- The Weapons Wishlist has been 'completed'.
- This thread hit 500 cans of beans!
- Added a very short list of suggestions which focus on short-term development suggestions (i.e. standalone and first update).
- This thread was unpinned for some reason, which is strange because it will become even more relevant once the first build is out and work on features begins. Could it please be re-pinned?
This thread is continually updated, expanded and edited. It is totally unrecognisable from the when it first started. This is not the product of one sitting nor can I take credit for everything you see here. This is the result of over six months of community brainstorming. I will continue to add any good suggestions given by everyone else in this thread to their relevant sections. New sections will be created in the community suggestions bit.
Because of the nature of the way this thread was constructed, it comprehensively reflects the general hopes and requests of the overall community. Let's keep it up!
Rocket has endorsed using this thread as a community brainstorm:
rocket, on 22 August 2012 - 08:26 AM, said:
Locked,
Post either on reddit or in the existing thread I didn't see!
http://dayzmod.com/f...-an-arma-2-mod/
Post either on reddit or in the existing thread I didn't see!
http://dayzmod.com/f...-an-arma-2-mod/
- Spoilers have been used to tidy and organise the thread.
- Headings are in red.
- Sub-headings are in dark red.
- Gameplay features and mechanics are announced in bold.
-ORIGINAL POST SUGGESTIONS-
-A REVISED INVENTORY SYSTEM-
Spoiler
INVENTORY OVERVIEW
POCKETS + BINDING MECHANIC
- More weight contributes to the rate you fatigue and slows your movement.
- The inventory system should take shape, size and volume into account.
- 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.
INVENTORY OVERVIEW
Spoiler



- 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
Spoiler



- 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-
Spoiler
UPDATE: We now know that the DayZ standalone will take place in a revised map of Chernarus.
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:
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?
- 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.
Spoiler






















- The Georgia/Carolina countryside in the U.S.A. The AMC series the Walking Dead is set around the city of Atlanta in Georgia.
Spoiler












- The countryside of the United Kingdom. Think 28 Days Later.
Spoiler
















-LOOT-
Spoiler
- 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-
Spoiler
I've had a lot of feedback on this saying the system is great but too detailed. This section is undergoing heavy editing.
So far several fracture types and malaria, cholera and dysentery have been confirmed to feature in the standalone. Players will spread sickness and disease.There will be "bad food" and "good food".
HEALTH, BLOOD AND WAYS TO DIE
ENERGY AND FATIGUE
VITAL ORGANS
HEALTH EFFECTS/INDICATORS
MEDICAL ITEMS
INFECTIONS
WOUNDS
OTHER MEDICAL BITS AND PIECES
So far several fracture types and malaria, cholera and dysentery have been confirmed to feature in the standalone. Players will spread sickness and disease.There will be "bad food" and "good food".
HEALTH, BLOOD AND WAYS TO DIE
Spoiler
- 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.
- Extremely severe wounds such as damaged lungs, deep cuts and broken bones will only be curable by surgery and cannot be dealt with out in the field. This means it will be the responsibility of teammates to get the heavily wounded to safety. Alternatively they might sacrifice them to the horde to buy the others precious seconds to escape.
ENERGY AND FATIGUE
Spoiler
- 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.
- 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
Spoiler
Brain
If the brain is destroyed, instant death will follow (Headshots)
Heart
If the heart is destroyed, death will rapidly follow. Low blood or lack of oxygen (drowning, destroyed lungs) will cause the heart to stop. 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 will impair breathing and can only be healed through surgery.
Circulatory system
Heavy damage to the neck will cause rapid bleeding and most likely death.
If the brain is destroyed, instant death will follow (Headshots)
Heart
If the heart is destroyed, death will rapidly follow. Low blood or lack of oxygen (drowning, destroyed lungs) will cause the heart to stop. 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 will 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
Spoiler
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.
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.
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. Of course very few people will try to continue playing for very long without a limb but it may give them the opportunity to make a heroic last stand against the horde.
Loss of use of limbs
Injury, breakages, or infection may cause temporary impairment or total loss of use of 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.
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.
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.
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. Of course very few people will try to continue playing for very long without a limb but it may give them the opportunity to make a heroic last stand against the horde.
Loss of use of limbs
Injury, breakages, or infection may cause temporary impairment or total loss of use of 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
Spoiler
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.
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
Spoiler
Fever - Mild to Moderate.
Cholera - Severe
Tissue Infection - Moderate to severe
Spoiler
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 pain. 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.
How does it affect your character: Coughing. Minor pain. 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.
Cholera - Severe
Spoiler
How affliction occurs: Ingestion of contaminated water or food.
How does it affect your character: Crippling pain. Lethargy. 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.
How does it affect your character: Crippling pain. Lethargy. 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.
Tissue Infection - Moderate to severe
Spoiler
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.
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.
WOUNDS
Spoiler
Bruise - Mild to Moderate
Bite - Moderate
Cut - Moderate to Extremely Severe
Gunshot/Shrapnel trauma - Mild to Extremely severe.
Broken Leg - Severe
Broken Arm - Severe
Burn - Mild to Severe
Spoiler
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.
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
Spoiler
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.
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
Spoiler
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.
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.
Spoiler
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.
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
Spoiler
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)
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
Spoiler
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)
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
Spoiler
How affliction occurs: Extreme heat, 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. A burn dressing will quicken the process and prevent infection.
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. A burn dressing will quicken the process and prevent infection.
OTHER MEDICAL BITS AND PIECES
Spoiler
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.
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.
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.
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-
Spoiler
- 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-
Spoiler
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.
Examples: IEDs, Molotovs, Traps, Tripflares and Alarms, Huts, Fortifications, Makeshift Weapons etc.
-MODULAR WEAPONS-
Spoiler
Arma 3 will support weapon attatchments. There should be a range of weapon attatchments in Day-Z.
Examples: Scopes, Sights, Muzzle Brakes, Flash Hiders, Suppressors, Foregrips, Bipods, Lasers, Flashlights, Grenage Launchers, Camoflage

