iknowi
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Neutral safe zones that physically prevent combat
iknowi replied to alleycat's topic in General Discussion
Absolutely not. You will forever be in danger, you should never be able to relax in this game. Every interaction with any player ever will have an element of risk. -
Creating End-game whilst staying sandbox (pve)
iknowi replied to iknowi's topic in General Discussion
Imo this is not good, I think it is better to have the typical-DayZ universe and THEN a non-typical-Dayz universe (the forest). The non-typical dayz universe will attract a different demographic, people who are interested in adventrue and are less likely to troll-kill you, they'd want to team up with you since you'd probably have similar ojectives. Each of the two universes have completely different trust economies. To have trust-based mini-zones like a random chemical plant situated in the typical-DayZ universe is not healthy for the game since it will just create confusion. That being said, your chemical plant could be situated in an isolated area in the forest (non-typical DayZ universe) and it can interact with the forest, for example some of the radiation from the plant could leak into the forest making some areas of the forest dangerous to explore; one team mate could have a Geiger counter (measures radiation) equipped in his hand. So many possibilities. -
Creating End-game whilst staying sandbox (pve)
iknowi replied to iknowi's topic in General Discussion
Read my reply (post #7). It's not about gear. -
Creating End-game whilst staying sandbox (pve)
iknowi replied to iknowi's topic in General Discussion
I don't like that idea. Maybe something big, but it's unkillable; you'd have to sneak past it. This to me is more realistic. -
Creating End-game whilst staying sandbox (pve)
iknowi replied to iknowi's topic in General Discussion
I completely agree, but you make it sound like MMOs with the gear progression. Who knows, maybe you could venture through the woods with crappy gear, there is no one stopping you. You might not even need to fight, you'd just need lots of supplies like water, defibrilators etc. There are many oppurtunities. For example, when it becomes night time in the woods zombies begin to crawl out of the ground, in which case you'd want to find a place to hide for the night and possibly log out. This can create lots of nostalgic player interaction like 'sharing a can of beans' whilst hiding in an abandoned caravan in the middle of the woods with your new found friends. There are many, many oppurtunities for mechanics which are realistic and non-MMOish. -
When you're all geared up there isn't much to do other than pvp/join a clan/kos etc. So from a pve perspective, I was thinking of maybe creating zones that require you to be fully geared up to explore safely, and you need a team. For example, a forest. You think there is life beyond the woods and so you risk going through the woods with your teammates, in the hope of finding a civilzation; it's not a normal forest, there'll be special obstacles along the way. This would add subtle story elements since you hope for life on the other end, it's not over the top, remember this is a sandbox, you ultimately make your own story. The forest could be far away, so you'd need to run with your teammates to the location (dayz is a large map). This obviously requires trust, lots of water and occasioanlly stealth. I really like this idea, it feels like an adventure. Obviously we don't want to have a Looking-for-group system, where you instantly pair up with people from different servers and are teleported to a dungeon; this is not World of Warcraft. It'll definitely give people something to aspire to and influence their decision if they want to kill the person, since there's HOPE for other life they might want to team up with you, adding another level of depth to player interaction. Or maybe they're just another KOS'er who only plays the game for lolz/pvp, which is also fine. With my idea we're challenging the age old saying: don't trust anyone.