

The risk / reward ratio is fitting I think Zombies should be susceptible to bone breaks and relevant bodily trauma Simple, if they get should in the leg, make them limp. Should be able to be eaten raw Knife Melee attack Must be directly behind a person to be able to initiate and must obviously have a knife 'in hand' to activate.

Implement fish into ponds Simple, you're in a pond, so you can catch a fish, and be able to fillet it with a hunting knife.

I think this would give players a real incentive to go to other places but at the same time does not remove the risk involved as they'd be quite exposed. I'm not sure what they're called but you know the one cart trams that are powered by 2 guys moving a 'sea-saw' like thing up and down? If the tram or train is not man powered, players should be able to collect parts and perhaps even have some basic knowledge of circuitry to be able to restore power to the trains and trams. A man powered (or perhaps some other kind of powered) tram or train. Such a thing I suppose would be immensely difficult to develop, but it would also be extremely difficult for players to accomplish also. So I would suggest this: Give the players the capacity to restore power or electricity to buildings and appliances This might come in the form of collecting certain parts to restore a power generator, relevant parts to repair a heater, you could even make it a more ambitious project to be able to restore electricity and flowing water to whole cities. So, coming to my suggestion now, I find that they way to overcome this, is to give players and incentive to journey through the map or at least have some other purpose than gear and PvP. : If Jedit Ojanen of Efrava attacks or blocks and a token is created, it will be too late for that token to be declared as an attacker (if it somehow gets haste) or a blocker during that combat phase. Forestwalk (This creature cant be blocked as long as defending player controls a Forest. As I'm sure that the developers are aware of this and take it into consideration when developing the standalone, if the basic 'premise' of the game remains somewhat unchanged, I find that there will be little improvement with regards to purpose, and just an increase in difficulty of survival. Whenever Jedit Ojanen of Efrava attacks or blocks, create a 2/2 green Cat Warrior creature token with forestwalk. There doesn't seem to be much incentive (right now anyway) to leave Cherno or Elektro, gear up and PvP. I think that besides the main protagonist of DayZ being the environment and the zombies, I find that myself and others included find themselves wanting for some other kind of 'purpose'.