Examples: Scopes, Sights, Muzzle Brakes, Flash Hiders, Suppressors, Foregrips, Bipods, Lasers, Flashlights, Grenage Launchers, Camoflage

-MORE UNIQUE ITEMS-
Spoiler
Examples: Gas Grenades, Flare Guns, Tripwires, Mortars, Gas Stoves, Hexi Blocks, Mess Tins, Multi-Tools, Water-Purification Tablets/Filter, Radios (see community suggestions), Satellite Phones, Fire Extinguishers, Bolt-cutters.
-CLOTHING & ACCESSORIES-
Spoiler
The more it is tied to the gameplay the better.
Gas Masks for withstanding gas attacks and infection.
Ear Plugs to prevent combat deafness (look to A.C.E.).
Balaclavas and Shemaghs to hide your face.
Webbing and Assault Vests for increased inventory space.
Clothing with more pockets ( e.g. a Combat Jacket) for increased inventory space.
Body Armour for withstanding bullets and strikes.
Warm Clothing for keeping warm.
Camouflaged clothing to keep hidden.
Boots: a good pair of boots would degrade a lot slower. Good boots provide subtle bonuses to movement speed, and decrease the rate you physically fatigue.
Gas Masks for withstanding gas attacks and infection.
Ear Plugs to prevent combat deafness (look to A.C.E.).
Balaclavas and Shemaghs to hide your face.
Webbing and Assault Vests for increased inventory space.
Clothing with more pockets ( e.g. a Combat Jacket) for increased inventory space.
Body Armour for withstanding bullets and strikes.
Warm Clothing for keeping warm.
Camouflaged clothing to keep hidden.
Boots: a good pair of boots would degrade a lot slower. Good boots provide subtle bonuses to movement speed, and decrease the rate you physically fatigue.
-A REVISED CAMOUFLAGE, CONCEALMENT AND DETECTION SYSTEM-
Spoiler
Ideally the system would be so solid that there would be no need for the visual and audio detection icons, a player would be guess whether he is hidden by the amount of noise he is making and the contrast between his shape, colour and texture and his surroundings.
Quality of camouflage would depend on your surroundings. Urban camo or grey clothing would be better for cites but nothing would compare to a ghillie suit in the woodland. If you're wearing a yellow high-vis jacket you're walking meat wherever you are. Nearby foliage could be used to improve your camouflage. Cam cream or mud could be used to dull the colour of skin. Camo wrap or netting could be used to cover your weapon.

