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Dude3000

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Posts posted by Dude3000


  1. Well, I would like to emphasize that the NPC's would be more like assets which are part of the mentioned camps, rather than real characters a player would really interact with *too* much. Think of the NPC as an interaction interface for the bases functions (quest giving, trading, etc.). The crowd inside the base would be players using the base to communicate, trade and organize parties to go out and take actions without *constant* fear of getting punked before even getting a chance to communicate. However, as soon as the player group leaves the base, betrayal and murder becomes a reality again. This would make for paranoia, betrayal and complex "your stories" on a much more sophisticated level without really blocking anyones fun. Remember, only two bases on 225 square kilometers. Whats there to loose? That leaves 224 square kilometers for all the PvP carnage so many have come to love. But honestly, a question for all the bandits, wouldn't it be more fun roughing up *groups* of noobs who are trying to accomplish some mission. Perhaps capturing one and forcing him to rat out and tell you what other groups from inside the base are planing and where they're headed. I think it could be cool as hell:

    Bandit#1: If you want to live, we want information!

    Survivor: Please don't kill me, I don't want to start over at the beach...

    Bandit#2: Then tell us where we find more of your kind!

    Bandit#3: Where are the other groups headed?

    Survivor: What other groups?

    Bandit#2: *Points Shotgun at Survivor*

    Survivor: Alright, a few guys asked me if I wanted to come along to Stary, they headed out about 30 Minutes ago...

    Bandit#1: Coward! Get out of here before I change my mind!

    Survivor: Oh my god... *runs fast*

    Whats not to like? B)

    Zetal:"All the problems in the game right now derive from the fact that players don't care about whether they live or die as much as they would in real life."

    I have to disagree partially. I think the problems come from players not caring at all whether the other guy dies or not. Partners in DayZ are of no value, unless they are your RL/forum/clan friends.


  2. @Lights out

    Thanks for your input.

    I really hope that it will work the way you suggest, however, the reality of the mod is that it is hard to run into somebody without getting shot at. Let alone build bases together. As of now, if basebuilding was put into the picture, they would likely become teamspeak-gang fortresses rather than hubs for survivors or bandits, which is alright. I just think it would add to the game if few such hubs were available to players independent of how far teamwork on any given server develops. If anything these camps would go a long way at encouraging teamwork.

    As far as realism is concerned, there will always be an establishment which you practically can not fight. Overpowered guards are, in actuality, very realistic. Picture a wall guarded by a bunch of Brownig Heavy Machine Guns that engage reliably up to 1000 meters. And if thats not good enough, lets just say that if the base was meant to not be taken, it could be designed to not be taken. Whatever that would encompass. Its a game after all...

    Alright let me give a thought on each of your particular thoughts:

    "It's way too hard to accurately replicate an actual human's decisions/reactions in code. Just too many variables."

    Agree, but not necessary. That part is still done by other players.

    "Increasing stuff for servers to handle. More human NPC's means less zombie NPCs, I would much rather see the max amount of NPCs a server can handle be nothing but zombies, the more the merrier."

    Surely we can have 5 to 10 NPC's per base on two bases total. I mean c'mon, were already using several hundreds of infected here.

    "Engaging with characters that you know are A.I. breaks immersion."

    I guess that is the key difference in our way of thinking. To me it just doesn't break immersion that much. I would prefer the added gameplay value. Here is where we'll have to agree to disagree I reckon.


  3. @indominator;James Ashwood

    In general, I will say that you guys might have somewhat of a lack of imagination coupled with some slight "opinion-fascism". Before you bash a thought, read all of it (looking at you Ashwood), think about it and then bash if you like. It just saddens me that this game is in Alpha and part of its fanbase is already so locked into details that anything thats different or might challenge established concepts gets flamed as a fail.

    As for part A of my post: I don't believe you even attempted to understand the underlying thought. My idea is valid and it could work. *Must* it be in the game - no! But tell me why it couldnt apart from personal aversion. You guys just don't like it, so its a fail to you. You read certain words such as NPC and go: "Aw crap, its a fail, close thread, flog OP!".

    I challenge you to back up your flaming with reason. I am asking no one to agree that it should be in the Standalone, but if you gonna say its crap then back it up please.

    @the rest of you guys

    I understand your worries about this thought and, looking at what the game is about, I understand its a bit out there. But consider the following points:

    - Core gameplay would still happen outside of NPC reach. In the real world there would be people who do things no player would, cause its boring (such as tend a shop or pull guard detail 24/7). That is why NPC's, if put in the game sensibly, could actually add to the immersion. Think 100 Rads bar.

    - (NPC-)bases would not be taken over, because the game would not allow that. Guards would be so overpowered that it would be impossible to take the over.

    - These bases could not be lootet, as no loot spawns there. You can only buy stuff directly from the vendor.

