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** In most games, simply wearing a gas mask by itself would be enough to protect you against toxins in the atmosphere. Here, you require a full NBC suit, ''as well as'' a gas mask. Additionally, wearing a gas mask by itself will still confer some slight protection, since you're protecting your character's airway which prevents the gas from rapidly entering the body. Also, once you've absorbed the toxin, you're dead without an antidote or blood transfusion (naturally this has to be with uncontaminated blood). There is no waiting it out - you will carry on coughing and vomiting blood until you die. [[note]]While there are substances which a gas mask will provide complete protection from, there are also ''a lot'' of toxins which can be absorbed via the skin, or attack it outright.[/note]]

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** In most games, simply wearing a gas mask by itself would be enough to protect you against toxins in the atmosphere. Here, you require a full NBC suit, ''as well as'' a gas mask. Additionally, wearing a gas mask by itself will still confer some slight protection, since you're protecting your character's airway which prevents the gas from rapidly entering the body. Also, once you've absorbed the toxin, you're dead without an antidote or blood transfusion (naturally this has to be with uncontaminated blood). There is no waiting it out - you will carry on coughing and vomiting blood until you die. [[note]]While there are substances which a gas mask will provide complete protection from, there are also ''a lot'' of toxins which can be absorbed via the skin, or attack it outright.[/note]][[/note]]

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* DogFoodDiet: Pet food exists and is edible. If you're on the verge of starvation, you can't be picky!



** Also a more literal example, there are tin cans with no label and it's not clear what you're eating. They have a reasonably high chance of making you sick.



** In most games, simply wearing a gas mask by itself would be enough to protect you against toxins in the atmosphere. Here, you require a full NBC suit, ''as well as'' a gas mask. Additionally, wearing a gas mask by itself will still confer some slight protection, since you're protecting your character's airway which prevents the gas from rapidly entering the body. Also, once you've absorbed the toxin, you're dead without an antidote or blood transfusion (naturally this has to be with uncontaminated blood). There is no waiting it out - you will carry on coughing and vomiting blood until you die. [[note]]While there are substances which a gas mask will provide complete protection from, there are also ''a lot'' of toxins which can be absorbed via the skin, or attack it outright.[//note]]

to:

** In most games, simply wearing a gas mask by itself would be enough to protect you against toxins in the atmosphere. Here, you require a full NBC suit, ''as well as'' a gas mask. Additionally, wearing a gas mask by itself will still confer some slight protection, since you're protecting your character's airway which prevents the gas from rapidly entering the body. Also, once you've absorbed the toxin, you're dead without an antidote or blood transfusion (naturally this has to be with uncontaminated blood). There is no waiting it out - you will carry on coughing and vomiting blood until you die. [[note]]While there are substances which a gas mask will provide complete protection from, there are also ''a lot'' of toxins which can be absorbed via the skin, or attack it outright.[//note]][/note]]

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* BloodFromTheMouth: Getting gas poisoning results in you coughing and vomiting blood.



* DeadlyGas: Added in patch 1.14, with emphasis on the ''deadly'' part. You need a gas mask with a filter (which drains and only protects you for a few minutes), and a full [=NBC=] suit to protect you. If you're not fully protected, the gas will burn your skin, and can then enter your blood through the wound. Getting gas poisoning will result in you coughing and vomiting blood, and is pretty much a death sentence unless you can leave the area and then use a rare antidote.

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* DeadlyGas: Added in patch 1.14, with emphasis on the ''deadly'' part. You need a gas mask with a filter (which drains and only protects you for a few minutes), and a full [=NBC=] suit to protect you. If you're not fully protected, the gas will burn your skin, and can then enter your blood through the wound. Getting gas poisoning will result in you coughing and vomiting blood, and is pretty much a death sentence unless you can leave the area and then use a rare antidote. If you stay too long without full protection (around 90 seconds with no protection), then you will go unconscious and rapidly die.



* IncurableCoughOfDeath: Courtesy of gas poisoning, which results in coughing and vomiting blood. This is a very accurate description as well, since unless you use a rare antidote, you ''will'' die.




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* RuleOfCool: In a gameplay perspective wearing a helmet of any type (even skate helmets) significantly increases your chance of surviving a firefight, [[AcceptableBreaksFromReality even the weakest helmets can stop at least one fatal bullet from entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get to be a zombie apocalypse crusader!



* RuleOfCool: In a gameplay perspective wearing a helmet of any type (even skate helmets) significantly increases your chance of surviving a firefight, [[AcceptableBreaksFromReality even the weakest helmets can stop at least one fatal bullet from entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get to be a zombie apocalypse crusader!

to:

* RuleOfCool: ** In a gameplay perspective most games, simply wearing a helmet of any type (even skate helmets) significantly increases gas mask by itself would be enough to protect you against toxins in the atmosphere. Here, you require a full NBC suit, ''as well as'' a gas mask. Additionally, wearing a gas mask by itself will still confer some slight protection, since you're protecting your chance of surviving a firefight, [[AcceptableBreaksFromReality even character's airway which prevents the weakest helmets can stop at least one fatal bullet gas from rapidly entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition
the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get body. Also, once you've absorbed the toxin, you're dead without an antidote or blood transfusion (naturally this has to be with uncontaminated blood). There is no waiting it out - you will carry on coughing and vomiting blood until you die. [[note]]While there are substances which a zombie apocalypse crusader!gas mask will provide complete protection from, there are also ''a lot'' of toxins which can be absorbed via the skin, or attack it outright.[//note]]

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* DeadlyGas: Added in patch 1.14, which emphasis on the "deadly" part. You need a gas mask with a filter (which drains and only protects you for a few minutes), and a full [=NBC=] suit to protect you. If you're not fully protected, the gas will burn your skin, and can then enter your blood through the wound. Getting gas poisoning will result in you coughing and vomiting blood, and is pretty much a death sentence unless you can leave the area and then use a rare antidote.

to:

* DeadlyGas: Added in patch 1.14, which with emphasis on the "deadly" ''deadly'' part. You need a gas mask with a filter (which drains and only protects you for a few minutes), and a full [=NBC=] suit to protect you. If you're not fully protected, the gas will burn your skin, and can then enter your blood through the wound. Getting gas poisoning will result in you coughing and vomiting blood, and is pretty much a death sentence unless you can leave the area and then use a rare antidote.



* GasolineLastsForever: Even though civilisation has long since collapsed, usable fuel can be found in jerry cans and fuel pumps. Of course, [[RuleOfFun without this then there would be no vehicles]].



* SortingAlgorithmOfThreateningGeography: A relatively realistic downplayed take on this, since the maps take place in an area where there would not be extreme geographical variations. The starting areas in Chernarus are located near to the coast, and overall the terrain is much flatter. The higher end areas located inland are not only much higher than sea level (making them colder due to the elevation), but also tend to contain more difficult terrain, and hostile wildlife. Livonia doesn't have a coastal area, but the starting areas near the river are much flatter, and these towns are much larger. Further into the map the terrain is more difficult, and the towns are fewer and farther between.



** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious from further damage, or passing out from too much exhertion.

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** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious from further damage, or passing out from too much exhertion.exertion.
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* StandardStatusEffects: In addition to food and water, players may also need to scavenge for supplies to deal with these, such as heat packs for hypothermia, morphine for broken legs, antibiotics for infections, bandages to stop bleeding, and painkillers to stop the [[InterfaceScrew screen from shaking]].

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* StandardStatusEffects: StatusEffects: In addition to food and water, players may also need to scavenge for supplies to deal with these, such as heat packs for hypothermia, morphine for broken legs, antibiotics for infections, bandages to stop bleeding, and painkillers to stop the [[InterfaceScrew screen from shaking]].

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** Further more camouflage of any type (even just wearing brown and green clothing) is extremely useful for avoiding fights all together.

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** Further more camouflage Camouflage of any type (even just wearing brown and green clothing) is extremely useful for avoiding fights all together.



* DangerTakesABackseat: Implied with helicopter crashes, given numerous infected tend to spawn around them.



* DeadlyGas: Added in patch 1.14, which emphasis on the "deadly" part. You need a gas mask with a filter (which drains and only protects you for a few minutes), and a full [=NBC=] suit to protect you. If you're not fully protected, the gas will burn your skin, and can then enter your blood through the wound. Getting gas poisoning will result in you coughing and vomiting blood, and is pretty much a death sentence unless you can leave the area and then use a rare antidote.
* DeliberatelyMonochrome: Colors dull as your blood levels drop. Lose enough blood and all color is lost.



* DifficultButAwesome: Vehicles take a lot of work to find the parts and keep in working order, but the benefits are extremely powerful.
** You can store a large number of items or large objects in the cargo areas.
** There is no speed penalty for carrying large objects, unlike holding large items such as barrels in your hands, which take up both hands and dramatically slow the player down and prevent most actions. What would take a few minutes in a vehicle might take hours to walk, all while making you a sitting duck.
** They can be used as a [[InsurmountableWaistHeightFence mobile platform]] to escape animals and infected.
** Infected cannot attack you in a vehicle, even if there are no doors to stop them.
** While in a vehicle you are considered "inside", which renders you immune to weather and other temperature effects.
** While driving the player is considered idle, meaning you burn through very little water and energy reserves.
** Off road performance is generally not great, but on roads you can travel many times faster than the player can run, all while using practically no water and energy as above.
** You can run animals, infected, and players over, saving ammo and making far less noise than firing a weapon would.



* DeliberatelyMonochrome: Colors dull as your blood levels drop. Lose enough blood and all color is lost.



* HollywoodDarkness: Averted. Night time is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game. Natural night vision does however have more colour than during the mod days where vision was essentially grey-scale.

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* HollywoodDarkness: Averted. Night time is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game. Natural night vision does however have more colour than during the mod days where vision was essentially grey-scale. However, there is a server option that makes the game even darker still.



* InsurmountableWaistHeightFence: Ironically this ''doesn't'' apply to fences, but infected are incapable of climbing certain objects, which means you can climb onto these and take a breather, or fire down on them with impunity.



** Wearing items like gas masks and night vision goggles will black out the edges of the screen. Wearing shades protects you from glare, and will also tint the game appropriately.