Ideally you would even be able to put large camo netting over a vehicle or spray paint a camo pattern on it. Camo netting would also be great for concealing fortifications and watchtowers.

A subtle scope glint effect would be awesome, making sniping on a hillside just a little less easy. BF2 has scope glint but IMO it's too shiny!
Quality of camouflage would depend on your surroundings. Urban camo or grey clothing would be better for cites but nothing would compare to a ghillie suit in the woodland. If you're wearing a yellow high-vis jacket you're walking meat wherever you are. Nearby foliage could be used to improve your camouflage. Cam cream or mud could be used to dull the colour of skin. Camo wrap or netting could be used to cover your weapon.

Ideally you would even be able to put large camo netting over a vehicle or spray paint a camo pattern on it. Camo netting would also be great for concealing fortifications and watchtowers.

A subtle scope glint effect would be awesome, making sniping on a hillside just a little less easy. BF2 has scope glint but IMO it's too shiny!
-BASES-
Spoiler
- Bases should be a key aspect of the game.
- The base-building mechanic should be fully-fleshed out.
- There should be the possibility of both over-ground bases and underground bases.
- Bases should range from the small and basic to the large and advanced.
- If ground deformation is a possibility it should be carefully implemented. It would be great if you could flatten ground, dig trenches, cut down trees. This would bring huge potential to base building and massively expand gameplay, particularly late stage gameplay. For example you could flatten a strip of ground and build a runway. If more than two groups own runways on one server they might begin trading, form a treatise for use of each others runways or fight for control of the other. Of course this would have to be approached with a lot of caution and careful thought. Given enough time a group could completely vandalise a server by deforming the terrain if this mechanic was not watertight.
- Bases should have a ripple effect on gameplay in general. For example by adding petrol generators, petrol would become a more valued commodity by the larger groups. Petrol stations would become contested zones between these large groups, providing a great objective for both sides to gain control over in a firefight. Alternatively small groups with no need for a generator could trade petrol with these larger groups for other gear.
-A TRADING MECHANIC AND SUPPORTING GAMEPLAY ELEMENTS-
Spoiler
- First of all there should some sort of interface for trading so items can change hands easily. And perhaps not just items but vehicles as well.
- No artificial measures should stop you from shooting the potential trader in the head and taking his stuff. Of course if you are in an established trading post you are likely to be shot yourself.
- Secondly add the appropriate gameplay elements to support trading. Some of this comes back to bases. they would be extremely important for the formation of trading posts and hubs.
- Another things is having single bullets as individual items. This is because they will likely become the main form currency and to trade them for other low-level items like food and medicine they need to be separate in order to allow greater flexibility in trading.
-VEHICLE CHANGES-
Spoiler
Firstly a far greater range and number of vehicles. However in a relatively "small" map like Chernarus these would become concentrated and everyone would be going around in high end vehicles, blowing everything up, destroying vehicles and being impervious to zombies. They still need to be sparse and something to be sought after. Fuel needs to be a severe limitation for military vehicles. Vehicle ammo should be a rare, high value commodity to keep them balanced. On a larger map with more players, a server could hold a couple of armored cars or basic planes.
The variety needs to be out there. Fighters, heavy gunships and tanks probably shouldn't feature at the moment, but if we come to play on bigger servers in the future, high level vehicles should be out there for the organised and determined.
Secondly a better system for vehicle damage a greater number of problems and solutions.
Flat Tire = New Tire
Damaged Wheel = New Wheel
Smashed/Damaged Windscreen = New Windscreen
Flat Battery = New Battery/Jumpstart
Leaking Fuel Tank = Scrap metal for minor damage, New Fuel Tank for major damage
Electric and Electronics Problems (Lights, Dashboard, Instruments) = Circuitry
Damaged Engine = Scrap metal for minor damage, New Engine for major damage
Chassis/Hull Damage = Scrap Metal
You should be able to tow damaged vehicles. A towing mechanic has been achieved in VBS2.
Thirdly a system for better movement within vehicles and a system for shooting out of vehicles.
The variety needs to be out there. Fighters, heavy gunships and tanks probably shouldn't feature at the moment, but if we come to play on bigger servers in the future, high level vehicles should be out there for the organised and determined.
Secondly a better system for vehicle damage a greater number of problems and solutions.
Flat Tire = New Tire
Damaged Wheel = New Wheel
Smashed/Damaged Windscreen = New Windscreen
Flat Battery = New Battery/Jumpstart
Leaking Fuel Tank = Scrap metal for minor damage, New Fuel Tank for major damage
