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Disable non-owner tent's sickness curing ability

sqlfoxhound opened this issue · comments

Suggestion: Disable non-owner tent's sickness curing ability

Reason: Saturation of tents on populated servers, along with a low -3hp/s sick state health loss means antibiotics and herbal drinks are redundant and often not worth the risk as the player has 4000 seconds to find a tent/cure and they can prolongue their life by eating any type of food as they are already sick. This means that the player is entirely selfsufficient by just having a knife and any melee weapon they can use to kill an animal. In theory and in practice, this circumvents not only a need for antibios/herbals, but also matches and to hatchets.

Keep current gen healing/curing
Disable non-current gen curing
Keep non-current gen healing

I have never used the herbal drinks, so would say they are redundant along with crafted bandages.

The balance with antibs is that its instant healing (of sickness) at any spot with 1 gear slot.

A tent takes 3 spots in your gear and you need to set it up and wait for an unknown period of time.

Disabling non owners sickness healing seems like a pretty small step, do you feel that team mates are using each others tents or that randoms are using random tents?

Teammates using tents is not a big deal, it happens rarely as teams are usually far too mobile and they can always just share a tent by just packing it up and leaving/giving/taking to/from teammate.

Random tent saturation on servers however, is the issue. An erected tent is a very common sight, this makes antibios, herbal drinks and even carrying personal tent redundant and allows for consumption of infected or uncooked consumables without repercussions. Effectively making even matches and hatchets less crucial.