** Firearms are extremely loud, and even when suppressed all this does is make them less noisy.

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** Firearms are extremely loud, and even when suppressed all this does is make them less noisy. An unsuppressed weapon can be heard for ''several miles'', so even while suppressed weapons are easily audible at closer ranges, the sound will travel a much smaller distance and attract a lot less attention from players and infected.

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*** So you've got an automatic weapon? Great, time to annihilate stuff with your superior firepower, right? Nope, RealityEnsues. Unless you're at very close range, all that will happen is that firing on full auto will mean a lot of misses, wasting vital ammo.

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*** So you've got an automatic weapon? Great, time to annihilate stuff with your superior firepower, right? Nope, RealityEnsues. Unless unless you're at very close range, all that will happen is that firing on full auto will mean a lot of misses, wasting vital ammo.



* RealityEnsues: As expected from a survival simulation, all over the place.
** You will die very unexpectedly, often just to random snipers desperate to get a can of beans off your corpse. The zombies themselves are often much less of a problem then actual people with guns.
** If you're in poor health (weak from blood loss, dehydrated, malnourished, etc.) you're much more susceptible to diseases.
** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious from further damage, or passing out from too much exhertion.
** Trying to walk with broken legs results in so much pain that you're almost certainly doing to pass out, unless you have pain killers.
** Eating rotten or raw food is almost certainly going to result in food poisoning at best.
** Eating too much at once will make you throw up, losing valuable water and nutrients.
** Wearing inappropriate clothing for the elements puts you at risk of hypothermia or hyperthermia. In winter, you ideally want thick clothing and to keep it dry, and even then being out in the open or at night you'll still slowly start to freeze if you don't take shelter, start a fire, or carry warm objects. In summer you need to wear light clothing or keep cool by drenching clothing in water.
** When players engage in firefights, even if victorious, there's a half decent chance that the survivor will succumb to their wounds. It is far from uncommon to come across the corpses of multiple players as the winners subsequently die from their injuries.
** Firearms are extremely loud, and even when suppressed all this does is make them less noisy.
** Equipment in a damaged state has reduced functionality. Damaged clothing offers less protection from damage and the elements, damaged weapons are likely to jam.
** Shots to vital areas such as the brain or heart, if not stopped by any protective clothing or items like a bulletproof vest, are instant kills.
** Items can carry diseases and require disinfecting to be sure they're not contaminated.
** Unlike most video games, there are no health kits to regenerate hitpoints, the only way is to naturally heal over time, with this process being quicker the better health you are in.
** If you don't wear gloves, your hands become contaminated when skinning bodies, risking infection if you don't wash them. Wearing gloves also protects your hands from damage; if you try sliding down ladders or breaking sticks off bushes with bare hands, you will very quickly get cuts.
** While most games try to balance weapons for gameplay purposes, just like in real life, military grade weapons have much more firepower than a simple pistol or hunting rifle. On a similar note, even the most basic firearm gives players a massive advantage over an opponent with a melee weapon.
** You can have the best gear in the game, but still be killed by a barely geared fresh spawn if they catch you unaware or hit you in the right place. And if you attract too much attention from infected or hostile animals, you can still be overwhelmed and mauled to death.
** Jumping out of a moving vehicle, sounds cool, right? Even at low speeds you're going to take a beating, and above 30km/h, you die instantly.
** Firing a weapon on [[MoreDakka full auto]] is pretty much useless at unless at very close range, since all that will happen is you'll eat through ammo in seconds and probably miss almost all your shots.
* RuleOfCool: In a gameplay perspective wearing a helmet of any type (even skate helmets) significantly increases your chance of surviving a firefight, [[AcceptableBreaksFromReality even the weakest helmets can stop at least one fatal bullet from entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get to be a zombie apocalypse crusader!

to:

* RealityEnsues: As expected from a survival simulation, all over the place.
** You will die very unexpectedly, often just to random snipers desperate to get a can of beans off your corpse. The zombies themselves are often much less of a problem then actual people with guns.
** If you're in poor health (weak from blood loss, dehydrated, malnourished, etc.) you're much more susceptible to diseases.
** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious from further damage, or passing out from too much exhertion.
** Trying to walk with broken legs results in so much pain that you're almost certainly doing to pass out, unless you have pain killers.
** Eating rotten or raw food is almost certainly going to result in food poisoning at best.
** Eating too much at once will make you throw up, losing valuable water and nutrients.
** Wearing inappropriate clothing for the elements puts you at risk of hypothermia or hyperthermia. In winter, you ideally want thick clothing and to keep it dry, and even then being out in the open or at night you'll still slowly start to freeze if you don't take shelter, start a fire, or carry warm objects. In summer you need to wear light clothing or keep cool by drenching clothing in water.
** When players engage in firefights, even if victorious, there's a half decent chance that the survivor will succumb to their wounds. It is far from uncommon to come across the corpses of multiple players as the winners subsequently die from their injuries.
** Firearms are extremely loud, and even when suppressed all this does is make them less noisy.
** Equipment in a damaged state has reduced functionality. Damaged clothing offers less protection from damage and the elements, damaged weapons are likely to jam.
** Shots to vital areas such as the brain or heart, if not stopped by any protective clothing or items like a bulletproof vest, are instant kills.
** Items can carry diseases and require disinfecting to be sure they're not contaminated.
** Unlike most video games, there are no health kits to regenerate hitpoints, the only way is to naturally heal over time, with this process being quicker the better health you are in.
** If you don't wear gloves, your hands become contaminated when skinning bodies, risking infection if you don't wash them. Wearing gloves also protects your hands from damage; if you try sliding down ladders or breaking sticks off bushes with bare hands, you will very quickly get cuts.
** While most games try to balance weapons for gameplay purposes, just like in real life, military grade weapons have much more firepower than a simple pistol or hunting rifle. On a similar note, even the most basic firearm gives players a massive advantage over an opponent with a melee weapon.
** You can have the best gear in the game, but still be killed by a barely geared fresh spawn if they catch you unaware or hit you in the right place. And if you attract too much attention from infected or hostile animals, you can still be overwhelmed and mauled to death.
** Jumping out of a moving vehicle, sounds cool, right? Even at low speeds you're going to take a beating, and above 30km/h, you die instantly.
** Firing a weapon on [[MoreDakka full auto]] is pretty much useless at unless at very close range, since all that will happen is you'll eat through ammo in seconds and probably miss almost all your shots.
* RuleOfCool: In a gameplay perspective wearing a helmet of any type (even skate helmets) significantly increases your chance of surviving a firefight, [[AcceptableBreaksFromReality even the weakest helmets can stop at least one fatal bullet from entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get to be a zombie apocalypse crusader!



* SawnOffShotgun: If you can find a hacksaw then you can create a Sawed-off double barrel, a Sawed-off mosin, or a Sawed-off BK 18 Rifle; while reducing each weapons weight and making them small enough to hid in a back pack or even a shirt, [[RealityEnsues sawing them off has the very realistic results of making them far less effective.]]

to:

* SawnOffShotgun: If you can find a hacksaw then you can create a Sawed-off double barrel, a Sawed-off mosin, or a Sawed-off BK 18 Rifle; while reducing each weapons weight and making them small enough to hid in a back pack or even a shirt, [[RealityEnsues sawing them off has the very realistic results of making them far less effective.]]


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* UnexpectedlyRealisticGameplay: As expected from a survival simulation, all over the place.
** You will die very unexpectedly, often just to random snipers desperate to get a can of beans off your corpse. The zombies themselves are often much less of a problem then actual people with guns.
** If you're in poor health (weak from blood loss, dehydrated, malnourished, etc.) you're much more susceptible to diseases.
** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious from further damage, or passing out from too much exhertion.
** Trying to walk with broken legs results in so much pain that you're almost certainly doing to pass out, unless you have pain killers.
** Eating rotten or raw food is almost certainly going to result in food poisoning at best.
** Eating too much at once will make you throw up, losing valuable water and nutrients.
** Wearing inappropriate clothing for the elements puts you at risk of hypothermia or hyperthermia. In winter, you ideally want thick clothing and to keep it dry, and even then being out in the open or at night you'll still slowly start to freeze if you don't take shelter, start a fire, or carry warm objects. In summer you need to wear light clothing or keep cool by drenching clothing in water.
** When players engage in firefights, even if victorious, there's a half decent chance that the survivor will succumb to their wounds. It is far from uncommon to come across the corpses of multiple players as the winners subsequently die from their injuries.
** Firearms are extremely loud, and even when suppressed all this does is make them less noisy.
** Equipment in a damaged state has reduced functionality. Damaged clothing offers less protection from damage and the elements, damaged weapons are likely to jam.
** Shots to vital areas such as the brain or heart, if not stopped by any protective clothing or items like a bulletproof vest, are instant kills.
** Items can carry diseases and require disinfecting to be sure they're not contaminated.
** Unlike most video games, there are no health kits to regenerate hitpoints, the only way is to naturally heal over time, with this process being quicker the better health you are in.
** If you don't wear gloves, your hands become contaminated when skinning bodies, risking infection if you don't wash them. Wearing gloves also protects your hands from damage; if you try sliding down ladders or breaking sticks off bushes with bare hands, you will very quickly get cuts.
** While most games try to balance weapons for gameplay purposes, just like in real life, military grade weapons have much more firepower than a simple pistol or hunting rifle. On a similar note, even the most basic firearm gives players a massive advantage over an opponent with a melee weapon.
** You can have the best gear in the game, but still be killed by a barely geared fresh spawn if they catch you unaware or hit you in the right place. And if you attract too much attention from infected or hostile animals, you can still be overwhelmed and mauled to death.
** Jumping out of a moving vehicle, sounds cool, right? Even at low speeds you're going to take a beating, and above 30km/h, you die instantly.
** Firing a weapon on [[MoreDakka full auto]] is pretty much useless at unless at very close range, since all that will happen is you'll eat through ammo in seconds and probably miss almost all your shots.
* RuleOfCool: In a gameplay perspective wearing a helmet of any type (even skate helmets) significantly increases your chance of surviving a firefight, [[AcceptableBreaksFromReality even the weakest helmets can stop at least one fatal bullet from entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get to be a zombie apocalypse crusader!
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* NoHonorAmongThieves: People who become bandits in this game will 9 times out of 10 be killed by other bandits, also counts as DeathByIrony.
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Dummied Out is now trivia. Moving examples accordingly.