Electric and Electronics Problems (Lights, Dashboard, Instruments) = Circuitry
Damaged Engine = Scrap metal for minor damage, New Engine for major damage
Chassis/Hull Damage = Scrap Metal
You should be able to tow damaged vehicles. A towing mechanic has been achieved in VBS2.
Thirdly a system for better movement within vehicles and a system for shooting out of vehicles.
-FIRE-
Spoiler
I did a whole thread on fire once. It can be read here
-PHYSX-
Spoiler
Arma 3 will feature Physx 3.0. It should feature in Day-Z
Okay so we now know Day-Z won't be running on the Arma 3 engine, rather it's own spin on the Take on Helicopters engine which is it's own branch of the Arma 2 OA engine. It's still important that the game features at the very least basic things such as ragdoll.
Okay so we now know Day-Z won't be running on the Arma 3 engine, rather it's own spin on the Take on Helicopters engine which is it's own branch of the Arma 2 OA engine. It's still important that the game features at the very least basic things such as ragdoll.
-AND A VERY SIMPLE SUGGESTION-
Spoiler
A Notepad and Pen. Something you can write in (type) and tear pages out of. This is such a simple thing yet has so many uses. You could leave a note on your body for anyone that killed you. Leave a note on a door. Jot down coordinates for key areas. Write instructions or crafting recipes and give them to friends. Leave a note in a vehicle. Leave one on a corpse. Make lists. Write a novel. Whatever. Please implement this in the standalone!
-COMMUNITY SUGGESTIONS-
-BASIC WISHLIST-
Spoiler
- Fight duping, hacking and exploiting.
- The ingame models, textures, animations and mechanics should have a solid, quality feel about them.
- The weapons should be detailed and authentic, and fully complete with their own reloading and firing animations. (Possibly textures for weapons of a more degraded condition and animations for them jamming).
- Most gunshouts should be very loud, almost as loud as IRL, and the sound should carry some distance.
- Female zombies. Possibly children - although this means it will probably be banned in Australia!
- Properly loading ammunition - magazine moved from inventory to gun when loaded.
- Ability to drink with cupped hands from water sources.
- Make zombies appear at a greater distance from the player so they can't be used for player detection.
- Make items spawn more seamlessly. Make the practice of "loot-piling" or "farming" less viable.
- Mod support.
- "A big ass shopping mall would be cool."
- High-end military gear should be far rarer and harder to obtain. There should be a greater emphasis on civilian weaponry, particularly hunting rifles, shotguns and melee weapons.
- Animals to behave more realistically. Docile farm animals should be easy prey for zombies while deer should be a challenge to hunt. Some animals like large boars and wild dogs may even present a threat to the player.
- The ability to fish in both fresh and seawater. More underwater life.
- Many have suggested making players killed by the infected turn into zombies. This is quite hotly debated though.
- Another hotly debated suggestion is item condition degradation. One gameplay mechanic this would provide would be jamming weaponry, encouraging players to keep their gear in good condition. Farcry 2 is a good example of how this could work, with a more degraded weapon appearing more battered, and more liable to jam.
- A mechanic for grouping players and creating survivor groups.
-RADIOS AND RANDOM EVENTS-
Spoiler
- There should be random events, some should be easily avoidable, others not. They should feel organic. These would help prevent the game from becoming monotonous and mix up the gameplay. Some should be minor, others major. None of them should completely take away player choice or direction and they should be able to be tackled in a variety of ways.
- They should be fairly rare. The gameplay should still be determined mostly by normal player interactions with each other and the core mechanics,
- What these events would be and how they would be implemented is up for discussion. I imagine this will be a point of hot debate.
- Some events you may stumble across, others might be delivered by a radio. For example a message may come through that a chopper is going down or a convoy is being attacked, giving you the vague location.
- Other events might take the form of roaming hordes of infected or extreme weather events.
-BARRICADING-
Spoiler
- There should be mechanics in place that will allow us to impede a zombie attack on people in side a building Some possible examples are the use of wooden planks on doors and windows, moving heavy objects in front of doors, and the use of padlocks and chains.
- No barricade should be flawless. While some might be stronger than others, barricades should be destroyable.
-AN ENHANCED DYNAMIC WEATHER SYSTEM-
Spoiler
- There should be a detailed weather system which has profound impacts on gameplay and player decisions.
- It should tie in to a clothing mechanic and a revised health system.
- It should affect the how detectable and perceptive perception zombies, animals and players are.
- Many people have suggested implementing ground mist, particularly in the mornings.
- Many have also suggested seasonal variations in weather.
-CHANGES TO SNIPING-
Spoiler

