.
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#6 Nikiller

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Posted 26 October 2012 - 11:03 AM

hi,

I don't see how it is possible to increase performances. If we only count footprints, imagine 20 players on the server and each player move 500m, let's say 1000 foorprints, 20000 footprint! It means you have to createVehicle or createVehicleLocal 1000 objects everytime one player move 500m. With the actual ArmA scripting command it will put any server on knees in less than 10min and client will suffer horrible fps/lags. Forget it it's not possible.

cya.

Nikiller.

Edited by Nikiller, 26 October 2012 - 11:04 AM.

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#7 Serious Stan

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Posted 26 October 2012 - 11:07 AM

Maybe....
Cant have too much shit ingame, my pc cant handle it. So i only hope the SA is coming soon and dont care so much for every little aspect.

8wz7ly.gif


#8 -=PA=-Mikhail

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Posted 26 October 2012 - 11:25 AM

hi,

I don't see how it is possible to increase performances. If we only count footprints, imagine 20 players on the server and each player move 500m, let's say 1000 foorprints, 20000 footprint! It means you have to createVehicle or createVehicleLocal 1000 objects everytime one player move 500m. With the actual ArmA scripting command it will put any server on knees in less than 10min and client will suffer horrible fps/lags. Forget it it's not possible.

cya.

Nikiller.


Hey! Wait slow down!!! I have never mentioned leaving actual footprints for each step :) I step is a metaphor in the title! footpring is a metaphor for the consequence!
I'm insane, but not stupid to the point of not understanding we can't handle such amount of dynamic data... No flame or offence. Just explaining :)

EDIT: Changed title to exclude ambiguity and waste of our time and breath.

Edited by -=PA=-Mikhail, 26 October 2012 - 11:32 AM.


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#9 indominator

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Posted 26 October 2012 - 11:35 AM

i can imagine cherno and elecktro, bullet holes everywhere, blood on every wall, piles of gore and bodies, zombies foraging food in the piles, hordes coming from outside town to eat the dead. A pure graveyard, only the wicked and insane would dare go there, shooting an enfield will become as dangerous as jumping off a hospital. You sir are a win!

Imagine prospecting for salt beneath cherno when suddenly you open a hole, its a basement, but where which town? You look back and see no end to your tunnel, almost nothing of good found, you ask yourself how much time you have spent. Entering the building you look through the window and see the madness of cherno. Silently you go back to your cave and place a dinamite charge in the entrance, you would rather off try your luck in the wilds and the huge caves than face Cherno
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#10 sudZ!

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Posted 26 October 2012 - 11:37 AM

Fantastic idea.

As time goes by this will be more and more viable. My hope for DayZ is that it carries on in development for quite some time. In one years time, people's computers will be that much better and so more options like this open up.

I like it though. It's within the spirit of Rocket's intention to have us regulate the world ourselves.
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#11 Timberwolf

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Posted 26 October 2012 - 12:01 PM

An excellent post that covers a big amount of topics that are very interesting regarding the dynamic realism the game could have. That being said there would have to be a tremendous amount of brainstorming and discussion between the dev team to scrutinize all those ideas to see what would be feasible technically and even more time to implement and balance it.

As such what you have here are extremely good ideas that MUST be seen by rocket and the rest of the developers and as the game evolves should be discussed and if possible added one by one as the game matures.

Keep up with your amazing threads.

#12 -=PA=-Mikhail

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Posted 26 October 2012 - 12:02 PM

i can imagine cherno and elecktro, bullet holes everywhere, blood on every wall, piles of gore and bodies, zombies foraging food in the piles, hordes coming from outside town to eat the dead. A pure graveyard, only the wicked and insane would dare go there, shooting an enfield will become as dangerous as jumping off a hospital. You sir are a win!

Imagine prospecting for salt beneath cherno when suddenly you open a hole, its a basement, but where which town? You look back and see no end to your tunnel, almost nothing of good found, you ask yourself how much time you have spent. Entering the building you look through the window and see the madness of cherno. Silently you go back to your cave and place a dinamite charge in the entrance, you would rather off try your luck in the wilds and the huge caves than face Cherno


You grasped exactly the core idea behind it all.

I can depict another situation for you.

A clan of some friendly guyz sweeps out zombies in some village, they respawn only in the outskirts. They clean the city. Remove garbage, clean houses. Bring cows and dogs there. A manmade safe-zone in DayZ. The runours about the safe zone gets spread. More volunteer to defend it. Whole place seems more living and as if ignoring the surrounding terror and apocalypse...

(And c'mon, everyone knows sniper and bandits will attack it sooner or later, don't even start it again, boring)

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#13 Terrorviktor

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Posted 26 October 2012 - 12:05 PM

Read through it all but can't see anything about blood leaving trails. So if you bleed you leave blood on the ground, walls, bushes and trees. Not much, but enough to track.