** Another weapon (before it was DummiedOut) was the bow and arrow; it was extremely cheap to make (only 1 long stick and a rope (that can be made from 12 rags)) and its ammo was practically infinite with a never ending forest you could make arrows out of, the weapon made no rattling noise when moving, firing it made next to no sound and if you had good aim you could 1 shot pretty much anything (even fully geared players). The Dev's have said they were going to bring it back but so far it hasn't been re-implemented.

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** Another weapon (before it was DummiedOut) cut) was the bow and arrow; it was extremely cheap to make (only 1 long stick and a rope (that can be made from 12 rags)) and its ammo was practically infinite with a never ending forest you could make arrows out of, the weapon made no rattling noise when moving, firing it made next to no sound and if you had good aim you could 1 shot pretty much anything (even fully geared players). The Dev's have said they were going to bring it back but so far it hasn't been re-implemented.

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** DropTheHammer: A mason's hammer is handy for cracking zombie skulls.

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** DropTheHammer: A mason's hammer is handy for cracking zombie skulls.skulls, a sledgehammer is even better.



* OneBulletClips: Ammunition and magazines are found separately, magazines have to be manually loaded with ammunition, and if you don't have magazines and aren't using a gun with an internal magazine, you'll have to manually chamber each round before you fire by going into the inventory and actually dragging the ammo to the gun.

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* OneBulletClips: Ammunition and magazines are found separately, magazines have to be manually loaded with ammunition, and if you don't have magazines and aren't using a gun with an internal magazine, you'll have to manually chamber each round before you fire by going into the inventory and actually dragging the ammo to the gun.gun, (which is okay for hunting or perhaps sniping if you're good enough but in a battle it is inconvenient at best).


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* RevolversAreJustBetter: If you can find a revolver and the ammo for said revolver [[DifficultButAwesome (which is a challenge in itself)]] then you have yourself a pretty decent firearm, its powerful, requires no magazine and unlike semi-auto pistols in game the revolver never jams.


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* SawnOffShotgun: If you can find a hacksaw then you can create a Sawed-off double barrel, a Sawed-off mosin, or a Sawed-off BK 18 Rifle; while reducing each weapons weight and making them small enough to hid in a back pack or even a shirt, [[RealityEnsues sawing them off has the very realistic results of making them far less effective.]]

Added: 839

Removed: 856

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Gradual Grinder is being merged with Damage Over Time per TRS


* DamageOverTime: The zombies do very little damage with their clumsy attempts to claw at the player. However, they are very good at getting the player to start bleeding with every strike they make. Their lethality does not come from hitting the player hard, but from causing them to slowly bleed out over time. If the player has bandages or rags they can bind themselves to stop the bleeding, but that requires being safely out of combat (by which time they may have lost a lot of blood already) and having enough bandages on hand (which is not always the case, especially early.) Even if the player does stop the bleeding, blood is slow to regenerate and requires them to stay satiated with food and water, which they may not have access to. Death by zombie often comes at the end of a long test of endurance rather than a sudden attack.



* GradualGrinder: The zombies themselves. They do very little damage with their clumsy attempts to claw at the player. However, they are very good at getting the player to start bleeding with every strike they make. Their lethality does not come from hitting the player hard, but from causing them to slowly bleed out over time. If the player has bandages or rags they can bind themselves to stop the bleeding, but that requires being safely out of combat (by which time they may have lost a lot of blood already) and having enough bandages on hand (which is not always the case, especially early.) Even if the player does stop the bleeding, blood is slow to regenerate and requires them to stay satiated with food and water, which they may not have access to. Death by zombie often comes at the end of a long test of endurance rather than a sudden attack.
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* RuleOfCool: In a gameplay perspective wearing a helmet of any type (even skate helmets) significantly increases your chance of surviving a firefight, [[AcceptableBreaksFromReality even the weakest helmets can stop at least one fatal bullet from entering your skull]] however a good portion of them look really dorky and brightly coloured so lots of players avoid them anyway.
** In addition the medieval helmet [[AwesomeButImpractical is bulky, extremely noticeable, quite heavy and doesn't even last very long in combat]] ……… but it looks so damn cool that some players will go for them anyway, you get to be a zombie apocalypse crusader!
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** Speaking of hunting and fishing, simply spending most of your time in the forests is a brilliant way to avoid being shot, all trees in the forest are bulletproof and escaping a sniper by retreating into them is a great way to get away from them, meanwhile defending yourself in the woods is paradoxically even easier, the trees act as great cover (along with the bushes) and somebody chasing you can be given the slip fairly easily by simply hiding behind a tree, where you are able to ambush them.
** Further more camouflage of any type (even just wearing brown and green clothing) is extremely useful for avoiding fights all together.
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** Another weapon (before it was DummiedOut) was the bow and arrow; it was extremely cheap to make (only 1 long stick and a rope (that can be made from 12 rags)) and its ammo was practically infinite with a never ending forest you could make arrows out of, the weapon made no rattling noise when moving, firing it made next to no sound and if you had good aim you could 1 shot pretty much anything (even fully geared players). The Dev's have said they were going to bring it back but so far it hasn't been re-implemented.
** Hunting and fishing are far better than risking going into a city for food simply because going into a city carries the risk of being shot by other players; however if you stay in the woods and survive off natural lakes and hunting animals you will have practically no need for anything less.

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* BreakableWeapons: Any tool or weapon will break if used enough, and all items in the game can be destroyed by damage. If you want to keep using an item, you'll need to use the appropriate tools (weapon cleaning kits, sharpening stones, duct tape, sewing kits, etc.) to repair it. Firearms as of 1.10 degrade much quicker than their real life counterparts, being destroyed outright after a few hundred rounds of non stop firing, and before that, it'll start jamming every few rounds. Suppressors originally wore out extremely quickly but this was eventually tweaked to a more reasonable value.



* EarlyGameHell: Surviving the initial portion of the game (without well-provisioned friends to help you get on your feet) can be [[NintendoHard absolutely brutal]]. In addition to starting with [[WithThisHerring almost no storage space, no protection, no equipment, no medical supplies, no food, and no weapons]], the spawn rate for basic items is low and the coastal areas are often well picked-over by other newly spawned survivors. This results in the initial portion of the game being a DroughtLevelOfDoom. Early survivors will be living a hand-to-mouth existence just to get enough food and water, often contracting food poisoning or infection by [[PoisonMushroom eating gone-bad or contaminated sources]] when [[MortonsFork the alternative is starvation]].

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* EarlyGameHell: Surviving the initial portion of the game (without well-provisioned friends to help you get on your feet) can be [[NintendoHard absolutely brutal]]. In addition to starting with [[WithThisHerring almost no storage space, no protection, no equipment, no medical supplies, no food, and no weapons]], the spawn rate for basic items is low and the coastal areas are often well picked-over by other newly spawned survivors. This results in the initial portion of the game being a DroughtLevelOfDoom. Early survivors will be living a hand-to-mouth existence just to get enough food and water, often contracting food poisoning or infection by [[PoisonMushroom eating gone-bad or contaminated sources]] when [[MortonsFork the alternative is starvation]]. This is even worse as of patch 1.10, due to the extremely cold climate. Not only do you spawn half starving, but because you have no protective clothing you immediately start suffering from hypothermia, making you burn through your limited energy reserves even quicker. If it's raining as well, then unless you find shelter and clothing immediately you might as well just respawn.



* IdealIllnessImmunity: A player in sufficient good health is immune to all diseases in the game, except for brain prion damage -- this being a function of hydration, nutrition, health, and blood levels. If you're in this state you can drink unsterilised water, and raw meat with impunity. This said, players are immune to TheVirus in the first place, so they might naturally have very strong immune systems.

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* IdealIllnessImmunity: A player in sufficient good health is immune to all diseases in the game, except for brain prion damage -- this being a function of hydration, nutrition, health, and blood levels. If you're in this state you can drink unsterilised water, and eat raw meat with impunity. This said, players are immune to TheVirus in the first place, so they might naturally have very strong immune systems.



* JumpScare: You're liable to have your heart rate shoot up when you hear the screams of an infected you weren't originally aware of, or a player starts blasting you out of nowhere.



* PowerFist: Brass knuckles can be equipped to increase the damage of punches.



* PowerFist: Brass knuckles can be equiped to increase the damage of punches.

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* PowerFist: Brass knuckles ReliablyUnreliableGuns: Badly damaged firearms are extremely prone to jamming, meaning you'll probably only be able to fire off a few rounds before having to spend 10 seconds or so clearing it. All very well and good, except for the fact that even a weapon in perfect condition will only be able to fire a few hundred rounds before it starts jamming non stop. In reality, a decent firearm can be equiped fire thousands of rounds without maintenance before you're likely to increase the damage of punches.see malfunctions.
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*** So you've got an automatic weapon? Great, time to annihilate stuff with your superior firepower, right? Nope, RealityEnsues. Unless you're at very close range, all that will happen is that firing on full auto will mean a lot of misses, wasting vital ammo.


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** Firing a weapon on [[MoreDakka full auto]] is pretty much useless at unless at very close range, since all that will happen is you'll eat through ammo in seconds and probably miss almost all your shots.

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* AntiFrustrationFeatures: While not overly common given the game generally strives for realism, any long fence or wall, particularly those around military bases, will have multiple gaps in. Since a player may be carrying too much to climb over tall objects, this prevents one from having to run all the way around the outside until they find the one gap.

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* AntiFrustrationFeatures: While not overly common given the game generally strives for realism, any there are a few:
** Any
long fence or wall, particularly those around military bases, will have multiple gaps in. Since a player may be carrying too much to climb over tall objects, this prevents one from having to run all the way around the outside until they find the one gap.gap.
** Certain items such as footwear, weapon magazines, ammunition, and most tools and suchlike spawn in perfect condition. It would be extremely frustrating to finally find such essential items and then have them be useless due to damage.



* BearsAreBadNews: Bears are very tough, taking multiple rounds even with high calibre weapons.

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* BearsAreBadNews: Bears are very tough, taking multiple rounds even with high calibre weapons. Getting hit by one is more or less a death sentence, as the force will almost KO even a player in top health.



* IdealIllnessImmunity: A player in sufficient good health is immune to all diseases in the game, except for brain prion damage -- this being a function of hydration, nutrition, health, and blood levels. If you're in this state you can drink unsterilised water, and raw meat with impunity. This said, players are immune to TheVirus in the first place, so they might naturally have very strong immune systems.



