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Roshi (DayZ)

Roshi's suggestions...

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This thread is to throw a bunch of ideas in one place with synopses. Will add as I go (for better ideas anyways - not the embarrassing ones). Forgive the vanity…

My core belief about DayZ is that you should be afraid of three things in equal measure - other players, zombies and the environment.

Game mechanics:

Medical System:

I have a medical background and so these are hopefully plausible.

1)Treating yourself (http://forums.dayzgame.com/index.php?/topic/161763-medical-system-for-dayz-part-1-%E2%80%93-self-treatment-of-wounds/) - can assess and manage your wounds in the inventory screen.

2)Treating others (http://forums.dayzgame.com/index.php?/topic/161874-medical-system-for-dayz-part-2-emergency-care-for-other-players/) – a separate ‘treat others’ screen like inventory. Able to take some vitals (some requiring appropriate equipment). Advanced life support. Based in reality but simplified++.

Two hands:

(http://forums.dayzgame.com/index.php?/topic/160055-two-hands/#entry1607360)

Instead of the generic ‘Hands’ part of the inventory, why not have two hands (left and right). Important for bimanual tasks and possibly crafting.

Rapid reloading:

http://forums.dayzgame.com/index.php?/topic/160752-rapid-reload/

Just a thought... an alternative reload which is faster but makes you drop the magazine. Speed of reloading either way improves with practice (rapidly at first then slowly, but should start off pretty rubbish and slow). Could also add in fumbling/dropping new magazine for new characters - to simulate lack of weapon familiarity.

Audible (vs text) cues for pain, hunger, thirst...

http://forums.dayzgame.com/index.php?/topic/165006-replace-written-status-cues-with-verbal-thoughts/

Replacing the text cues at the bottom left with quality, voice-acted verbal cues (largely heard only by the player and not others - i.e. in your head - but with more intense sensations like pain, your character may actually vocalise).

Ankle sprains, lighting, running with head turned, footwear...

http://forums.dayzgame.com/index.php?/topic/165564-running-on-rough-terrain-sprained-or-broken-ankles-boots-and-making-adequate-light-usefulessential/

The idea is to make the choice of footwear more about trade offs, not just going along until you find pristine combat boots or the like. Also aims to make a using a light source more important for night play.

What animations would add depth and immersion...

http://forums.dayzgame.com/index.php?/topic/165460-what-animations-would-add-depth-and-immersion-to-the-game/

I like animations as that add realistic time frames for performing an activity that shouldn't be instantaneous in a game like DayZ, and other players can see what you are up to. This thread is after ideas from the floor but also offers a few of my own.

Inventory and equipment ideas:

Inventory squares & Vest pockets/variability:

(http://forums.dayzgame.com/index.php?/topic/164736-inventory-space-same-capacity-but-4x-number-of-squares/)

Divide each square as implemented currently into 4 smaller squares to allow odd shaped items not to take up a full square or rectangle, and tetris-style fitting of kit into bags. Vests should have discrete pockets rather than being a generic storage space.

Additive sounds:

http://forums.dayzgame.com/index.php?/topic/163672-additive-sounds/

The sounds produced by each bit of kit is additive, making you more or less audible to other players and zombies depending on your kit. Possible gear interactions also (e.g. rifle knocking against water-bottle). Half-full waterbottles make a sloshing noise.

Item - Camelback:

http://forums.dayzgame.com/index.php?/topic/163922-item-camelback/

Activating headlamps, flashlights and bipods with hotkeys:

http://forums.dayzgame.com/index.php?/topic/159356-hot-keys-for-flashlights-bipod/

And a bit more controversial…

Stimulating an emergent economy:

http://forums.dayzgame.com/index.php?/topic/164127-how-to-stimulate-an-emergent-economy-in-dayz-discussion/

Should have called it stimulating more emergent trade but anyways…

One server, one character:

http://forums.dayzgame.com/index.php?/topic/162584-should-you-only-have-one-character-per-server/

An imperfect idea for ending server-hopping, loot-farming, ghosting and chlamydia…

Semi-persistent camps:

http://forums.dayzgame.com/index.php?/topic/163017-semi-persistent-camps/

You set up a camp, when you log out it persists for a set period of time (unless another player comes within a set distance during that time and can loot it if they find it). An imperfect attempt to deal with the issue of your camp (or later on perhaps fortress) persisting while your character does not - met with resounding silence. I now prefer the idea of persistence with a one character per server and increased undergrowth/opportunities for camouflaging your camp (will probably do this as a suggestion).

