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BrownChoco

My Suggestions List

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My suggestions for the future of Mini DAYZ:

 

1. Enhanced control pad
On swipe event or move
+ Pointer will move along with the user's finger.
+ Pointer cannot overlap the control pad. (no more teleportation for pointer)
For me, a great and accurate control of your character is very important. Some of users are struggling on control specially when the game is getting laggy because of a very long time progress or some causes. There are times that your character move to the opposite direction when you move and fire.

 

2. New user interface (UI) of actions for throwable items such as grenades and flares
If there is atleast one flare/grenade available in inventory, tapping the switch weapon icon can switch to flare/grenade.
For example: If you have a melee weapon, no primary firearm, no pistol, have 5 stacks of flares, and a grenade in your inventory. The switch weapon rotation will be...
melee weapon -> grenade -> flare -> melee weapon...
This is helpful to avoid the unintentional throw of grenade/flare upon tapping the "throw" option of item.
Here are the sample images of UI and some explanation:
Grenade
Before and after of UI when user tap the "throw grenade" icon.

33OmMDO.png
After tapping the "throw grenade" icon, the "cancel" icon (red X) will replace it and the user can tap the screen to throw the grenade. The attempt to throw the grenade will be cancelled if the user tapped the "cancel" icon. After throwing the grenade and no grenades left, the actions UI will automatically change into flare (if available) or melee.
Flare
Before and after of UI when user tap the "light-up flare" icon.
Q236VlU.png
The "light-up flare" icon will be removed once the user tap it and the flare will be lightened.
Before and after of UI when user tap the "light-up and throw" icon before "light-up flare" icon.
d8nJObi.png
After tapping the "light-up and throw" icon, the "cancel" icon will replace it and the user can tap the screen to throw the flare. The "light-up flare" icon will be hidden because it will automatically light-up upon throwing the flare. But if the attempt to throw was cancelled, the actions UI before will return so the "light-up flare" icon will unhide.
After throwing the flare and no flares left, the actions UI will automatically change into melee.

 

3. Live mini map view
A small screen that will display your character's current position, obstacles (i.e. trees, buildings), and current tile according to mini map. This is a big help for smaller screen devices, secret location hunters, explorer of the whole tile/map so you can ensure you've seen the area of a tile completely while you move around.
Miniview at northeast of screen.
Zq3A1gF.png
Miniview at northwest of screen.
IWo0vjy.png
The red dot at the center of miniview is your character's current position. Buildings in miniview will show as what the area looks like in the inside. I think having an option to toggle miniview is good too because some people may not like it or don't need it specially to tablet users.

 

4. Auto-stacking of stackable items
No need further explanation.

 

5. Stab in the back
Could be a default melee combat mechanism or could be a perk. Attacking an enemy from behind will count as a backstab. Backstabbing an enemy will guarantee you to deal damage first and the target will only attack after the damage was dealt, not when you are getting near the target before you attack.
Some additional ideas:
+ Guaranteed to deal critical damage or;
+ Higher chance to deal critical damage

 

6. Tactical backpacks
Backpacks that can handle rifles and pistols. These are very helpful in looting firearms.
Here are some images and explanation:
YzD6O3t.png
Let us assume this "Mountain backpack" is an artificial "Tactical backpack" and have 7 slots too.
The 2 arrows at the rightside of "Tactical backpack" is the switch slots icon.
Tapping the switch slots icon will show the slots for firearms.
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In this backpack we have 5 slots for firearms. Each of these slots show what kind of gun it can handle so we have 1 slot for primary gun and 4 slots for pistols.

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This is what it looks like if we put "FN Cal" and "Glock" in "Tactical backpack".
I am not sure if "Tactical backpack" is a right name or specific name to use so names may vary.

 

7. Archery perk
"Increase the reload speed of bows by 50% and increase the chance to re-use shooted arrows by 20%."
Numbers may vary. This will be a good reason to give love to "Improvised Bow" and "Crossbow".

 

8. Optional zoom-in when entering a building
Allow users to turn off/on the zoom-in transition in options.

 

9. Detect friendly survivors by "Scout" perk
With "Scout" perk, we can detect bandits and traders around. However the description is subjecting to survivors so why not detect the friendly survivors too? This way, we can not miss them whenever we hear them shooting their firearm nearby then suddenly become silent.

 

10. Dexterous perk
"Traps will not trigger when you step on it and stepping onto barbed wires won't slow you down."
Although the immunity to triggering traps may sound OP, I think it is still fair for the scores invested to learn this perk.

 

11. Protective "Bulletproof vest"
Whenever a character equipped with bulletproof vest has been damaged by bullet shots:
+ only bulletproof vest's condition will be damaged or;
+ bulletproof vest will have the highest rate to absorb damage to condition than any other gear.

 

12. Actions control for friendly survivor
Retreat
When friendly survivor is attacking, friendly will retreat to a fight and will follow the character. When ally is in retreat state, ally will not attack even when being attacked. Lasts for a few seconds. No action will be made when friendly is not attacking.
Scout
Using this action will allow the user to pinpoint an area from screen. Once the user pointed an area, friendly will go to that pointed area and will stay/guard for a few seconds.
Attack
Using this action will allow the user to tap a specific target. Ally's attack will priotize the selected target.
This may seem complicated to implement since there is no capabilities to select a target by tap. But if feasible in the future, that would be nice.
However there is another way... instead of allowing the user to tap a specific target, make it tap an area. The nearest enemy (or any attackable target) to the tapped area will be the ally's priority target.

 

13. HP regeneration for friendly survivor
Ally will slowly regenerate HP when unattacked or not in combat in a few seconds. Ally taking damage will interrupt the HP regen.

 

14. First aid kit
Can be found in hospital and abandoned ambulance vehicle (secret location). This item is very rare. Using it will cure sickness and bleeding (like Tetracycline and Bandage), heals 25% of max HP (like Saline Bag), and gives a fast HP regen in a few seconds (like Vitamins).

 

15. Option for lower graphics
Some users including me are experiencing lag like 15FPS as you progress for very long time. So I think this option might help. Maybe a little game optimization and bug fixing too can fix this lag issue.

 

These are just suggestions and I will not be disappointed if all/one of these are disapproved. I hope my thread can help the dev team somehow on their current ideas and goals to the development lifetime of Mini DAYZ.

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