** You can have the best gear in the game, but still be killed by a barely geared fresh spawn if they catch you unawares or hit you in the right place. And if you attract too much attention from infected or hostile animals, you can still be overwhelmed and mauled to death.
** Jumping out of a moving vehicle, sounds cool, right? Even at low speeds you're going to take a beating, and above 35km/h, you die instantly.

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** You can have the best gear in the game, but still be killed by a barely geared fresh spawn if they catch you unawares unaware or hit you in the right place. And if you attract too much attention from infected or hostile animals, you can still be overwhelmed and mauled to death.
** Jumping out of a moving vehicle, sounds cool, right? Even at low speeds you're going to take a beating, and above 35km/h, 30km/h, you die instantly.

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* TheAllegedCar: Almost all vehicles spawn in bad shape with multiple parts missing or damaged. Even pristine vehicles aren't exactly going to set the world on fire. Justified because vehicles have been sitting there or scavenged for parts by other survivors, and of course there's no one left to enforce road traffic laws. Given that even a fairly minor collision will kill you, that's yet another reason not to drive a car in bad shape.
* AntiFrustrationFeatures: While not overly common given the game generally strives for realism, any long fence or wall, particularly those around military bases, will have multiple gaps in. Since a player may be carrying too much to climb over tall objects, this prevents one from having to run all the way around the outside until they find the one gap.
* ArmorIsUseless: As with most elements in the game this is modelled realistically. Even the best headgear is likely not going to stop anything other than one or two of the weakest bullets, and that said you would almost certainly be knocked out by the force even so. The best vest in the game will stop maybe one high calibre bullet to the chest, or a few lower calibre rounds. And while it might also stop that bullet going into you and causing a wound, you will still take health damage because as with real life, that energy has to go somewhere. All in all, it might stop a stray bullet or give you a slight edge against other players, but if you're in a close range fight the chances are it won't make much difference.



* BulletproofVest: Played realistically, only certain vests will stop high calibre rounds, and only a few at that. It's also possible to get knocked out by the force, even if lethal damage is prevented.
* CarFu: Very effective if you can actually hit enemies. Unfortunately due to the questionable implementation of vehicles, this is much easier said than done.



* ConcealmentEqualsCover: Mostly averted, bullets -- especially high energy rounds -- can penetrate most surfaces realistically. However, some surfaces arbitrarily don't allow bullets to pass through.



* CoolShades: Available in multiple variants.



* DuctTapeForEverything: Duct tape can be used to repair certain damaged items, craft others, or even restrain players.



* TheEveryman: Until TheVirus, Survivors were just ordinary average people, with no special skills or training.



* HollywoodSilencer: Averted, in the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from. They are still beneficial however, since unsuppressed weapons can be heard an extremely long distance, and attract infected from a great distance. Supersonic ammo also will still have the distinctive crack of the sonic boom.

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* HollywoodSilencer: Averted, in the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from. They are still beneficial however, since unsuppressed weapons can be heard an extremely long distance, and attract infected from a great distance.far away. Supersonic ammo also will still have the distinctive crack of the sonic boom.


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** MacheteMayhem: A useful tool, and one of the best melee weapons in the game.


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* PistolWhipping: You can heavy melee attack someone with your gun. Naturally with a pistol, it results in this.


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** You can have the best gear in the game, but still be killed by a barely geared fresh spawn if they catch you unawares or hit you in the right place. And if you attract too much attention from infected or hostile animals, you can still be overwhelmed and mauled to death.
** Jumping out of a moving vehicle, sounds cool, right? Even at low speeds you're going to take a beating, and above 35km/h, you die instantly.


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* UnusableEnemyEquipment: Played with. You can get items off infected if they're equipped in certain slots, such as a backpack, helmet, or vest. However you can't grab regular clothing (probably for the best), or a pair of boots. Also sometimes due to bugs, you can't grab items off dead players.

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* BilingualBonus: Actually has an effect on gameplay. All road signs are in Russian and, naturally, being able to read them is a big help when trying to get your bearings.

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* BilingualBonus: Actually has an effect on gameplay. All road signs in Chernarus are in Russian and, naturally, being able to read them is a big help when trying to get your bearings.



** Drink cans and tins of food are difficult to find as you would expect in a ScavengerWorld.



** On the other hand, without a flashlight or night vision goggles, playing at night is all kinds of ''terrifying'' since the default vision level at night is slightly further than your own nose, but you can still hear the zombies, and you know there are players out there that can see you.

to:

** On the other hand, without a flashlight or night vision goggles, playing at night is all kinds of ''terrifying'' since the default vision level at night is slightly further than your own nose, but you can still hear the zombies, and you know there are players out there that can see you. And if you're in the forests and hear wolves howling in the dead of night without good gear...



* DiegeticInterface: This has come and gone during development. The mod had gauges on the screen to indicate hunger, thirst, etc, but early on in the standalone the player had to rely on their PlayerCharacter ''telling'' them they feel hungry/thirsty/cold etc. Later on the minimal gauges came back, and certain information can only be inferred from seeing how your character acts.

to:

* DiegeticInterface: This has come and gone during development. The mod had gauges on the screen to indicate hunger, thirst, etc, but early on in the standalone the player had to rely on their PlayerCharacter ''telling'' them they feel hungry/thirsty/cold etc. Later on the minimal gauges came back, and certain information can only be inferred from seeing how your character acts. Other information is shown on the UI such as body temperature, but you'll probably notice your character shivering or wiping their brow first rather than seeing a tiny icon change colour.



* HollywoodSilencer: Averted, in the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from. They are still beneficial however, since unsuppressed weapons can be heard an extremely long distance, and attract infected from a great distance.

to:

* HollywoodSilencer: Averted, in the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from. They are still beneficial however, since unsuppressed weapons can be heard an extremely long distance, and attract infected from a great distance. Supersonic ammo also will still have the distinctive crack of the sonic boom.



* SavageWolves: If you stick to the wilderness, you're much less likely to encounter infected or enemy players, but you will likely have to fight off wolf packs instead. Not only do they attack in packs and are often difficult to hit due to fast movement, but they're most often encountered in forest terrain instead of open areas where you can get clear shots. God help you if you encounter a pack at night with no means of seeing.



* SavageWolves: If you stick to the wilderness, you're much less likely to encounter infected or enemy players, but you will likely have to fight off wolf packs instead. Not only do they attack in packs and are often difficult to hit due to fast movement, but they're most often encountered in forest terrain instead of open areas where you can get clear shots. God help you if you encounter a pack at night with no means of seeing.



* SimpleYetAwesome: A humble backpack may not seem very impressive on the face of it, but it drastically improves a survivor's odds of surviving further by allowing them to carry much more than they could with only the pockets on their cloths. Useful items that got passed over before can now be hoarded and saved for when the situation calls for them if you have one of these.

to:

* SimpleYetAwesome: A humble backpack may not seem very impressive on the face of it, but it drastically improves a survivor's odds of surviving further by allowing them to carry much more than they could with only the pockets on their cloths.clothes. Useful items that got passed over before can now be hoarded and saved for when the situation calls for them if you have one of these.



* StealthBasedGame: In many ways. The player can lower their profile and move slowly and on soft surfaces to avoid their chances of being seen or heard. Distracting objects like flares, or even empty soda cans, can be thrown to lure away zombies and let the player slip by. Weapon sounds are a major consideration as well, since light and noise attract zombies. Plus other players might be attracted to the sound of gunfire and be looking for an [[PlayerKilling easy mark]]. Recent updates have [[WithThisHerring removed any starting weapons]] from the player's inventory to encourage this.
** On the other hand, at the beginning of the game players have so little to lose most just run for it, counting on being able to lose zombies in the cities or find something useful quickly, completely ignoring the much slower, stealthier paths.

to:

* StealthBasedGame: In many ways. The player can lower their profile and move slowly and on soft surfaces to avoid their chances of being seen or heard. Distracting objects like flares, or even empty soda cans, regular items, can be thrown to lure away zombies and let the player slip by. Weapon sounds are a major consideration as well, since light and noise attract zombies. Plus other players might be attracted to the sound of gunfire and be looking for an [[PlayerKilling easy mark]]. Recent updates have [[WithThisHerring removed any starting weapons]] from the player's inventory This also applies to encourage this.
base building, since a well fortified base will be difficult to break into, but a ''base that can't be found'' is impossible to break into.
** On the other hand, at the beginning of the game players have so little to lose and so desperately need items that most just run for it, counting on being able to lose zombies in the cities or find something useful quickly, completely ignoring the much slower, stealthier paths.

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''[[http://www.dayzmod.com/ DayZ]]'' is originally a [[GameMod mod]] for the video game ''VideoGame/{{ARMA}} II'', converting the realistic military sim into a [[SurvivalSandbox post-apocalyptic zombie-survival simulation]].

The game takes place in a fictional 225 square kilometer post-Soviet state called Chernarus (carried over from ''ARMA II'') after an outbreak of an [[TheVirus unknown infection]] that has wiped out most of the world's population. Players can stay out of the way and fend for themselves, team up with other survivors, or be a bandit and murder everybody they come across, or anywhere in between. Whichever they choose, they will also have to contend with what's left of the indigenous population, turned into shambling infected.

At the moment, the game is still in alpha, so bugs are to be expected. Regardless, ''[=DayZ=]'' has given ''ARMA II'' a huge boost in popularity, shooting it up to one of the top ten games on Steam. On August 7th 2012, the official ''[=DayZ=]'' blog announced that ''[=DayZ=]'' would become a standalone game to be released sometime in 2012.

On December 16th, 2013 the Standalone game was released in alpha on Steam Early Access. You can get it [[http://store.steampowered.com/app/221100/?snr=1_7_15__13 here.]]

On December 13th, 2018 the standalone came out of Steam Early Access and was released as a full game. You can get it [[https://store.steampowered.com/app/221100/DayZ/ here]]

to:

''[[http://www.dayzmod.com/ DayZ]]'' ''[=DayZ=]'' is originally a [[GameMod mod]] for the video game ''VideoGame/{{ARMA}} II'', converting the realistic military sim into a [[SurvivalSandbox post-apocalyptic zombie-survival simulation]].