Providing tools to convert structures such as the stranded ship into a base or trade-post:

http://forums.dayzgame.com/index.php?/topic/166133-how-could-the-stranded-ship-be-converted-into-a-base-or-trade-post/

I think the stranded ship would make a perfect site for a trade centre (such as seen in Fallout 2 or STALKER:Call of Pripyat. Keen for other peoples input.

Finally, some online books:

Human survival in extreme environments...

https://am4wuhz3zifexz5u.onion.to/Library/English/Oxford_Univerity_Press_USA/0195165012.Oxford.University.Press.USA.The.Biology.of.Human.Survival.Life.and.Death.in.Extreme.Environments.Sep.2003.pdf

A great (but involved) read for those interested in how the human body deals with and adapts to extreme environments with information regarding how man-made tools assist survival. Really good.

Combat Life Saver manual (link courtesy of xRann - see below):

http://www.me.ngb.ar...tion_C_ALMS.pdf

Military combat life saver instruction manual which fits pretty damn well with my idea of a useful in game book that could be used as a resource for budding medics if the medical system is upgraded to warrant it.

Edited by Roshi
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All of your suggestions are extremely good.

 

One can only hope they get into the game.

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Ya I could definitely live with all this , the only thing is sometimes I like to slip away from the clan for some solo play ... And if I did that I'd have to restart a character but honestly that's not a huge deal , it's a simple sacrifice to solve a much bigger problem of server hopping .

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Ya I could definitely live with all this , the only thing is sometimes I like to slip away from the clan for some solo play ... And if I did that I'd have to restart a character but honestly that's not a huge deal , it's a simple sacrifice to solve a much bigger problem of server hopping .

Yeah - I know what you mean, could be fixed by allowing more than one character but that's also contraversial - see the one character, one server thread.

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PS is that blue script blowing anyone else's eyes apart? Will change if that's the case...

If you mean the blue text than yes. Please change the color.  :D

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If you mean the blue text than yes. Please change the color.  :D

Yeah my bad - I forget that script has a technical meaning - not a computer guy. Apologies to your poor eyeballs.

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Good stuff Roshi, but I think limiting the available interventions to that of CLS(Combat Lifesaver) or EMT-B(Emergency Medial Technician - Basic) areas would be a simpler and more trimmed down and dirty working rather than hospital setting.

 - limit BP info to over p(palpate), simply due to the nature of the game death comes much quicker and realisticly getting out a cuff, steth, and getting your reading would take much more time. radial, carotid, or femoral and you have an idea of how critical.

 - BVM(Bag Valve Mask), just supliment it with CPR. again, down an dirty field enviorment. Also no need to add in a new item for a once is a random blue when mouth to mouth would suffice. In this kind of envoirment chances are if he's not breathing, he's not gonna...you know?

 - No tourniquets? Quick, easy, stops extremity bleeding. Granted you need to address the problem, but stop the flow now, solve the problem later.

- Think just simple HABC's(Hemorrhage, Airway, Breathing, Circulation), if it's much more complex it's less rounded for the types of situations in the game.

 

example: GSW's(gun shot wound) to left arm and adbomen. drop a tourniquet on the arm, bandage the adbomen, grab JimmyDon'tDie cause I love him and bug out. treat injuries, debride, clean, suture, heal(pain meds, fluids, antibiotics, whathaveyou).

 

Short, to the point, and simple. I'd love it to be wickedly complex and have real depth but time vs reality vs complexity vs envoirment. Death comes very quick, and will probably remain that way. And a complex drawn out death I just don't think is in the cards especially with the amount of trauma patients this game creates.

 

CLS Study Guide - http://www.me.ngb.army.mil/units/rti/resources/IS0871_Edition_C_ALMS.pdf

Edited by xRann
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Good stuff Roshi, but I think limiting the available interventions to that of CLS or EMT-B areas would be a simpler and more trimmed down dirty working rather than hospital setting.

 - limit BP info to over p, simply due to the nature of the game death comes much quicker and realisticly getting out a cuff, steth, and getting your reading would take much more time. radial, carotid, or femoral and you have an idea of how critical.

 - BVM, just supliment it with CPR. again, down an dirty field enviorment. Also no need to add in a new item for a once is a random blue when mouth to mouth would suffice. In this kind of envoirment chances are if he's not breathing, he's not gonna...you know?

 - No tourniquets? Quick, easy, stops extremity bleeding. Granted you need to address the problem, but stop the flow now, solve the problem later.

- Think just simple HABC's, if it's much more complex it's less rounded for the types of situations in the game.

 

example: GSW's to left arm and adbomen. drop a quet on the arm, bandage the adb, grab JimmyDon'tDie cause I love him and bug out. treat injuries, debride, clean, suture, heal(pain meds, fluids, antibiotics, whathaveyou).