    - Air raids on camps. Hmm... alright, here it goes. I think the sky should be a no-fly zone, after all its quarantine. The only aircraft seen would be NPC (I know you guys hate the word, sorry) Jetfighters shooting down any aircraft violating the no-fly-zone.

    - And remember, only two NPC bases on the map. Its still your own story, just more fleshed out. It can only add to the experience.

    But hey, how about this. Lets picture this hypothetically. To get away from the angst surrounding Standalone development and the direction it might go... What would you guys think about it if it was a thought for a mod for DayZ standalone?


  4. Hi guys, I have been lurking the forum since I started playing DayZ a few months ago. Today I had some downtime riding on the railroad and started thinking about a few things that could improve DayZ in my opinion. I came up with a concept which I would like to share here on the forum.

    First of all I would like to say that I like many of the ideas posted here in this section. In particular these folowing sugestions:

    http://dayzmod.com/f...-a-living-hell/

    http://dayzmod.com/f...-an-arma-2-mod/

    I personally see a bit of a problem in the game giving little incentive to deal with people in any other way than putting bullets into them. But that topic has been done to death. I realize there are differing opinions. But those who feel that there is *too much* PvP going on at the moment might want to continue reading. If you feel DayZ should be more about straight forward Deathmatch, this topic might not be for you.

    So here go my thoughts:

    A) Introduce Bases populated with NPC's. Excessive PvP is likely the cause of low return for choosing the peacefull path. Giving incentives for cooperative play, where each individual must gauge the lure of quick return (killing and stealing) against the payoff of long-term benefits for risking trust (good guy path) is the way DayZ should go. In the real world, incentives for behaving in a social manner are usually given by ones community. I think this would make it a more fun and interesting game overall while still giving players who want to be bandits the opportunity to do that without losing the fun of playing the game that way. There could be two constant, NPC operated Bases on the map:

    A.1) The Survivor Base

    - Location: Deep in the northern woods. Reaching it would be a challenge and could become part of mid-game gameplay objectives.

    - Security: NPC guards, well armed, shoot bandits and murderers (if you have killed a non-bandit on that playthrough you are a murderer, regardless of humanity-alignment) on sight. Cannot equip/fire weapon while inside.

    - Function: Store/shop (food, basic equipment, introduce currency?, buys a little cheaper than it sells), basic medical services (only refill blood to where player character can function/does not randomly fall unconcious) players can give voluntary aid in this location to gain humanity, direct player-player trade via special interface (or indirect through store) in safe surroundings, hero-characters get slightly better services, NPC's as quest givers? (bounty for bandit headwraps perhaps)

    - Story background: The survivor base grew around the place where the remaining government drops supplies to aid the survivors inside the quarantine area. Hence the opportunity to get basic supplies and medical aid. However, even the good guys who have established themselves there first (NPC's) see that the best way to regulate who gets what is to charge for it and establish a working community and economy. Letting benefiting survivors contribute to the community by giving out missions (quests?) and trading for things that are not air-dropped.

    A.2) The Bandit Base

    - Location: The southern coastal region.

    - Security: Bandits live in the paranoid hellhole they themselves contribute to. Only NPC's are protected by Bodyguards, who will shoot anyone who draws their weapon near them.

    - Function: Store/Shop (sells only what is brought in and sold to them by non-NPC raiding parties, buys cheap and sells expensive), NPC quest givers? (loot chemicals for the drug-laboratory maybe), "Medical Services" (sells highly addictive drugs against pain and other conditions to get you hooked quick, once you bought their stuff you'll be their customer)

    - Story background: As organized crime got a hold of the region, bosses (NPC's) have figured out how to turn the apocalypse into a business by gainig power over all men of low morale fiber. Easy access drugs and the lure of quick return helped them to get a grip on parts of the region.

    B.) Now this might be a little out there and I know many of you might not like the idea, but bear with me here. Part of the fun in DayZ Standalone could be being forced to deal with strangers. Right now the servers are populated with teamspeak gangs who leave lone travelers no chance to team up with them over the games voice function or even stand a chance in a firefight. They dominate many servers and may take away from the fun and immersion, especially for newbies or people who don't have the time to be a member of such a group.

    Here's what I think could, and in my humble opinion should, be done about that. The DayZ Standalone client could randomly place players on servers at its own discretion, filling servers up one by one. Sort of like World of Tanks handles that. That way ganging up on one server would be impossible and force people to deal with whoever they meet. The Bandit/Survivor/Hero-ratio balancing could be programmed to mimic the current global average. Of course people could still play with their friends on private hives. This might make a lot of people unhappy at first, however, it might add a lot to everybodies experience in the long run.

    So these are my thoughts. Think its complete bollocks? Like it? Have something to add (or subtract)? Please feel free to discuss, but please keep it civil ;)

    Peace!

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