Frankly it looks both cheap and lazy. As you look down a scope it should look more like this, although everything in your peripheral vision should be blurred. Red Orchestra is one game which achieves this effect very well.

- Sniping should be harder and require more skill.
- Military sniper rifles should be very rare.
- Wind could affect the bullet trajectory.
- Scopes should not be portrayed by an overlay like this:

Frankly it looks both cheap and lazy. As you look down a scope it should look more like this, although everything in your peripheral vision should be blurred. Red Orchestra is one game which achieves this effect very well.

-WEAPONS WISHLIST-
Spoiler
This is a weapons wishlist. Some of these these weapons should be complete with both unique and interchangeable attachments. Some weapons would be found with attachments already built on, others found as is, and attachments can be found and added to them. The weapons are ordered in rarity, as detailed below:
Everywhere / Very Common / Common / Average / Uncommon / Rare / Very Rare / Super-Rare / Hyper-Rare
There are approximately 150 weapons on this list and It would be unrealistic to imagine all these weapons would make it to the game, however ones which really shouldn't be ignored have been asterisked. The weapons have been chosen because they fit the setting. Of course it is reasonable to expect a greater emphasis on WWII, Cold War and Eastern European and Russian/USSR weaponry, than on modern weaponry from across the world, as you would in a military simulator like ARMA. So with this is mind if the dev team had to pick a selection of weapons from this list of course P90s, the Kriss Super Vector, Barret 50. Cals and such like would be left out. Just because this list features extremely varied and some high end weaponry does not mean I endorse an abundance of high-end weaponry in the game. High end weaponry should be extremely rare and ammunition for it should be scarce.
Bohemia Interactive already owns model and texture assets for most of these weapons, although many could do with a redux. Virtually all of these weapons are somewhere on Armaholic available as mods.
CIVILIAN WEAPONRY - MELEE
CIVILIAN WEAPONRY - RANGED
OTHER - MELEE
MILITARY HANDGUNS
MILITARY ASSAULT RIFLES
MILITARY RIFLES/SNIPER RIFLES
MILITARY SUBMACHINE GUNS
MILITARY LMGS and MACHINE GUNS
MILITARY SHOTGUNS
Everywhere / Very Common / Common / Average / Uncommon / Rare / Very Rare / Super-Rare / Hyper-Rare
There are approximately 150 weapons on this list and It would be unrealistic to imagine all these weapons would make it to the game, however ones which really shouldn't be ignored have been asterisked. The weapons have been chosen because they fit the setting. Of course it is reasonable to expect a greater emphasis on WWII, Cold War and Eastern European and Russian/USSR weaponry, than on modern weaponry from across the world, as you would in a military simulator like ARMA. So with this is mind if the dev team had to pick a selection of weapons from this list of course P90s, the Kriss Super Vector, Barret 50. Cals and such like would be left out. Just because this list features extremely varied and some high end weaponry does not mean I endorse an abundance of high-end weaponry in the game. High end weaponry should be extremely rare and ammunition for it should be scarce.
