NoWalls4Zed
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Survival as an End-Goal (Lowering KoS too)
NoWalls4Zed replied to NoWalls4Zed's topic in Suggestions
An endless apocalypse is extremely unlikely - erring on unrealistic. If the community doesn't see how the game-design encourages shallow chaos, well too bad then I guess. We have an endless supply of everything. In a real apocalypse we wouldn't... Chernarus has gone to hell, so become bandit-land. The rest of the world isn't a part of DayZ though... Where do all of these dumb survivors keep coming from? The flashlight surplus, yet most survivors just skip KoS at night... You can't expect to have everything in a game, which is why embellishing realism is the only you can go... My thoughts must be getting ignored, why else has no one made a strong argument against them? Well evidently this community is almost entirely non-constructive, so I'll leave this forum behind with one final note to share... If DayZ was truly more simulation than game, it would make even more sense as a scenario! Burn... -
Survival as an End-Goal (Lowering KoS too)
NoWalls4Zed replied to NoWalls4Zed's topic in Suggestions
I wonder whether you think the idea overall would improve the gameplay. I'm pretty sure I understand your position. If you think about it though, us players already have the advantage of a previous life in-game, more so the experience it offered. Like finding the best loot and remembering where it spawns, or where to go in general. As you can see, we already get an edge when we respawn. Besides that, it isn't like a typical MMORPG where better gear means better stats means you always win. I'm tempted to go into why I think your idea inhibits a true sense of realism too, but I think it's obvious and I touched on my thoughts about realism already. However I will argue that, the limitations imposed in your idea, are for no good reason! Guns need ammunition so what's the advantage to having an empty gun? Well you don't have to find one and maybe it's valuable, that's about it. How about a handgun with a loaded magazine in it? You still need to go looking for ammo, food, and trouble will surely follow. You can die just as easily as before, so really, what's the advantage? In comparison to how the game is played, this really only reinforces it as a fun experience. Here's my own rough little list of what I think works nicely: Allowed: Crossbow, 1911, CR75, FNX45, Blaze 95, Sporter 22, IZH-42 and sawed-off variant (ammo in-gun only inherited separately)Most melee weapons (see exceptions below)Medkit (contains 1 bandage on spawn)Clothing and accessoriesProhibited: Weapon attachments (too much work)Amphibia S, Magnum, P1, M4A1, Mosin, SKSFirefighter axe, all bayonetsSecurity Case, Ammo BoxExpendable resources (food, water, ammunition etc.)Lastly, you can only have 1 of any type of item on spawn! (so 1 weapon, 1 shirt, 1 pair of glasses, 1 hat etc.) The player would have to spend hundreds of hours earning all of this gear in dynamic games by grinding evacuation missions. The default gear suffices, but the current game-design lends itself to being tedious for anyone that ends up dying a few times - possibly DayZ's biggest flaw to a lot of people. This suggestion breaks down to two parts. Half is about giving us engaging content that embellishes more realism in the game world. The other half is about accessibility to the game world despite dying. DayZ would benefit from both in some fashion. I think you're missing the point. To put it clearly - if someone wants your gear, then your gear means you are someone's target. DayZ is evidence of that... Now with heirloom gear - if someone restarts a game with gear they want from you, someone will want less gear from you. Right now, I'm constantly shot at, while unarmed, on sight, at spawns... because it's fun to a lot of people to kill players and zombies with their guns. Gun access = more fun for a player then. Heirloom guns = more risk when they try to KoS too. The only gain for KoS would be someone having access to a gun sooner when they die, it's still a choice and their incentive is still lower. Which I already explained. Thanks for sharing your opinion, it's not something I can consider any further though without reasoning. The question left unanswered is why... -
Survival as an End-Goal (Lowering KoS too)
NoWalls4Zed replied to NoWalls4Zed's topic in Suggestions
Whatever floats your boat! :lol: :) The point is, DayZ clearly would benefit from deeper personalization of the default character, sensible incorporation of aircraft (at least), and something beyond loot to work towards/against in the game-environment (that encourages team-work especially). The suggestion I've shared covers all three in a profound way and isn't complex by standards of today (I'm sure AI already fly helicopters in ARMA). I understand the argument about dying on the island vs. surviving the island, but it's a limitation that obviously makes the game worse for reasons already explained. I can't say I won't enjoy it for now though ;) -
Survival as an End-Goal (Lowering KoS too)
NoWalls4Zed replied to NoWalls4Zed's topic in Suggestions
Please understand, getting "free stuff" at spawn doesn't stop KoS. In fact, it will help someone do it more often if they choose to. This addition reinforces the current formula by reducing the exorbitant incentive to shoot&loot as compensation for dying, since it's a deficit, thus gradually increasing accessibility to play the game how you want. Some people want the incentive for KoS lower because it encourages a richer experience. Heirloom gear makes respawning better for all long-standing players. Their personal incentive to KoS is lowered, because they can eventually spawn with gear (no not full gear, that would destroy the game). This is also a more realistic scenario, I mean civilians can own guns and stuff pre-apocalypse right? Let's talk about reality, the only time I've been killed by a gun, so far, is when I didn't have one. A fact. This is also alpha and I've died from glitches many times now. Think about how this impacts the psyche. I must say, as this is happening to me, now I see it's simply more rewarding to hide and KoS for loot. After all, there really is nothing in-game to work towards except deathmatch. Also if you're going to state your opinion, please provide your reasoning for the sake of improving this game... P.S. I haven't KoS yet, we don't all play for that. -
Survival as an End-Goal (Lowering KoS too)
NoWalls4Zed replied to NoWalls4Zed's topic in Suggestions
Thanks for sharing your thoughts with me despite my sporadic arrival. Let me clarify that by "end-goal" I mean ending the "life" yourself - it's optional. The game never ends. The result is the same as dying other than unlocking deeper personalization for your default character. Heirlooms (or something similar) would drastically lower the incentive for players to continuously KoS. The end-goal also adds a reward for players to join forces outside of their personal relationships and gives us material to simulate a generic evacuation. Or an ambush, because bandits would still exist and would want to capture the helicopter for their own goals. AI in the helicopter could defend their location if attacked - or just fly the helicopter in and out. Generally there wouldn't need to be much AI added to the game. The game is a sandbox and this is a way to implement more toys - simultaneously it encourages a richer experience with progression. Evacuation is a big part of the zombie-apocalypse scenario after-all. How else could aircraft being in the world even make any sense? I like where this is going ;) -
Hello, I recently made this account to drop a suggestion. Let me start by acknowledging that clearly DayZ is about survival. This suggestion just aims at delivering some kind of "end-goal" for survivors. After a survivor(s) has assembled the right radio within the world, they can call for a rescue helicopter or something else entirely. Bandits can try to crash the rescue party if they choose. If the player(s) is successfully rescued by the AI rescue force, they get to choose any one thing from their current inventory as an heirloom - accessible to their default character at spawn. The character "retires" from surviving, roll credits, return to main-menu. (Sort of like dying) This effects everyone equally, it won't stop KoS. However, shoot&loot is less important to experienced survivalists because they can just spawn with some gear as a bandit, vigilante, medic, ex-soldier, biker, etc. Whatever they choose. It gives them access to a lot of fun in the "end-game" because they get to be an influential part of the world sooner. Really, you are just punished less for playing how you want to once you've earned it by surviving. I've got more ideas that go along with this... but I just want to get the core idea across, hopefully I've done that. Some of us definitely want something like this to work toward.