 

Short, to the point, and simple. I'd love it to be wickedly complex and have real depth but time vs reality vs complexity vs envoirment. Death comes very quick, and will probably remain that way. And a complex drawn out death I just don't think is in the cards especially with the amount of trauma patients this game creates.

 

CLS Study Guide - http://www.me.ngb.army.mil/units/rti/resources/IS0871_Edition_C_ALMS.pdf

Thanks for the considered input - only request is to explain the acronyms on first use (not all of them translate between regions - I'm a Kiwi so we use different acronyms for some things, but also because most (non-medical) readers will be completely lost).

 

Good suggestions - my medical ideas are not comprehensive and mainly focus on wounds/trauma, so many details (e.g. tourniquets) will be missing but great to have these pointed out.

 

Thanks also for the CLS study guide - will have a look when get a chance!

 

EDIT: So far the CLS guide is a good read! Interesting that tension pneumothorax (essentially a one way valve in chest wall due to penetrating trauma that leads to air buildup and compression of the heart and other vital structures - for those who aren't medically inclined) is in there as a reasonably common cause of death (5%) in ground combat fatalities - I had thought about added that into the mix but thought it wouldn't be that relevant.

 

Also interesting:

- 95% of fatalities from trauma in the field occur prior to evac to a field hospital.

- About 56% unlikely to be fixable in the field (penetrating head trauma and torso trauma unlikely to be surgically fixable) which fits for me with the fact that loads of PvP injuries in DayZ are pretty lethal (e.g. multiple gunshot or axe wounds). Add 10% that are likely surgically fixable, but not in the absence of a surgical setup - i.e. in DayZ.

Edited by Roshi

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Updated my previous post with acronyms and fixed some abbreviations, let me know if more info is required.

 

I thought about mentioning pneumothorax but realisticly the long term care and treatment would make that alone a very complex and hard to manage injury. The obvious would be to enforce the immediate interventions but reduce the long term care needed. GSW or a penetrating blast to the thorax and you'd be toast without sugical intervention, but is a game so work arounds could certainly be done.

 

EDIT: CLS is the most basic of medical care for non-medical military personel and EMT-B is the most basic of medical care for civilian emergency medical personel and a requirement for medics. Would recommend everyone read the CLS book, handy stuff in it.

Edited by xRann
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Thanks for that - much better! Yeah I agree that the balance of simplicity and complexity is very difficult. I like the idea of having the basics simple enough that any player can kinda work it out (e.g. bandaging), but as you deal with more difficult problems (wounds that require more than just a quick bandage), then someone acting as a medic has to do their homework (or know some real world medicine) to make the right decisions.

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EDIT: So far the CLS guide is a good read! Interesting that tension pneumothorax (essentially a one way valve in chest wall due to penetrating trauma that leads to air buildup and compression of the heart and other vital structures - for those who aren't medically inclined) is in there as a reasonably common cause of death (5%) in ground combat fatalities - I had thought about added that into the mix but thought it wouldn't be that relevant.

 

Also interesting:

- 95% of fatalities from trauma in the field occur prior to evac to a field hospital.

- About 56% unlikely to be fixable in the field (penetrating head trauma and torso trauma unlikely to be surgically fixable) which fits for me with the fact that loads of PvP injuries in DayZ are pretty lethal (e.g. multiple gunshot or axe wounds). Add 10% that are likely surgically fixable, but not in the absence of a surgical setup - i.e. in DayZ.

Exactly, the nature of severe trauma is almost certain death without immediate proper facilities to treat and care for the injury regardless of the interventions done. That's not to say every incident will end in death, but the hard reality is most would unless artistic license was used to tweak and skew the severity of the care needed.

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This (or an abbreviated version) should make it in game as a technical manual for field care - copyright infringements aside :)

 

Have moved it up to the bottom of the OP (with credit given)

Edited by Roshi

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You could request some of these be moved to the Suggestions forum. It seems like they're randomly in General Discussion.

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You could request some of these be moved to the Suggestions forum. It seems like they're randomly in General Discussion.

Yeah they preceded the Suggestions forum so ended up in general because they had no where else to go.

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Le bump) and some beans)

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I've still got my skill/trade craft books, three or four of them. I can thumb through and post relevant medical causes/treatment/care. If you're interested let me know, is more advanced stuff than CLS.

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I've still got my skill/trade craft books, three or four of them. I can thumb through and post relevant medical causes/treatment/care. If you're interested let me know, is more advanced stuff than CLS.

The more the merrier.

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