Bohemia Interactive already owns model and texture assets for most of these weapons, although many could do with a redux. Virtually all of these weapons are somewhere on Armaholic available as mods.
CIVILIAN WEAPONRY - MELEE
Spoiler
This section refers to melee weapons which can be found in residential, commercial, industrial and rural areas. These are the most common weapons found across Chernarus.
Small Stick
Heavy Stick*
Tire Iron*
Lead Pipe*
Bottle/Smashed Bottle*
Screw Driver
Baseball Bat*
Frying Pan
Claw Hammer*
Sledge Hammer
Wooden Hatchet*
Wooden Fire Axe*
Small Kitchen Knife
Large Kitchen Knife*
Pocket Knife
Gardening Fork
Gardening Spade
Industrial Hatchet
Industrial Fire Axe
Multi-Tool
Crow Bar*
Meat Cleaver*
Pick Axe
Hunting Knife*
Police Baton/Nightstick
Machete
Chainsaw
Small Stick
Heavy Stick*
Tire Iron*
Lead Pipe*
Bottle/Smashed Bottle*
Screw Driver
Baseball Bat*
Frying Pan
Claw Hammer*
Sledge Hammer
Wooden Hatchet*
Wooden Fire Axe*
Small Kitchen Knife
Large Kitchen Knife*
Pocket Knife
Gardening Fork
Gardening Spade
Industrial Hatchet
Industrial Fire Axe
Multi-Tool
Crow Bar*
Meat Cleaver*
Pick Axe
Hunting Knife*
Police Baton/Nightstick
Machete
Chainsaw
CIVILIAN WEAPONRY - RANGED
Spoiler
This section refers to ranged weapons which can be found in residential, commercial, industrial and rural areas. They are significantly harder to find than their melee counterparts and rely on ammunition.
Double Barrelled Shotgun*
.22 Air Rifle
Makarov PM*(Russian/USSR)
Revolver (Historic)*
Tokarev TT* (Russian/USSR)
Sports Crossbow
Sawn-Off Shotgun*
Mauser 98 (German)
CZ 550* (Czech)
Mosin Nagant*(Russian/USSR)
M1911* (USA)
Walther P38 (German)
Molot Bekas 12M* (Russian/USSR)
Mauser C-96 (German)
Revolver (Modern)*
Remington Model 700* (USA)
Winchester Model 1866* (USA)
Lee Enfield .303 (British)
Molot Bekas Auto (Russian/USSR)
Remington 870* (USA)
Mossberg 590* (USA)
Hunting Crossbow*
Double Barrelled Shotgun*
.22 Air Rifle
Makarov PM*(Russian/USSR)
Revolver (Historic)*
Tokarev TT* (Russian/USSR)
Sports Crossbow
Sawn-Off Shotgun*
Mauser 98 (German)
CZ 550* (Czech)
Mosin Nagant*(Russian/USSR)
M1911* (USA)
Walther P38 (German)
Molot Bekas 12M* (Russian/USSR)
Mauser C-96 (German)
Revolver (Modern)*
Remington Model 700* (USA)
Winchester Model 1866* (USA)
Lee Enfield .303 (British)
Molot Bekas Auto (Russian/USSR)
Remington 870* (USA)
Mossberg 590* (USA)
Hunting Crossbow*
OTHER - MELEE
Spoiler
This section refers to military and historic melee weapons which are the rarest of their class. The most powerful, the historic weapons, are extremely rare and may only be found in the castles of Chernarus.
Various Bayonets (Attatchement/Knife)*
Trenchspike*
Soviet Combat Knife
K-BAR
Historic Shortsword
Historic Mace*
Historic Longsword*
Various Bayonets (Attatchement/Knife)*
Trenchspike*
Soviet Combat Knife
K-BAR
Historic Shortsword
Historic Mace*
Historic Longsword*
MILITARY HANDGUNS
Spoiler
This section refers to military handguns. Note there is some crossover of weapons with the civilian section.
Makarov PM* (Russian/USSR)
Tokarev TT* (Russian/USSR)
Mauser C-96 (German)
M1911* (USA)
Walther P38 (German)