The
survival simulation game takes place set in a the fictional 225 square kilometer post-Soviet state called Chernarus (carried over from ''ARMA II'') II''), after an outbreak of an [[TheVirus unknown infection]] that has wiped out most of the world's population. Players can stay out of the way and fend for themselves, team up with other survivors, or be a bandit and murder everybody they come across, or anywhere in between. Whichever they choose, they will also have to contend with what's left of the indigenous population, turned into shambling infected.

At ''[[http://www.dayzmod.com/ Originally]]'' a [[GameMod mod]] for the moment, the video game is still in alpha, so bugs are to be expected. Regardless, ''VideoGame/{{ARMA}} II'', which converted the realistic military sim into a [[SurvivalSandbox post-apocalyptic zombie-survival simulation]]. ''[=DayZ=]'' has given proved extremely successful, giving ''ARMA II'' a huge boost in popularity, popularity and at the time shooting it up to one of the top ten games on Steam. On August 7th 2012, the official ''[=DayZ=]'' blog announced that ''[=DayZ=]'' would become a standalone game to be released sometime in 2012.

game.

On December 16th, 2013 the Standalone game was released in alpha on Steam Early Access. Almost five years later on December 13th, 2018 the standalone came out of Steam Early Access and was released as a full game. You can get it [[http://store.on PC here [[https://store.steampowered.com/app/221100/?snr=1_7_15__13 here.]]

On December 13th, 2018 the standalone came out of Steam Early Access and was released as a full game. You can get it [[https://store.steampowered.
com/app/221100/DayZ/ here]]
here]]. In H1 2019, the game was released on both the Xbox One and Playstation 4.

The first downloadable map, Livonia, was released on December 3rd 2019.



!!Provides Examples Of:

to:

!!Provides Examples Of:
!! '''''The [=DayZ=] standalone game provides examples of''''':



* AnAxeToGrind: The hatchet can be used to harvest firewood, but can also be equipped as a primary weapon. Considering how easy it is to find in common areas like barns, and that it is completely silent, kills in one or two hits, and has virtually unlimited uses, it can be a freshly-spawned character's best friend.
** Amusingly, since ''ARMA'' doesn't have melee weapons the sound and impact effect are the same as if you were firing a gun. Once [=DayZ=] went standalone, they managed to fix this issue.

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* AnAxeToGrind: The hatchet can be AKA47: During early access the standalone game used to harvest firewood, but can also be equipped as a primary weapon. Considering how easy it is to find in common areas like barns, correct firearm names and that it is completely silent, kills in one or two hits, and has virtually unlimited uses, it can be a freshly-spawned character's best friend.
** Amusingly, since ''ARMA'' doesn't have melee weapons
attachments, when the sound and impact effect are the same as if you game hit version 1.0 these were firing a gun. Once [=DayZ=] went standalone, they managed changed to fix this issue. avoid possible legal issues, even if only the most minimal changes were made. For example, the SVD has become the VSD, an AK-47 is now a KA-47, an ACOG scope is now an ATOG scope, and so on.



*** The mod is infamous for the somewhat random loot spawning mechanics, making it entirely possible to find military-grade .50 sniper ammunition in a common garden shed.



* BagOfHolding: Certain container types can be fit into other containers, while carrying more slots of internal space than they actually occupy in a GridInventory. The caveat is that they can only be used to hold specific item types. Examples include things like first-aid kits which can only hold medical items, and ammo boxes which can only hold [[ExactlyWhatItSaysOnTheTin ammunition]].

to:

* BagOfHolding: Certain Originally in the standalone, certain container types can could be fit into other containers, while carrying more slots of internal space than they actually occupy in a GridInventory. The caveat is that they can could only be used to hold specific item types. Examples include things like first-aid kits which can only hold medical items, and ammo boxes which can only hold [[ExactlyWhatItSaysOnTheTin ammunition]]. This was later changed so that containers like first-aid kits and cooking pots can contain as many slots as they themselves take up in the inventory.



* {{BFG}}: The anti-material rifles and light machine guns are extremely powerful, but the tradeoff is that they are extremely loud, giving away your position immediately.

to:

* {{BFG}}: The anti-material rifles and light machine guns are extremely powerful, but the tradeoff is that they are extremely loud, loud unless suppressed, giving away your position immediately.immediately. They also make you a big target for other players.



* BoomHeadshot: The most efficient way to kill zombies. Even the extremely weak Makarov PM can achieve a OneHitKill this way.

to:

* BoomHeadshot: The most efficient way to kill zombies. Even the extremely zombies, even with weak Makarov PM can achieve a OneHitKill this way.weapons.



* CallAHitPointASmeerp: Your health is measured in "Blood." See CriticalExistenceFailure below.
** Averted in the stand alone release. Blood is still in, but now exists alongside "health." Running out of either will kill you, though.
* CommonplaceRare: Antibiotics, justified in that during a zombie outbreak demand will be high. So, if you get an infection then you better get used to the symptoms.
** You can find a lot of Coke and Pepsi but Mountain Dew, ''forget about it''. (The differences are only cosmetic in their item icon.)
*** Somewhat justified by the {{Ruritania}} setting: Mountain Dew is apparently much harder to find in Europe than in the US while Coke and Pepsi are common.
** Taken up to 11 in the standalone, where even something as simple as finding rocks can be difficult.

to:

* CallAHitPointASmeerp: Your health is measured in "Blood." See CriticalExistenceFailure below.
CommonplaceRare:
** Averted in the stand alone release. Blood is still in, but now exists alongside "health." Running out of either will kill you, though.
* CommonplaceRare: Antibiotics,
Antibiotics and other medication, justified in that during a zombie outbreak demand will be high. So, if you get an infection then you better get used to the symptoms.
** You can find a lot of Coke and Pepsi but Mountain Dew, ''forget about it''. (The differences are only cosmetic in their item icon.)
*** Somewhat justified by the {{Ruritania}} setting: Mountain Dew is apparently much harder to find in Europe than in the US while Coke and Pepsi are common.
** Taken up to 11 in the standalone, where even
Even something as simple as finding rocks can be difficult.



* CriticalExistenceFailure: Averted. Health is measured by the amount of blood in your body as well as a specific health value. As they get lower, [[InterfaceScrew your vision deteriorates, your character begins breathing harder and walks with a limp]], and at the lowest levels may begin to randomly fall unconscious and eventually die. Blood can be raised by natural replenishment, or having another player give you a blood transfusion. Health can only regenerate naturally over time, with no other way of raising it.
** Partially played straight, however, with regard to most anything with a scope. Sniper rifles usually kill in two hits anywhere and the [=AS50=] and M107 will kill you from 3 to 15 times over ... if they hit you in the toe. But then, those weapons are designed for "[[InstantDeathBullet one shot, one kill]]".



* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory]]. A small bottle of painkillers taking up the same space as a STANAG magazine for an AR platform rifle.)
* CriticalExistenceFailure: Averted. Health is measured by the amount of blood in your body. As it gets lower, [[InterfaceScrew your vision deteriorates, your character begins breathing harder]], and at the lowest levels may begin to randomly fall unconscious and eventually die. Blood can be raised by eating or having another player give you a blood transfusion.
** Partially played straight, however, with regard to most anything with a scope. Sniper rifles usually kill in two hits anywhere and the [=AS50=] and M107 will kill you from 3 to 15 times over ... if they hit you in the toe. But then, those weapons are designed for "[[InstantDeathBullet one shot, one kill]]".

to:

* CrazyPrepared: [[PlayerCharacter You]] if you happen to be even a halfway decent survivor. Ammo counted to the bullet for your weapons, morphine materials for a splint for broken bones, painkillers for trauma and, well [[DepartmentOfRedundancyDepartment pain]], bandages for bleeding, all balanced out with food and water along with munitions and other misc. supplies in a very limited inventory space (12 slots primary, 8 secondary weapon bandolier, and 24 tops in a backpack. Oh, and it's a damn [[GridInventory grid style inventory]]. A small bottle of painkillers taking up the same space as a STANAG magazine for an AR platform rifle.)
* CriticalExistenceFailure: Averted. Health is measured by the amount of blood in your body. As it gets lower, [[InterfaceScrew your vision deteriorates, your character begins breathing harder]], and at the lowest levels may begin to randomly fall unconscious and eventually die. Blood can be raised by eating or having another player give you a blood transfusion.
** Partially played straight, however, with regard to most anything with a scope. Sniper rifles usually kill in two hits anywhere and the [=AS50=] and M107 will kill you from 3 to 15 times over ... if they hit you in the toe. But then, those weapons are designed for "[[InstantDeathBullet one shot, one kill]]".
inventory]].



* DeadCharacterWalking: Bug leaves husks of dead corpses standing and actually reacts to hits and such by looks but just quiet otherwise. [[http://www.cracked.com/article_21694_6-creepy-glitches-that-turn-famous-video-games-horrifying.html Cracked covers this.]]
* DeliberatelyMonochrome: Colors dull as your Blood (health) drops. Lose enough blood and all color is lost.
* DiegeticInterface: The mod has gauges on the screen to indicate hunger, thirst, etc, but in the standalone the player must rely on their PlayerCharacter ''telling'' them they feel hungry/thirst, etc. In both versions, the inventory has its own pop up window though.
* DrivenToSuicide: In addition to 'unofficial' methods like deliberately leaping from a height, drowning yourself, wandering into a pack of infected, or blowing yourself up with a grenade, there's also an 'official' way of doing this providing you have a firearm or some sort of sharp implement. Shooting yourself in the head isn't too bad, stabbing yourself in the throat with a knife or a spear is a bit brutal. The worst method involves getting a tool such as a pickaxe or hatchet and slicing your arm open lengthwise with a tearing noise that is not for those with a faint heart or weak stomach.

to:

* DeadCharacterWalking: Bug leaves A bug existed that left husks of dead corpses standing and actually reacts reacting to hits and such by looks but just quiet otherwise.hits. [[http://www.cracked.com/article_21694_6-creepy-glitches-that-turn-famous-video-games-horrifying.html Cracked covers this.]]
* DeliberatelyMonochrome: Colors dull as your Blood (health) drops. Lose enough blood and all color is lost.
* DiegeticInterface: This has come and gone during development. The mod has had gauges on the screen to indicate hunger, thirst, etc, but early on in the standalone the player must had to rely on their PlayerCharacter ''telling'' them they feel hungry/thirst, hungry/thirsty/cold etc. In both versions, Later on the inventory has its own pop up window though.
* DrivenToSuicide: In addition to 'unofficial' methods like deliberately leaping
minimal gauges came back, and certain information can only be inferred from a height, drowning yourself, wandering into a pack of infected, or blowing yourself up with a grenade, there's also an 'official' way of doing this providing you have a firearm or some sort of sharp implement. Shooting yourself in the head isn't too bad, stabbing yourself in the throat with a knife or a spear is a bit brutal. The worst method involves getting a tool such as a pickaxe or hatchet and slicing seeing how your arm open lengthwise with a tearing noise that is not for those with a faint heart or weak stomach.character acts.



