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bobotype3334

Alcohol: Beer, Wine and Spirits. And craftable Distilleries.

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The various uses of our good friend the little brown jug.
I'm suggesting 3 styles of alcohol be implemented, which have differences in their qualities:

  • Commonness: How often you will find this type of alcohol in DayZ.
  • %ABV: How drunk it gets you. Being drunk can mitigate shock and cold, but Intoxication can cause slight loss of control of the character over time, and eventually sleep or even death. A bottle of vodka will induce sleep, and 2.50 will cause death.
  • Hydration: The thirst reduction of the drink.
  • Energy- the nutritional value; how much it helps with hunger and stamina.
  • Flammability-How prone to explosion and burning the drink is, and thus determining if you can make Molotovs, pour it on a fire, etc.
  • Sterility- Whether you can use it to clean something. http://www.straightdope.com/columns/read/2978/can-liquor-be-used-as-an-emergency-antiseptic
     

SPIRITS- the "Rogue" class
Very intoxicating and has essentially no nutritional value; but gets you drunk/kills pain fast, and is useful for burning or fuel.
Appears as "Motherland" Vodka in cans and bottles! Yay!
Uncommon spawn, 40% ABV, negative hydration, no energy content. Highly flammable. Can also sterilise.

BEER- the "Barbarian" class
Common stuff, plenty to find and get pissed on. Not too useful for crafting, but it is a source of hydration and energy.
Appears as "Little Boy" Lager [A common brand of beer in Russia is "Fat Man"]. Blue labelled plastic bottles. Or cans perhaps.
High spawn, 10% ABV, low hydration, [half that of water], low energy content, Barely flammable. Non-sterile.

WINE- the "Wizard" class
This refined beverage is for only the most sophisticated Survivors to loot and drain down their throats. Proteins and carbs, mmm! Twice as intoxicating as alcohol.
Appears as Pinot Zoir, a red wine in a green glass bottle, with a red label.
Rare spawn, 20% ABV, low hydration,, medium energy content, Mildly flammable. Non-sterile!

Also, I'm suggesting that players should be able to distil vodka, although not beer or wine because that would take too much effort. You need grain or fruit or potato or sugar, and the use of an existing distillery in the ingame world, or some pipes, barrels, and a fire to make your own still. Not quite like this one, but similar.ZkdSqOs.jpg
 

Edited by bobotype3334
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So a TL;DR: alcohol would make you able to keep doing stuff even when you're freezing or in shock, although your body still takes damage in battle/accidents, and you can still get hypothermia [because alchohol only gives an illusion of warmth].
This is at the cost of being drunk, which will make you unconscious [asleep] or even dead if you drink too much. 
Depending on the type, you can also use alcohol as a fuel, an explosive, a crafting ingredient, a sterilizer, a source of water, or a source of food energy.
It would also add to the feeling of being in Eastern Europe.

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Sounds good! Vodka is in the game files so hopefully we'll see it before too long, but is distilling really easier than making wine?
Cejo8FC.jpg

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Sounds good! Vodka is in the game files so hopefully we'll see it before too long, but is distilling really easier than making wine?

I hope they like some of the qualities I suggested. Such as flammability, which I could see leading to Molotov cocktails!

To my knowledge, distilling is a faster process than making wine, and grape gathering and pressing and leaving to ferment for two months would be way more labour intensive/time-consuming than gathering potatoes and distilling over 3 to 4 days. Although you could be right. But I think vodka, as a potentially useful crafting ingredient, should have priority over implementing production for a "foodstuff" like wine.

 

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You can make wine from pretty much any fruit which is why i thought it would work well.

Thinking more about it maybe cider would be best for brewing, it's a very simple process. In regards to the time issue I'm sure that it can be sped up without ruining the 'authenticity' (Although hopefully not to the extent of the tomato growing cycle, which does ruin it in my opinion).

 

Also champagne should spawn at heli crash sites.

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You can make wine from pretty much any fruit which is why i thought it would work well.

Thinking more about it maybe cider would be best for brewing, it's a very simple process. In regards to the time issue I'm sure that it can be sped up without ruining the 'authenticity' (Although hopefully not to the extent of the tomato growing cycle, which does ruin it in my opinion).

 

Also champagne should spawn at heli crash sites.

They need to change tomatoes to 20-30 minutes, yes, even with accelerated time it's ridiculous.

Anyway, distilled spirits are more useful than wine, which is why I was suggesting if any alcohol crafting gets added it should be distilling first because it's the quickest and most useful.

Why should champagne spawn at helicopter crash sites?

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Why should champagne spawn at helicopter crash sites?

It was just a joke.

A super rare type of alcohol would be desirable to refined bandit chiefs and loot hoarders, helicopter crash sites are the obvious place for super rare stuff.

It would be funny if American helicopters were filled with crates of champagne. 

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It was just a joke.

A super rare type of alcohol would be desirable to refined bandit chiefs and loot hoarders, helicopter crash sites are the obvious place for super rare stuff.

It would be funny if American helicopters were filled with crates of champagne. 

I was thinking wine cellars [if they ever implement underground] and City Halls and the occasional house or farm house would be the best place to spawn wine. Are you hinting that spawning in American helicopters would point to the crashes being alcohol-related? ;)

Edited by bobotype3334

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sustained alcoholism and dependency could also be a feature here.

 

Lets say that you would need to drink twice the amount of fresh water or fast run a certain distance to rid the dependency.

Or just drink more and embrace the dependency, and accept the consequences.

 

Fully drunk status = increased zombie agro/but much less zombie contact - could be an incentive to balance the drawbacks of being a drunk if the impairments are impactful enough. And also be a nice PVP moment for those in the area.

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I was thinking wine cellars [if they ever implement underground] and City Halls and the occasional house or farm house would be the best place to spawn wine. Are you hinting that spawning in American helicopters would point to the crashes being alcohol-related? ;)

Well the zombies couldn't have shot them down, there has to be another explanation...

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