Browning Hi-Power* (British)
MP-446* (Russian/USSR)
FN Five-Seven (Belgian)
SIG P226* (Swiss)
Glock 17* (Austrian)
UZI* (Israeli)
Beretta M9* (Italian/USA)
CZ 75* (Czech)
Glock 18 (Austrian)
Walther P88 (German)
H&K USP .45* (German)
IMI Desert Eagle(Israeli)
Makarov PM* (Russian/USSR)
Tokarev TT* (Russian/USSR)
Mauser C-96 (German)
M1911* (USA)
Walther P38 (German)
Browning Hi-Power* (British)
MP-446* (Russian/USSR)
FN Five-Seven (Belgian)
SIG P226* (Swiss)
Glock 17* (Austrian)
UZI* (Israeli)
Beretta M9* (Italian/USA)
CZ 75* (Czech)
Glock 18 (Austrian)
Walther P88 (German)
H&K USP .45* (German)
IMI Desert Eagle(Israeli)
MILITARY ASSAULT RIFLES
Spoiler
This section refers to military assault rifles.
AK-47* (Russian/USSR)
AKM* (Russian/USSR)
AK-74* (Russian/USSR)
FN FAL* (Belgian)
H&K G3 (German)
Type 56 (Chinese)
Colt M4A1*(USA)
Colt M16A1*(USA)
AK-107* (Russian/USSR)
AEK-971* (Russian/USSR)
H&K G41 (German)
H&K G36 (German)
H&K G36C (German)
H&K G36K (German)
Steyr AUG (Austrian)
FN FNC (Belgian)
Type 81 (Chinese)
Colt M4A1/A2*(USA)
Colt M16A2/A4* (USA)
SIG SG 550 (Swiss)
AN-94 Akaban* (Russian/USSR)
FN SCAR Mk.16 (Belgian)
FN SCAR Mk.17 (Belgian)
H&K 416(German)
H&K 417(German)
H&K G36E(German)
L85A2* (British)
L86A2 LSW (British)
SIG 552 SWAT (Swiss)
Colt M27 IAR (USA)
AK-12 (Russian/USSR)
AK-47* (Russian/USSR)
AKM* (Russian/USSR)
AK-74* (Russian/USSR)
FN FAL* (Belgian)
H&K G3 (German)
Type 56 (Chinese)
Colt M4A1*(USA)
Colt M16A1*(USA)
AK-107* (Russian/USSR)
AEK-971* (Russian/USSR)
H&K G41 (German)
H&K G36 (German)
H&K G36C (German)
H&K G36K (German)
Steyr AUG (Austrian)
FN FNC (Belgian)
Type 81 (Chinese)
Colt M4A1/A2*(USA)
Colt M16A2/A4* (USA)
SIG SG 550 (Swiss)
AN-94 Akaban* (Russian/USSR)
FN SCAR Mk.16 (Belgian)
FN SCAR Mk.17 (Belgian)
H&K 416(German)
H&K 417(German)
H&K G36E(German)
L85A2* (British)
L86A2 LSW (British)
SIG 552 SWAT (Swiss)
Colt M27 IAR (USA)
AK-12 (Russian/USSR)
MILITARY RIFLES/SNIPER RIFLES
Spoiler
This section refers to military rifles. Both historic rifles and most sniper rifles use among the rarest of ammunition and magazines. There is some crossover between the WWII rifles and the civilian weapons section.
Mauser 98* (German)
Remington Model 700* (American)
Mosin Nagant*(Russian/USSR)
SVD* (Russian/USSR)
SVN-98* (Russian/USSR)
CZ-700* (Czech)
M14 (American)
M14 DMR (American)
M24 (American)
KVSK* (Russian/USSR)
GOL-Sniper (Germany)
MK.14 Mod. 0 (American)
H&K PSG1* (Germany)
AI l96* (British)
WA-2000 (Germany)
AI AS50 (British)
Barrett M82 (American)
Mauser 98* (German)
Remington Model 700* (American)
Mosin Nagant*(Russian/USSR)
SVD* (Russian/USSR)
SVN-98* (Russian/USSR)
CZ-700* (Czech)
M14 (American)
M14 DMR (American)
M24 (American)
KVSK* (Russian/USSR)
GOL-Sniper (Germany)
MK.14 Mod. 0 (American)
H&K PSG1* (Germany)
AI l96* (British)
WA-2000 (Germany)
AI AS50 (British)
Barrett M82 (American)
MILITARY SUBMACHINE GUNS
Spoiler
This section refers to military submachine guns.
Scorpion SA Vz 61* (Czech)
K6-92 Borz (Armenian/Russian)
PPSH-41* (USSR)
OTs-02 Kiparis (Russian)
UZI* (Israeli)
Micro-UZI (Israeli)
Ingram MAC-10 (USA)
MP-40 (German)
H*K MP5A2* (German)
PP-19-01 Vityaz* (Russian/USSR)
H&K MP5-A5 (German)
H&K MP5-SD3 (German)
H&K MPK (German)
Walther MPL (German)