Anyway, great ideas, hopefully some of them will be considered at least!
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#14 -=PA=-Mikhail

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Posted 26 October 2012 - 12:06 PM

An excellent post that covers a big amount of topics that are very interesting regarding the dynamic realism the game could have.
..
Keep up with your amazing threads.


Thank you very much. Took me almost four days to think it all over, discuss with friends and come with something consistent to the forums.


That being said there would have to be a tremendous amount of brainstorming and discussion between the dev team to scrutinize all those ideas to see what would be feasible technically and even more time to implement and balance it.

As such what you have here are extremely good ideas that MUST be seen by rocket and the rest of the developers and as the game evolves should be discussed and if possible added one by one as the game matures.


That is exactly what I wanted to achieve. My post can be too idealistic and is not realistic. I made it very extended and tried to think outside of any limitations, both technical and conceptual. I hope this will just inspire the dev or they will may be implement something they liked most or considered possible...

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#15 -=PA=-Mikhail

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Posted 26 October 2012 - 12:09 PM

1) Read through it all but can't see anything about blood leaving trails. So if you bleed you leave blood on the ground, walls, bushes and trees. Not much, but enough to track.

2) Anyway, great ideas, hopefully some of them will be considered at least!


1) Look for "You get injured with bloodloss effect."

You get injured with bloodloss effect.

  • Blood leaves marks as you walk. You can hide each of them by standart “clean” action. Barely visible in grass, more visible on snow or sand. Drops are small, and can only be discovered if you kneel and have a good look at the terrain. If you pass through any vegetation such as a bush, it get covered slightly with your blood. If you sit or lay prone with an open wound you make a small blood pool (amount\size depends on the bloodloss speed).


2) Thanks.

Edited by -=PA=-Mikhail, 26 October 2012 - 12:11 PM.


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#16 Terrorviktor

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Posted 26 October 2012 - 12:10 PM

1) Look for "You get injured with bloodloss effect."
2) Thanks.


Figured it would be in there, I just woke up so I am confused. :)
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#17 setayn

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Posted 26 October 2012 - 12:11 PM

cannot wait for this game.......

#18 Nikiller

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Posted 26 October 2012 - 12:12 PM

hi,

Hey! Wait slow down!!! I have never mentioned leaving actual footprints for each step :) I step is a metaphor in the title! footpring is a metaphor for the consequence!
I'm insane, but not stupid to the point of not understanding we can't handle such amount of dynamic data... No flame or offence. Just explaining :)

EDIT: Changed title to exclude ambiguity and waste of our time and breath.


It seems you spent a long time writing your post and I don't want to destroy your great idea. I'm not offended at all but I tried to explain you with facts that your idea is not possible. Even with just garbage imagine how will be a server where nobody is cleaning? Full of created objects who will slow down the server after a while and finally becomes unplayable for the client. That's why dead bodies are deleted after a certain amount of time. I know that TAKE ON HELICOPTERS engine can handle a bigger objects number than ArmA2 but there's a limit. And I'm just talking about the object creation not about the state changes over time who will require huge scripting managed by the server. If you delete the garbage after a certain amount of time or after each server restart then it is maybe technically possible but have it as a persistant objects I doubt it.

cya.

Nikiller.

Edited by Nikiller, 26 October 2012 - 12:19 PM.

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#19 TheBaby

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Posted 26 October 2012 - 12:12 PM

Top suggestions. Some serious depth there Could you imagine playing with even half of these things happening? I couldn't even describe it. It would just make Dayz more DayZ like, if that makes sense. Interesting to think how the pace of gameplay would be affected.
When your parents left the house we would creep up to their room, to the drawer beside the bed. We would pull out the shining dildo. One side dink, the other side Jesus. Not hedonists. Not atheists. Churchgoers. Blockparents. I wonder what lurks in neighbors' drawers? The most pristine are hiding everything. Is this our "decaying society"? These are the married ones. What about the others? Don't condemn your life to be riddled with shame. Everyone's hands cause natural disasters.

#20 -=PA=-Mikhail

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Posted 26 October 2012 - 12:20 PM

Even with just garbage imagine how will be a server where nobody is cleaning? Full of created objects who will slow down the server after a while and finally becomes unplayable for the client. That's why dead bodies are deleted after a certain amount of time.


I though about it and I even have this briefly suggested in the OP. Separate objects can be replcaed by some VERY VERY simple decals\sprites which add to immersion and ffel like dirt or grabage or junk, but are not actual object, tincan, bottles... Just, well, a pile of something which looks like garbage... A very lightweight unversal thingie. When you drop your cans and all the rest of wastes they are deleted the same way it is now, but instead of totally removing them, you later find this decal, this simplified grabagepile. Dead corpses deleted as well, but replaced with some generic rotten corpse without any loot, or may be just some loot...

Technical simplifications will only restrict realism, but overall design can be preserved altogether with "authenticity"™
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Also tagged with one or more of these keywords: advanced world influence, advanced medicine, advanced animals usage, clothing system, improved player tracking, improved building mechanics, dynamic world, making dayz harder