Player

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A player as often depicted in some official artwork.

The player, also referred to as a survivor or character, is the customizable playable character in Unturned (version 3). In order to survive, players must maintain their basic survival needs, while also fending off a hostile environment. Each individual player is considered the protagonist of the game.

Character

Characters start with a randomized look, but can be customized from the main menu. With the Permanent Gold Upgrade DLC, players may have five separate character slots. Otherwise, the player only has a single character slot that can be used. Characters have a public name that is shown to everyone on a multiplayer server, and a private name that can only be seen by a character's fellow group members. Each character can choose a skillset, which provide the benefit of keeping certain skills upon death. Under certain conditions, a player character's skillset will also determine what items the player spawns with, if any items at all.

Appearance

A character's initial appearance is randomized. Players can customize their survivor's facial expression, hairstyle, skin color, and handedness. Some of the customization options and styles are locked behind the Permanent Gold Upgrade DLC. This includes RGB sliders for hair, beard, and skin color. Without DLC, players are provided a handful of colors to choose from.

Face styles

Face styles 0-9 are available to all players. All other face styles are available to owners of the Permanent Gold Upgrade DLC.

Face styles
Column 1 Column 2 Column 3 Column 4 Column 5
Appearance preview F0.png Appearance icon F0.png Face 0 Appearance preview F1.png Appearance icon F1.png Face 1 Appearance preview F2.png Appearance icon F2.png Face 2 Appearance preview F3.png Appearance icon F3.png Face 3 Appearance preview F4.png Appearance icon F4.png Face 4
Appearance preview F5.png Appearance icon F5.png Face 5 Appearance preview F6.png Appearance icon F6.png Face 6 Appearance preview F7.png Appearance icon F7.png Face 7 Appearance preview F8.png Appearance icon F8.png Face 8 Appearance preview F9.png Appearance icon F9.png Face 9
Appearance preview F10.png Appearance icon F10.png Face 10 Appearance preview F11.png Appearance icon F11.png Face 11 Appearance preview F12.png Appearance icon F12.png Face 12 Appearance preview F13.png Appearance icon F13.png Face 13 Appearance preview F14.png Appearance icon F14.png Face 14
Appearance preview F15.png Appearance icon F15.png Face 15 Appearance preview F16.png Appearance icon F16.png Face 16 Appearance preview F17.png Appearance icon F17.png Face 17 Appearance preview F18.png Appearance icon F18.png Face 18 Appearance preview F19.png Appearance icon F19.png Face 19
Appearance preview F20.png Appearance icon F20.png Face 20 Appearance preview F21.png Appearance icon F21.png Face 21 Appearance preview F22.png Appearance icon F22.png Face 22 Appearance preview F23.png Appearance icon F23.png Face 23 Appearance preview F24.png Appearance icon F24.png Face 24
Appearance preview F25.png Appearance icon F25.png Face 25 Appearance preview F26.png Appearance icon F26.png Face 26 Appearance preview F27.png Appearance icon F27.png Face 27 Appearance preview F28.png Appearance icon F28.png Face 28 Appearance preview F29.png Appearance icon F29.png Face 29
Appearance preview F30.png Appearance icon F30.png Face 30 Appearance preview F31.png Appearance icon F31.png Face 31

Hairstyles

Hairstyles 0-4 are available to all players. All other hairstyles are available to owners of the Permanent Gold Upgrade DLC.