H&K UMP-45 (German)
Type 05 (Chinese)
Steyr TMP (Austrian)
PP-19 Bizon* (Russian)
FN P90 (Belgian)
H&K MP7 (German)
PP-2000 (Russian)
TDI Kriss Super Vector (USA)
Scorpion SA Vz 61* (Czech)
K6-92 Borz (Armenian/Russian)
PPSH-41* (USSR)
OTs-02 Kiparis (Russian)
UZI* (Israeli)
Micro-UZI (Israeli)
Ingram MAC-10 (USA)
MP-40 (German)
H*K MP5A2* (German)
PP-19-01 Vityaz* (Russian/USSR)
H&K MP5-A5 (German)
H&K MP5-SD3 (German)
H&K MPK (German)
Walther MPL (German)
H&K UMP-45 (German)
Type 05 (Chinese)
Steyr TMP (Austrian)
PP-19 Bizon* (Russian)
FN P90 (Belgian)
H&K MP7 (German)
PP-2000 (Russian)
TDI Kriss Super Vector (USA)
MILITARY LMGS and MACHINE GUNS
Spoiler
This section refers to military machine guns. Some wepaons, such as the Kord 12.7mm are static and must be packed up before moved and deployed before use.
RPK* (Russian/USSR)
RPD* (Russian/USSR)
RPK-74* (Russian/USSR)
Kord 12.7mm* (Russian/USSR)
DshKM 12.7mm* (Russian/USSR)
PKP Pecheneg* (Russian/USSR)
PKM* (Russian/USSR)
MG 42 (German)
FN Minimi/M249 SAW (Belgian/USA)
FN MAG/M240 (Belgian/USA)
MK48 Mod. 0* (USA)
Browning .50 Cal (Belgian/USA)
H&K MG4 (Germany)
RPK* (Russian/USSR)
RPD* (Russian/USSR)
RPK-74* (Russian/USSR)
Kord 12.7mm* (Russian/USSR)
DshKM 12.7mm* (Russian/USSR)
PKP Pecheneg* (Russian/USSR)
PKM* (Russian/USSR)
MG 42 (German)
FN Minimi/M249 SAW (Belgian/USA)
FN MAG/M240 (Belgian/USA)
MK48 Mod. 0* (USA)
Browning .50 Cal (Belgian/USA)
H&K MG4 (Germany)
MILITARY SHOTGUNS
Spoiler
This section refers to military shotguns. Note there is some crossover of weapons with the civilian section.
Molot Bekas 12M* (Russian/USSR)
Remington 870* (USA)
Browning Auto (Belgian)
Molot Bekas Auto (Russian/USSR)
Mossberg 590* (USA)
Ithaca 37 'Stakeout'(USA)
Franchi SPAS 12*(Italy)
Saiga 12K* (Russian/USSR)
Benelli M4 Super 90 (Russian/USSR)
Daewoo USAS 12* (South Korean)
Atchisson AA-12 (USA)
Molot Bekas 12M* (Russian/USSR)
Remington 870* (USA)
Browning Auto (Belgian)
Molot Bekas Auto (Russian/USSR)
Mossberg 590* (USA)
Ithaca 37 'Stakeout'(USA)
Franchi SPAS 12*(Italy)
Saiga 12K* (Russian/USSR)
Benelli M4 Super 90 (Russian/USSR)
Daewoo USAS 12* (South Korean)
Atchisson AA-12 (USA)
-STREAMLINED SUGGESTION LIST FOR NEAR-FUTURE DEVELOPMENT-
Spoiler
- Create and polish up a fully functional inventory system. This is one of the most important things and its good that it appears its had a lot of focus in early development.
- Improve the health,status, wounding and disease system.
- Improve zombie behaviour, spawning, animation and sound, i.e. make them more realistic.
- Improve the gore and blood decal effects.
- Add female zombies.
- Add a wide variety of clothes which affect gameplay and are not just aesthetic.
- Adjust the behaviour and aesthetics of fire and smoke (i.e. much taller smoke plumes.).
- Add the 'very simple suggestion' near the bottom of this thread.
- Make the game watertight against hackers.
- Fix the loot spawning system.
- Fix the sound, particularly of gunshots and explosions. They just sound limp, and too quiet. At least make the gunshots much louder where appropriate, as they would be IRL. Refer to the J.S.R.S. mod for Arma 2, which is an excellent redux of the ingame sounds.
Edited by ruarz, 31 January 2013 - 12:24 AM.