* EarlyGameHell: Surviving the initial portion of the game (without well-provisioned friends to help you get on your feet) can be [[NintendoHard absolutely brutal]]. In addition to starting with [[WithThisHerring almost no storage space, no protection, no equipment, no medical supplies, no food, and no weapons]], the spawn rate for basic items is low and the coastal areas are often well picked-over by other newly spawned survivors. This results in the initial portion of the game being a DroughtLevelOfDoom. Early survivors will be living a hand-to-mouth existence just to get enough food and water, often contracting food poisoning or infection by [[PoisonMushroom eating gone-bad or contaminated sources]] when [[MortonsFork the alternative is starvation]].
* EarnYourFun: Since the game is designed around the realistic scenario of a zombie outbreak, new players may be overwhelmed with the concept of trying to gather supplies to stay alive and trying to avoid other players due to high paranoia amongst everyone else. Unless you're friends with other players, the only way to acquire better loot is to keep playing and wandering around until you can find better gear. Assuming that the zombies and other players don't kill you first.

to:

* DeliberatelyMonochrome: Colors dull as your blood levels drop. Lose enough blood and all color is lost.
* DrivenToSuicide: In addition to 'unofficial' methods like deliberately leaping from a height, drowning yourself, wandering into a pack of infected, or blowing yourself up with a grenade, there's also an 'official' way of doing this providing you have a firearm or some sort of sharp implement. Shooting yourself in the head isn't too bad, stabbing yourself in the throat with a knife or a spear is a bit brutal. The worst method involves getting a tool such as a pickaxe or hatchet and slicing your arm open lengthwise with a tearing noise that is not for those with a faint heart or weak stomach.
* EarlyGameHell: Surviving the initial portion of the game (without well-provisioned friends to help you get on your feet) can be [[NintendoHard absolutely brutal]]. In addition to starting with [[WithThisHerring almost no storage space, no protection, no equipment, no medical supplies, no food, and no weapons]], the spawn rate for basic items is low and the coastal areas are often well picked-over by other newly spawned survivors. This results in the initial portion of the game being a DroughtLevelOfDoom. Early survivors will be living a hand-to-mouth existence just to get enough food and water, often contracting food poisoning or infection by [[PoisonMushroom eating gone-bad or contaminated sources]] when [[MortonsFork the alternative is starvation]].
starvation]].
* EarnYourFun: Since the game is designed around the realistic scenario of a zombie outbreak, new players may be overwhelmed with the concept of trying to gather supplies to stay alive and trying to avoid other players due to high paranoia amongst everyone else. Unless you're friends with other players, the only way to acquire better loot is to keep playing and wandering around until you can find better gear. Assuming that the zombies and other players don't kill you first.



** The Lee-Enfield rifle was dubbed the "Dinner Bell" due to its loud report.
* EverythingIsTryingToKillYou: The Game. Zombies will kill you and hunt you down, no matter the distance. Human players might be a bit more merciful, unless they blow your brains out the next time they spot you. And you probably won't even know what killed you, if you haven't already succumbed to starvation, thirst or worse.



* FallenHero: Not every 'shoot-on-sight bandit' started off that way, some players start off intending to kill only in self defense or even hoping to team up with others and form a co-op group. After getting gunned down one too many times (or worse, getting killed by someone pretending to be a friendly), some just decided that the only way to survive in this game is to be equally ruthless.

to:

* EverythingIsTryingToKillYou: The Game. Zombies will kill you and hunt you down, no matter the distance. Bears and wolves try to kill you. Human players might be a bit more merciful, unless they blow your brains out the next time they spot you. And you probably won't even know what killed you, if you haven't already succumbed to starvation, thirst or worse.
* FallenHero: Not every 'shoot-on-sight bandit' started off that way, some players start off intending to kill only in self defense or even hoping to team up with others and form a co-op group. After getting gunned down one too many times (or worse, getting killed by someone pretending to be a friendly), some just decided that the only way to survive in this game is to be equally ruthless.



* ForWantOfANail: One of the most frustrating ways to die is to have a can of good food, and starve because you have no tool to open it with...
* GameMod: One that managed to singlehandedly make ''ARMA II'' extremely popular. To the point that Steam's store pages for both ''ARMA II'' and ''Operation Arrowhead'' specifically point out that [=DayZ=] requires both of them to run. This may also count as an example of an Ascended Game Mod, since the development team licensed the engine from Bohemia Interactive to publish it as a standalone product.

to:

* ForWantOfANail: One of the most frustrating ways to die is to have a can of good food, and starve or die of thirst because you have no tool to open it with...
* GameMod: One that managed to singlehandedly make ''ARMA II'' extremely popular. To
with...
** In early builds of
the point that Steam's store pages for both ''ARMA II'' and ''Operation Arrowhead'' specifically point out that [=DayZ=] requires both of them to run. This may also count standalone, as an example of an Ascended Game Mod, well as the mod, this was particularly bad since only a can opener would do the development team licensed job, but now tins can be opened with most sharp implements, even if some of the engine from Bohemia Interactive to publish it as contents will be lost if using a standalone product. tool not well designed for the job.



* {{Hammerspace}}: ''Ruthlessly'' {{averted|Trope}}, especially in the stand-alone where every square of the GridInventory can be accounted for somewhere on the PlayerCharacter's person. [[AndYourRewardIsClothes Finding good cloths]] is more than just a cosmetic thing: having more pockets on you allows you to carry more. [[SimpleYetAwesome A backpack is indispensable for this]].
* HollywoodDarkness: Averted. Nighttime is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game.
* HollywoodSilencer: Mostly averted. The silenced M9, the Bizon and the [=MP5SD=] are extremely quiet, but the [=M4A1 CCO SD=] can still easily give away your position; all of them however ''do'' follow the trope in that zombies do NOT "hear" suppressed weapon shots at all, in the mod. In the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from.

to:

* {{Hammerspace}}: ''Ruthlessly'' {{averted|Trope}}, especially in the stand-alone where every square of the GridInventory can be accounted for somewhere on the PlayerCharacter's person. [[AndYourRewardIsClothes Finding good cloths]] clothes]] is more than just a cosmetic thing: having more pockets on you allows you to carry more. [[SimpleYetAwesome A backpack is indispensable for this]].
* HollywoodDarkness: Averted. Nighttime Night time is extremely difficult to navigate, requiring the use of flares, glowsticks, flashlights, or night vision to see where you're going. The first three give away your position to zombies and other players alike, so night vision goggles are some of the most sought after items in the game.
game. Natural night vision does however have more colour than during the mod days where vision was essentially grey-scale.
* HollywoodSilencer: Mostly averted. The silenced M9, the Bizon and the [=MP5SD=] are extremely quiet, but the [=M4A1 CCO SD=] can still easily give away your position; all of them however ''do'' follow the trope Averted, in that zombies do NOT "hear" suppressed weapon shots at all, in the mod. In the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from.from. They are still beneficial however, since unsuppressed weapons can be heard an extremely long distance, and attract infected from a great distance.



* HyperactiveMetabolism: Largely averted. The measure of "[[HitPoints health]]", if you can call it that, is how much blood is in the player's body. To the extend that this is played straight, eating food does restore a small amount of blood, but not enough to use it as a quick healing method, and food is rare enough that a player will not want to chomp it down unless they are also hungry. This practically insures that healing is done slowly over time.
** However, this is played much straighter with cooked meat taken from animals one might come across and slaughter. The large source of fresh protein is much better for restoring lost blood, regaining back four times as much as canned food. A player with low blood and the equipment to do so (a weapon to make the kill, a hunting knife, wood and/or hatchet, and a matchbox) may find themselves gorging after finding a large animal and regaining a substantial blood in a short amount of time by doing so.
** And then averted completely in the Standalone version. Food doesn't heal you directly at all, either via health or blood levels. Instead, being well-fed allows your body's natural healing process to slowly regenerate blood and heal wounds. Food merely serves to fuel your body's natural repair process, rather than directly increasing your blood or health.



* ImprovisedWeapon: There are a few melee weapons in the game that are not, strictly speaking, weapons, like a fire extinguisher. Some examples with tropes of their own:
** AnAxeToGrind: Both a log-splitting axe and a more powerful fire axe are available, and some of the better melee weapons.
** BatterUp: Wooden baseball bats are uncommon (though still more common than would be expected for a former Soviet-bloc country) and are useful in a pinch, but not especially powerful compared to other weapons.
** DropTheHammer: A mason's hammer is handy for cracking zombie skulls.
** WrenchWhack: A smaller spanner is better than nothing, and a larger pipe wrench is substantially better than your own fists.



* InterfaceScrew: Happens at lower blood levels.
* ItIsPronouncedTroPAY: According to WordOfGod, the game's name is properly pronounced "Day-Zee".

to:

* InterfaceScrew: Happens at lower blood levels.
levels as the game becomes more greyscale. If you're on the verge of passing out, the screen gets darker around the edges, taking up almost the entire screen with a 'tunnel' effect. If you pass out the screen is blacked out.
* ImprovisedWeapon: There are a few melee weapons in the game that are not, strictly speaking, weapons. While essentially any item can be used as a weapon, these mostly do the same damage as a regular punch. Some examples with tropes of their own:
** AnAxeToGrind: The hatchet can be used to harvest firewood, cut items, and open tins, but can also be equipped as a primary weapon. Considering how easy it is to find in common areas like barns, and that it is completely silent, kills in one or two hits, and has virtually unlimited uses, it can be a freshly-spawned character's best friend. A log-splitting axe and a more powerful fire axe are also available, and some of the better melee weapons.
** BatterUp: Wooden baseball bats are uncommon (though still more common than would be expected for a former Soviet-bloc country) and are useful in a pinch, but not especially powerful compared to other weapons.
** CrowbarCombatant: Not the best weapon, but better than fists.
** DropTheHammer: A mason's hammer is handy for cracking zombie skulls.
** PowerfulPick: One of the most damaging melee weapons in the game.
** SavageSpikedWeapons: Baseball bats can be upgraded by adding nails to them, increasing the lethality.
** ShovelStrike: Shovels are fairly effective at knocking other players out, especially if you hit the player in the head.
** WrenchWhack: A smaller spanner is better than nothing, and a larger pipe wrench is substantially better than your own fists
* ItIsPronouncedTroPAY: According to WordOfGod, the game's name is properly pronounced "Day-Zee".