Hairstyles
Column 1 Column 2 Column 3 Column 4 Column 5
Appearance preview H0.png Appearance icon H0.png Hair 0 Appearance preview H1.png Appearance icon H1.png Hair 1 Appearance preview H2.png Appearance icon H2.png Hair 2 Appearance preview H3.png Appearance icon H3.png Hair 3 Appearance preview H4.png Appearance icon H4.png Hair 4
Appearance preview H5.png Appearance icon H5.png Hair 5 Appearance preview H6.png Appearance icon H6.png Hair 6 Appearance preview H7.png Appearance icon H7.png Hair 7 Appearance preview H8.png Appearance icon H8.png Hair 8 Appearance preview H9.png Appearance icon H9.png Hair 9
Appearance preview H10.png Appearance icon H10.png Hair 10 Appearance preview H11.png Appearance icon H11.png Hair 11 Appearance preview H12.png Appearance icon H12.png Hair 12 Appearance preview H13.png Appearance icon H13.png Hair 13 Appearance preview H14.png Appearance icon H14.png Hair 14
Appearance preview H15.png Appearance icon H15.png Hair 15 Appearance preview H16.png Appearance icon H16.png Hair 16 Appearance preview H17.png Appearance icon H17.png Hair 17 Appearance preview H18.png Appearance icon H18.png Hair 18 Appearance preview H19.png Appearance icon H19.png Hair 19
Appearance preview H20.png Appearance icon H20.png Hair 20 Appearance preview H21.png Appearance icon H21.png Hair 21 Appearance preview H22.png Appearance icon H22.png Hair 22

Beard styles

Beard styles 0-4 are available to all players. All other beard styles are available to owners of the Permanent Gold Upgrade DLC.

Beard styles
Column 1 Column 2 Column 3 Column 4 Column 5
Appearance preview B0.png Appearance icon B0.png Beard 0 Appearance preview B1.png Appearance icon B1.png Beard 1 Appearance preview B2.png Appearance icon B2.png Beard 2 Appearance preview B3.png Appearance icon B3.png Beard 3 Appearance preview B4.png Appearance icon B4.png Beard 4
Appearance preview B5.png Appearance icon B5.png Beard 5 Appearance preview B6.png Appearance icon B6.png Beard 6 Appearance preview B7.png Appearance icon B7.png Beard 7 Appearance preview B8.png Appearance icon B8.png Beard 8 Appearance preview B9.png Appearance icon B9.png Beard 9
Appearance preview B10.png Appearance icon B10.png Beard 10 Appearance preview B11.png Appearance icon B11.png Beard 11 Appearance preview B12.png Appearance icon B12.png Beard 12 Appearance preview B13.png Appearance icon B13.png Beard 13 Appearance preview B14.png Appearance icon B14.png Beard 14
Appearance preview B15.png Appearance icon B15.png Beard 15

Groups

Players can set a premade Steam group to be used for default in-game group affiliation while on multiplayer servers. Any other players who are in the same Steam group, have selected that Steam group to be their default affiliation, and have not left the in-game group on the multiplayer server, will automatically be considered ally groupmates. Players can also customize the color of their marker, which is seen on map menus by the player and their groupmates.

Gestures

Gestures menu.

While in-game, players can perform animated gestures. There are a total of six gestures that a player may perform. They can facepalm, wave, surrender, point, salute, and rest. The rest and surrender gestures are unique in that the gesture will persist until the player manually chooses to stop performing the gesture. During the surrender gesture, players can be arrested with Handcuffs or Cable Ties. The other gestures only last for a couple of seconds.

Players can also change their facial expression from the gesture menu. These changes are temporary, and will only last until the player returns to the main menu. Upon returning to the main menu, the player's facial expression will revert back to the chosen expression from the character customization menus.

Cosmetics

Players can obtain cosmetic items as a part of the game's integration with the shared Steam Economy ecosystem. Cosmetic items, such as cosmetic clothing and weapon skins, can be equipped from the player's cosmetics inventory available from the main menu. While in-game, players can disable the viewing of their equipped cosmetic items via toggles available from their in-game inventory.

Cosmetic clothing items will appear over the player's body when equipped, regardless of whether or not the player is wearing normal in-game clothing items under them. Although a few in-game clothing items—particularly those with bright lights such as Military Nightvision—will be shown instead of the player's equipped cosmetics. Players may also equip item and vehicle skins. Item skins are visible when held by the player, seen in inventory menus, or displayed in a display case. Vehicles can be skinned from the vehicle's context menu, as a toggle. Some cosmetic items may have a mythical effect attached to them.