* MoreDakka: The light machine guns. Recoil is high however, so too much dakka will result in not being able to hit anything; this is right out of vanilla ''ARMA 2'' though.
* {{Nerf}}: [[DiscOneNuke Early-availability handguns.]] Players used to spawn on the beach with pistols that could kill other players in 5 or 6 hits and zombies in two. Then ''[=DayZ=]'' took their pistols away. Still, if they found a handgun while looting it would take only 1 (if you have a revolver) to 2 (if you have a Makarov) shots to kill a zombie. So, after further nerfs, it now takes an entire mag of Makarov bullets to kill a zombie (short of a headshot) and two full magazine to kill another player.
* NoBikesInTheApocalypse: A DoubleSubversion. Bicycles do exist and are a more efficient way to move around than being on foot, but players tend to rarely use them because, thanks to the ''ARMA'' engine, it's near impossible to dismount and return fire against anyone attacking you before they kill you.



* [[ObviousBeta Obvious Alpha]]: To be expected. The mod is still in Alpha and still immensely popular.
** Its original incarnation was a "proof of concept" of the persistence aspect which was tried out by an ARMA 2 player community to test server implementation and capacity, only for word-of-mouth and hype to spread before he'd implemented much of anything else about the mod.
* OneBulletClips: Averted in the mod and ''heavily'' averted in Standalone.
** In the mod, all ammunition is in magazines, and reloading in the middle of a magazine will simply move the half-full magazine into your inventory. Do this often, and you'll end up with an inventory full of half-used magazines.
** In Standalone, ammunition and magazines are found separately, magazines have to be manually loaded with ammunition, and if you don't have magazines and aren't using a gun with an internal magazine, you'll have to manually chamber each round before you fire by going into the inventory and actually dragging the ammo to the gun.

to:

* [[ObviousBeta Obvious Alpha]]: To be expected. The mod is still in Alpha and still immensely popular.
** Its original incarnation was a "proof of concept" of the persistence aspect which was tried out by an ARMA 2 player community to test server implementation and capacity, only for word-of-mouth and hype to spread before he'd implemented much of anything else about the mod.
* OneBulletClips: Averted in the mod and ''heavily'' averted in Standalone.
** In the mod, all ammunition is in magazines, and reloading in the middle of a magazine will simply move the half-full magazine into your inventory. Do this often, and you'll end up with an inventory full of half-used magazines.
** In Standalone, ammunition
Ammunition and magazines are found separately, magazines have to be manually loaded with ammunition, and if you don't have magazines and aren't using a gun with an internal magazine, you'll have to manually chamber each round before you fire by going into the inventory and actually dragging the ammo to the gun.



* ReducedToRatburgers: Well, not ''rats'', but rotten fruit is relatively frequent, satisfy only a little hunger and are likely to [[PoisonMushroom give you food poisoning]]. Only desperate players ([[EarlyGameHell typically freshly spawned ones]]) will engage in this, but the alternative is often death.[[note]](Seriously, it is not worth eating the rotten stuff, its food value is extremely low and its chance of inflicting sickness is comparatively high.)[[/note]]
* SavageWolves: If you stick to the wilderness, you're much less likely to encounter infected or enemy players, but you will likely have to fight off wolf packs instead. Not only do they attack in packs and are often difficult to hit due to fast movement, but they're most often encountered in forest terrain instead of open areas where you can get clear shots. God help you if you encounter a pack at night with no means of seeing.
* PowerFist: Brass knuckles can be equiped to increase the damage of punches.



** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious.

to:

** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious.unconscious from further damage, or passing out from too much exhertion.



** Eating too much will make you throw up, losing valuable water and nutrients.
** Wearing inappropriate clothing for the elements puts you at risk of hypothermia or hyperthermia. In winter, you ideally want thick clothing and to keep it dry, and even then being out in the open or at night you'll still slowly start to freeze. In summer you need to wear light clothing or keep cool by drenching clothing in water.
** When players engage in firefights, even if victorious, there's a half decent chance that the survivor will succumb to their wounds. It is far from uncommon to come across the corpses of multiple players as the winners then die from their injuries.

to:

** Eating too much at once will make you throw up, losing valuable water and nutrients.
** Wearing inappropriate clothing for the elements puts you at risk of hypothermia or hyperthermia. In winter, you ideally want thick clothing and to keep it dry, and even then being out in the open or at night you'll still slowly start to freeze.freeze if you don't take shelter, start a fire, or carry warm objects. In summer you need to wear light clothing or keep cool by drenching clothing in water.
** When players engage in firefights, even if victorious, there's a half decent chance that the survivor will succumb to their wounds. It is far from uncommon to come across the corpses of multiple players as the winners then subsequently die from their injuries.



* ReducedToRatburgers: Well, not ''rats'', but rotten fruit is relatively frequent, satisfy only a little hunger and are likely to [[PoisonMushroom give you food poisoning]]. Only desperate players ([[EarlyGameHell typically freshly spawned ones]]) will engage in this, but the alternative is often death.[[note]](Seriously, it is not worth eating the rotten stuff, its food value is extremely low and its chance of inflicting sickness is comparatively high.)[[/note]]
* SavageWolves: If you stick to the wilderness, you're much less likely to encounter infected or enemy players, but you will likely have to fight off wolf packs instead. Not only do they attack in packs and are often difficult to hit due to fast movement, but they're most often encountered in forest terrain instead of open areas where you can get clear shots. God help you if you encounter a pack at night with no means of seeing.

to:

* ReducedToRatburgers: Well, ** Shots to vital areas such as the brain or heart, if not ''rats'', but rotten fruit is relatively frequent, satisfy only stopped by any protective clothing or items like a little hunger bulletproof vest, are instant kills.
** Items can carry diseases
and are likely require disinfecting to [[PoisonMushroom give you food poisoning]]. Only desperate players ([[EarlyGameHell typically freshly spawned ones]]) will engage in this, but the alternative is often death.[[note]](Seriously, it is not worth eating the rotten stuff, its food value is extremely low and its chance of inflicting sickness is comparatively high.)[[/note]]
* SavageWolves: If you stick to the wilderness, you're much less likely to encounter infected or enemy players, but you will likely have to fight off wolf packs instead. Not only do they attack in packs and are often difficult to hit due to fast movement, but
be sure they're not contaminated.
** Unlike
most often encountered in forest terrain instead of open areas where video games, there are no health kits to regenerate hitpoints, the only way is to naturally heal over time, with this process being quicker the better health you can get clear shots. God help are in.
** If
you don't wear gloves, your hands become contaminated when skinning bodies, risking infection if you encounter a pack at night don't wash them. Wearing gloves also protects your hands from damage; if you try sliding down ladders or breaking sticks off bushes with no means of seeing.bare hands, you will very quickly get cuts.
** While most games try to balance weapons for gameplay purposes, just like in real life, military grade weapons have much more firepower than a simple pistol or hunting rifle. On a similar note, even the most basic firearm gives players a massive advantage over an opponent with a melee weapon.



* SelfSurgery: If you lack a means to bandage a wound, you can sew it shut with a sewing kit in a pinch.



* [[WizardNeedsFoodBadly Survivor Needs Food Badly]]: Emphasizing the CentralTheme of survival, players must find food and water, lest they die of hunger or thirst. Some of these values go down faster than others, and the rate at which they decrease can shift depending on how active the player is being. Running around everywhere will dehydrate the player faster than walking at a modest pace, for example. There used to be a series of gauges in the corner of the screen that would change color to indicate how desperately the survivor needs these, [[CriticalAnnoyance blinking red]] when really low. Since going standalone, the gauges have disappeared completely.



* ViolationOfCommonSense: Despite the mod's efforts at being as "realistic" as possible, morphine somehow fixes broken legs as good as new.
** Word of God actually says the mod is aimed at being "Authentic" ''rather than'' realistic. However, crude splints were eventually added, crafted by the player out of cloth rags and wooden sticks.
** Also qualifies as RuleOfFun, since realism would require a splint/cast and hobbling around on crutches while your broken leg took several weeks or months to heal fully.



* WithThisHerring: Recent updates spawn new characters with no weapon and minimal supplies.
* ZergRush: Can and will happen if you get too trigger happy with zombies nearby.
** Especially prevalent during the 1.7.1.4 Patch, known as the "Nightmare Patch", which saw an temporary heavy buff to zombies' detecting abilities. If you fired any kind of gun near a major city or even a small town, you had to get out of there fast.
** Firearms are more or less audible depending on the calibre. The .303 bolt-action Lee-Enfield - the most common full-power rifle in the game - is often referred to as the "[[FanNickname dinner bell]]" because of its tendency to attract zombies from far and wide.

to:

* WithThisHerring: Recent updates spawn new New characters spawn with no weapon and minimal supplies.
supplies.
* [[WizardNeedsFoodBadly Survivor Needs Food Badly]]: Emphasizing the CentralTheme of survival, players must find food and water, lest they die of hunger or thirst. Some of these values go down faster than others, and the rate at which they decrease can shift depending on how active the player is being. Running around everywhere will dehydrate the player faster than walking at a modest pace, for example.
* ZergRush: Can and will happen if you get too trigger happy with zombies nearby.
** Especially prevalent during the 1.7.1.4 Patch, known as the "Nightmare Patch", which saw an temporary heavy buff to zombies' detecting abilities. If you fired any kind of gun near a major city or even a small town, you had to get out of there fast.
** Firearms are more or less audible depending on the calibre. The .303 bolt-action Lee-Enfield - the most common full-power rifle
nearby. Wolves also hunt in the game - is often referred to as the "[[FanNickname dinner bell]]" because of its tendency to attract zombies from far and wide.packs.


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!! '''''Tropes applying specifically to the mod:'''''

* CallAHitPointASmeerp: Your health is measured in "Blood." Averted in the stand alone release however, where blood is still in, but now exists alongside "health." Running out of either will kill you, though.
* CommonplaceRare: You can find a lot of Coke and Pepsi but Mountain Dew, ''forget about it''. Somewhat justified by the {{Ruritania}} setting: Mountain Dew is apparently much harder to find in Europe than in the US while Coke and Pepsi are common.
* GameMod: One that managed to singlehandedly make ''ARMA II'' extremely popular. To the point that Steam's store pages for both ''ARMA II'' and ''Operation Arrowhead'' specifically point out that [=DayZ=] requires both of them to run. This may also count as an example of an Ascended Game Mod, since the development team licensed the engine from Bohemia Interactive to publish it as a standalone product.
* ImpossibleItemDrop: Due to the random loot spawns, it's possible, albeit rare, to find military weapons such as a .50 cal rifle lying in someone's shed.
* HollywoodSilencer: The silenced M9, the Bizon and the [=MP5SD=] are extremely quiet, but the [=M4A1 CCO SD=] can still easily give away your position; all of them however ''do'' follow the trope in that zombies do NOT "hear" suppressed weapon shots at all, in the mod.
* HyperactiveMetabolism: Largely averted. The measure of "[[HitPoints health]]", if you can call it that, is how much blood is in the player's body. To the extend that this is played straight, eating food does restore a small amount of blood, but not enough to use it as a quick healing method, and food is rare enough that a player will not want to chomp it down unless they are also hungry. This practically insures that healing is done slowly over time.
** However, this is played much straighter with cooked meat taken from animals one might come across and slaughter. The large source of fresh protein is much better for restoring lost blood, regaining back four times as much as canned food. A player with low blood and the equipment to do so (a weapon to make the kill, a hunting knife, wood and/or hatchet, and a matchbox) may find themselves gorging after finding a large animal and regaining a substantial blood in a short amount of time by doing so.
* MoreDakka: The light machine guns. Recoil is high however, so too much dakka will result in not being able to hit anything; this is right out of vanilla ''ARMA 2'' though.
* {{Nerf}}: [[DiscOneNuke Early-availability handguns.]] Players used to spawn on the beach with pistols that could kill other players in 5 or 6 hits and zombies in two. Then ''[=DayZ=]'' took their pistols away. Still, if they found a handgun while looting it would take only 1 (if you have a revolver) to 2 (if you have a Makarov) shots to kill a zombie. So, after further nerfs, it now takes an entire mag of Makarov bullets to kill a zombie (short of a headshot) and two full magazine to kill another player.
* NoBikesInTheApocalypse: A DoubleSubversion. Bicycles do exist and are a more efficient way to move around than being on foot, but players tend to rarely use them because, thanks to the ''ARMA'' engine, it's near impossible to dismount and return fire against anyone attacking you before they kill you.
* [[ObviousBeta Obvious Alpha]]: To be expected. The mod is still in Alpha and still immensely popular.
** Its original incarnation was a "proof of concept" of the persistence aspect which was tried out by an ARMA 2 player community to test server implementation and capacity, only for word-of-mouth and hype to spread before he'd implemented much of anything else about the mod.
* ViolationOfCommonSense: Despite the mod's efforts at being as "realistic" as possible, morphine somehow fixes broken legs as good as new.
** Also qualifies as RuleOfFun, since realism would require a splint/cast and hobbling around on crutches while your broken leg took several weeks or months to heal fully.


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* * DrivenToSuicide: In addition to 'unofficial' methods like deliberately leaping from a height, drowning yourself, wandering into a pack of infected, or blowing yourself up with a grenade, there's also an 'official' way of doing this providing you have a firearm or some sort of sharp implement. Shooting yourself in the head isn't too bad, stabbing yourself in the throat with a knife or a spear is a bit brutal. The worst method involves getting a tool such as a pickaxe or hatchet and slicing your arm open lengthwise with a tearing noise that is not for those with a faint heart or weak stomach.

to:

* * DrivenToSuicide: In addition to 'unofficial' methods like deliberately leaping from a height, drowning yourself, wandering into a pack of infected, or blowing yourself up with a grenade, there's also an 'official' way of doing this providing you have a firearm or some sort of sharp implement. Shooting yourself in the head isn't too bad, stabbing yourself in the throat with a knife or a spear is a bit brutal. The worst method involves getting a tool such as a pickaxe or hatchet and slicing your arm open lengthwise with a tearing noise that is not for those with a faint heart or weak stomach.



* HollywoodSilencer: Mostly averted. The silenced M9, the Bizon and the [=MP5SD=] are extremely quiet, but the [=M4A1 CCO SD=] can still easily give away your position; all of them however ''do'' follow the trope in that zombies do NOT "hear" suppressed weapon shots at all.

to:

* HollywoodSilencer: Mostly averted. The silenced M9, the Bizon and the [=MP5SD=] are extremely quiet, but the [=M4A1 CCO SD=] can still easily give away your position; all of them however ''do'' follow the trope in that zombies do NOT "hear" suppressed weapon shots at all.all, in the mod. In the standalone game suppressed shots are still easily audible and will attract attention from players and infected alike, suppressors merely reducing the range your shots can be heard from.


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** When players engage in firefights, even if victorious, there's a half decent chance that the survivor will succumb to their wounds. It is far from uncommon to come across the corpses of multiple players as the winners then die from their injuries.
** Firearms are extremely loud, and even when suppressed all this does is make them less noisy.
** Equipment in a damaged state has reduced functionality. Damaged clothing offers less protection from damage and the elements, damaged weapons are likely to jam.
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* * DrivenToSuicide: In addition to 'unofficial' methods like deliberately leaping from a height, drowning yourself, wandering into a pack of infected, or blowing yourself up with a grenade, there's also an 'official' way of doing this providing you have a firearm or some sort of sharp implement. Shooting yourself in the head isn't too bad, stabbing yourself in the throat with a knife or a spear is a bit brutal. The worst method involves getting a tool such as a pickaxe or hatchet and slicing your arm open lengthwise with a tearing noise that is not for those with a faint heart or weak stomach.


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* ImAHumanitarian: After killing other players you can skin and eat them if you so wish, though this comes with the risk of contracting an incurable brain prion disease.

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* BearsAreBadNews: Bears are very tough, taking multiple rounds even with high calibre weapons.



* RealityEnsues: You will die very unexpectedly, often just to random snipers desperate to get a can of beans off your corpse. The zombies themselves are often much less of a problem then actual people with guns.

to:

* RealityEnsues: As expected from a survival simulation, all over the place.
**
You will die very unexpectedly, often just to random snipers desperate to get a can of beans off your corpse. The zombies themselves are often much less of a problem then actual people with guns.guns.
** If you're in poor health (weak from blood loss, dehydrated, malnourished, etc.) you're much more susceptible to diseases.
** In addition to health damage, losing too much blood kills you outright. Losing blood also gradually greys out your vision due to loss of blood pressure, and makes you much more likely to be knocked unconscious.
** Trying to walk with broken legs results in so much pain that you're almost certainly doing to pass out, unless you have pain killers.
** Eating rotten or raw food is almost certainly going to result in food poisoning at best.
** Eating too much will make you throw up, losing valuable water and nutrients.
** Wearing inappropriate clothing for the elements puts you at risk of hypothermia or hyperthermia. In winter, you ideally want thick clothing and to keep it dry, and even then being out in the open or at night you'll still slowly start to freeze. In summer you need to wear light clothing or keep cool by drenching clothing in water.


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* SavageWolves: If you stick to the wilderness, you're much less likely to encounter infected or enemy players, but you will likely have to fight off wolf packs instead. Not only do they attack in packs and are often difficult to hit due to fast movement, but they're most often encountered in forest terrain instead of open areas where you can get clear shots. God help you if you encounter a pack at night with no means of seeing.


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** A compass is one of the most useful items in the game. Not only does it make it much easier to keep on the correct course, but you can also use it to determine how much daylight is left by the direction of the sun.
** A container that you can fill with water, such as a plastic bottle, canteen, or cooking pot. Since you can endlessly refill them from a water source (preferably purifying first), you can use it to become well hydrated. Dehydration being one of the biggest problems for new characters.
** Any variant of knife, which has many uses. From cutting up clothing to use as bandages, chopping trees for firewood, and skinning animals and fish for food.
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* ArtificialBrilliance: Zombies don't just run straight at you, instead zig-zagging in an unpredictable pattern making it very difficult to get a headshot.
* ArtificialStupidity: Zombie pathing still has some issues. Zombies will occasionally get stuck on the smallest of obstacles.

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* ArtificialBrilliance: Zombies don't just run straight at you, instead zig-zagging in an unpredictable pattern making it very difficult to get a headshot.
*
headshot. Despite that:
**
ArtificialStupidity: Zombie pathing still has some issues. Zombies will occasionally get stuck on the smallest of obstacles.



** Taken up to 11 in the standalone, where even something as simple as fincing rocks can be difficult.

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** Taken up to 11 in the standalone, where even something as simple as fincing finding rocks can be difficult.
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** Taken up to 11 in the standalone, where even something as simple as fincing rocks can be difficult.
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* OurZombiesAreDifferent: Generally Type F.

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* OurZombiesAreDifferent: Generally Type F.FleshEatingZombie.
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Internet Backdraft is now Flame Bait and being dewicked per TRS.


'''Note:''' [[InternetBackdraft For your own sake]], do not confuse ''[=DayZ=]'' with its {{Mockbuster}}, ''The War Z'' (later renamed ''Infestation: Survivor Stories'').

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'''Note:''' [[InternetBackdraft For your own sake]], sake, do not confuse ''[=DayZ=]'' with its {{Mockbuster}}, ''The War Z'' (later renamed ''Infestation: Survivor Stories'').
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On December 13th, 2018 the standalone came out of Steam Early Access and was released as a full game. You can get it [[https://store.steampowered.com/app/221100/DayZ/ here]]
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Rouge Angles Of Satin plus grammar abuse


** Also be careful of looting bodies, which either could of been a poor soul a sniper just shot and may still be looking around the corpse.

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** Also be careful of looting bodies, which either could of have been a poor soul a sniper just shot and by a sniper who may still be looking around the corpse.there.

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