Inventory

The player stores the items that they loot in their inventory. Players have a limited amount of inventory space, which is largely dependent on their worn clothing items. In single-player, survivors will spawn with a set of clothing, based on their chosen skillset. On multiplayer, players spawn without clothing by default. Although servers can create custom starting loadouts, which are assigned to players based on their skillset. Regardless, players always have access to a five-by-three (5 × 3) inventory space labelled as "Hands", a primary held item slot, and a secondary held item slot. Many items can be assigned a hot key, so that they can be quickly accessed without needing to open the inventory menu. Players are also provided a default melee weapon, in the form of their fists. Fists are useable whenever the player is not currently holding an item.

In addition to the inventory menu, players have access to an crafting tab, skills tab, and information tab. The crafting menu can be used to break down unwanted items, refill magazines with ammunition, repair items, or create entirely new gear. Players can level up their skills from the skills menu, at the cost of experience points. The information tab can be used to view the map, accepted quests, current group, selected radio frequency, and player list.

Fists

When a player is not holding anything in their hands, they default to using their fists. Fists are considered a melee weapon, although it does not have a power attack. Instead, the player can attack with either their left hand or their right hand.

Status

A player's status and wellbeing is represented by UI elements that take the form of percentage bars and effect icons. There are six status bars that the player must maintain: health, food, water, immunity, stamina, and oxygen. The behaviour of these status bars are significantly affected by upgrading Skills.

A player's six status bars.

The player's health represents their physical well-being. Health will decrease when taking damage, such as from zombies, traps, or firearms. If the food, water, immunity, or oxygen status bars reach zero, the player will begin to rapidly lose health and die. The player dies immediately when their health reaches zero. A common way to replenish health is through consumable items, such as medicine. Upgrading the Healing skill increases the effectiveness of used medical items. Players can also replenish their health by maintaining their food and water status bars. When both status bars are at 90% or greater, the player will slowly regenerate their health.

Food and water are required in order for the player to survive. They deplete over time, although the rate at which they decrease can be reduced with the Survival skill. Restoring food and water can be done with consumables. Many consumables will restore both food and water at the same time, though most non-beverage consumables will not restore any additional water if the player's food is at 100%. In addition, water depletes faster than food.

A player's immunity decreases from exposure to the virus, and other sickly interactions. Zombies, radiation, and rotten or dangerous food are the most common reasons for immunity to deplete. Additionally, once a player's immunity is below the 75% threshold, it will slowly but continuously decrease over time. Immunity is primarily restored through medicine, although some other consumables may also restore immunity. Upgrading the corresponding Immunity skill improves the player's ability to withstand sources of immunity loss.

Stamina is only used for sprinting and jumping. There is no harmful effect from fully depleting stamina, and it will replenish over time after a brief delay. Stamina consumption is also affected by the Exercise skill and Parkour skill, which improves the player's ability to sprint and jump respectively, while also reducing their rate of stamina consumption.

Oxygen is primarily used for breathing while underwater or at high altitudes, and it too will replenish on its own over time. However, when oxygen is fully depleted, the player will begin to lose health. Oxygen is also consumed when the player holds their breath to steady their scope sway, but reaching 0% oxygen from this will not harm the player. The player can breathe underwater and steady scope sway for a longer period of time by upgrading the Diving skill. Upgrading the Cardio skill increases the rate at which both stamina and oxygen will regenerate, though the initial delay will be unaffected.

Status effects

Status effects are temporary conditions that affect the player character. They are primarily bad afflictions, which debuff the player and make it harder for them to survive. These debuffs will typically influence, or be influenced by, the player's health status bar. However, some status effects are beneficial to the player.

Icon Name Effect Origin
Starvation Debuff.png Starvation Health constantly decreases. Food status bar is at zero.
Dehydration Debuff.png Dehydration Health constantly decreases. Water status bar is at zero.
Bleeding Debuff.png Bleeding Health constantly decreases. Lose twenty-five health or greater in a single hit.
Broken Debuff.png Broken Bones Cannot sprint or jump. Fall at a velocity of 22 m/s or greater.
Safezone Buff.png Safezone Cannot use some types of items, such as weapons. Protected from most types of damage. Within vicinity of a safezone.
Deadzone Debuff.png Deadzone Immunity constantly decreases. If immunity is at zero, health regularly decreases in increments of ten. Within vicinity of a deadzone.
Asphyxiation Debuff.png Asphyxiation Oxygen is regularly decreasing. In a non-breathable area, such as when underwater.
Suffocation Debuff.png Suffocation Health regularly decreases in increments of ten. Oxygen status bar is at zero.
Freezing Debuff.png Freezing Health regularly decreases in increments of four. This damage is reduced by one when wearing a hat, shirt or vest, or pants are worn – to a minimum damage of one. Have the cold debuff for too long.
Cold Debuff.png Cold Progress towards the freezing debuff. Exposed to a blizzard.
Sheltered Buff.png Sheltered Not affected by ongoing weather status effects. Not exposed to ongoing weather.
Warm Buff.png Warm Current area temperature is overridden. Warmth value is greater than zero.
Burning Debuff.png Burning Health regularly decreases in increments of ten. Stand too close to a fire.
Acid Debuff.png Acid Health regularly decreases in increments of ten. Stand too close to an acid pool.
Full Moon Debuff.png Full Moon Zombies are hyper, causing them to spawn more frequently and to detect players more easily. It is currently a full moon.

The bleeding and broken bones debuffs are both affected by the Strength skill, which reduces the amount of damage taken from bleeding and falling, as well as allowing the player to fall a greater distance without breaking their legs. Difficulty settings also change the behaviour of these debuffs. On Easy difficulty, both debuffs are disabled entirely. On Normal difficulty, bleeding and broken bones are enabled, but will automatically be healed after a period of time (this delay is also improved with the Strength skill). On Hard difficulty, they will never automatically heal, requiring more urgent attention from the player.

The cold and freezing debuffs are both associated with blizzards on maps such as the Yukon. The cold debuff has no inherently harmful effects, and primarily serves as a warning for the impending freezing debuff. By wearing clothing or upgrading the Warmblooded skill, the cold debuff can be prolonged. Players can wear hats, shirts or vests, and pants to reduce damage from the freezing debuff. Each article of clothing will reduce damage by one point, down to one damage increments. With any valid article of clothing equipped, the player will no longer flinch when taking damage from the freezing debuff.

The sheltered and warm status effects are both beneficial. The sheltered buff occurs during a blizzard when the player stands underneath shelter, such as inside buildings, vehicles, and player-built structures. The warm buff occurs when the player stands near an active Campfire or a powered Oven. Both buffs prevent the player from freezing during a snowstorm. Additionally, the heat from a Campfire or Oven is required for certain crafting recipes, such as cooking food or producing glass.

The effect of a deadzone can be temporarily negated by wearing a radiation-filtering mask, such as a Gasmask or Biohazard Hood. These require a Filter to be attached and regularly replaced in order to provide protection.

The effect of the burning debuff can be negated entirely by wearing a set of fireproof clothing, such as both the Firefighter Top and Firefighter Bottom.

Related achievements

Achievement icon Murderer.jpg
  • Murderer
  • Kill 10 players.
Achievement icon Psychopath.jpg
  • Psychopath
  • Kill 100 players.

Update history

October 11, 2014 patch

  • Added better client-side view interpolation to fix jittery movement.
  • Fixed inventory state updating, such as reload not applying in single-player.
  • Fixed removing items from the inventory.
  • Fixed a likely cause of slow motion bug.

September 29, 2014 patch

  • Added start of gesture system with inventory and pickup animations.
  • Fixed stamina to only go down when moving and sprinting.

September 27, 2014 patch

  • Increased maximum player fall speed.