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Yokai (DayZ)

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Everything posted by Yokai (DayZ)

  1. Yokai (DayZ)

    Base Building vs Advanced Barricading

    I agree that multi-story structures ala rust or epoch are dumb as hell, escpeically non-physics based structures looked terrible. If epoch style building where to come about im probs out too. again this is why i favored aftermath style building; in the end all it really allowed people to build was wooden palisade-style walls and gates (some locking some not), no roofs of flooring to assure nonsense like epoch style building couldnt happen. but in my opinion thats all we need, just give me the ability to build a simple wooden palisade wall with some kind of gate, thats all i would really need to be happy, of course this causes problems with aeiral transport (as there was non in aftermath we didnt really have to worry about it) and securing your base from people simply landing in your base and takin your shit.
  2. Yokai (DayZ)

    Base Building vs Advanced Barricading

    I'm a 100% with Kush on this, there is a VERY fine line the devs have to walk between destrubablity and resources required. I believe the building system from the aftermath mod was the best balanced building system I've seen in a surival game yet, i mean i would like to build large free form bases but the man hours and material required should reflect that. My group Built rather large bases (several infact), but these took quite litteraly HUNDREDS if not THOUSANDS of man hours worth of gathering and building to do. (we worked with a team of roughly 10-30 people at any given time)
  3. Yokai (DayZ)

    Discussion: Barricading and Raiding

    im goin to have to agreee with pillock here, i dont think any building/wall/barricade should be invulnerable to raiding. but lasting defences are needed other wise barricading and base building will probably be abandoned by a majority of players. As grapefruit pointed out on page one i believe that AFTERMATH did a great job of balanceing defences with the abilty to break those defences. I would highly recommend anybody that hasnt played aftermath to checking out the base building system. (devs shut it down development when SA dropped so i dont think there are any servers up anymore, but check dat youtube). Basicly what its goin to come down to is balance you skew in either direction could lead to alot of problems. On the one hand you have overly strong barricades, then you have people barricading barracks/ACT/etc. and/or more or less griefing. Then on the other hand you have weak barricades that are overly easy to bypass then a large portion of people would probably forget barricadeing all together if its easier and more efficient to just stash tents around the map. sure groups might barricade a building for cover but it would make anything substantial impossible, and this is where i think alot of concern and argument for this subject is born as people have different viewpoints on what building actually "means" for the player(s). Are we goin to be barricading for cover or for shelter? Are we going to be boarding up a room for a night then move on or barricading a building to comeback to, something you continue to add to, something that becomes more the a house but a home. I would personally like to believe the latter of that, and with the work being done on horticulture i believe i'm in the same boat as the devs. but just my opinion in the end till we start getting more information. (btws /wave grapefruit im sorry i shot you in cherno #AFTERMATHSERVERUS1 D:) edit: but more on topic im more or less in the "tough shit" crowd, if you dont want your shit raided while your offline hide it some where good.
  4. So I've been talking to my team mates and others interested in DayZ and more specificly base building when that shows up. One interesting point of debate that keeps coming up is, how secure is your stuff going to be when there done? With what mechanics we have in game at this time I have broke this down into several foreseeable options. so now a little explaination on what i meant in the poll options. -Simple damage based system- This would entail being able to force your way into peoples bases/barricades using small/low calliber fire arms and melee weapons. (i.e braking a padlock off a door with an axe or handgun) -Mid-tier damage based system- This would entail being able to force your way into peoples bases/barricades using large/high calliber fire arms and low tier explosives. (i.e shooting off padlocks/combo locks with a rifle, shotgun, or other suitable weapon.) -Advanced damage based system- This would involve using VERY rare or hard to craft items to force your waying into peoples things. (i.e. have to craft something like shape or satchel charges in order to get in a door or through a wall.) -Simple item based system- This would involve finding a rare item(s) that either allows or has a chance to allow you to bypass locks and barricades (i.e. lockpick kits for doors or gates, possible an E-tool for walls or barricades) -Advanced item based system - This would require player(s) to located multiple items that would allow or have a chance to allow you to bypass locks and barricades (i.e you would have to find say a sledge, construct a tool box (as detailed before by dean), e-tool, and any given other items to get passed locks and barricades.) -No system- this would mean that once you set up a location that your base/barricades are more or less impregnable, not much explaination need here. -other- post your ideas or alterations on methods I've mentioned before. Now before i go any further i would like to state that I am 100% against options 1 and 6 but i wanted to make this poll as unbiased as possible as I'm genuinely curious on our forum goers opinions and in no way am i trying to prove any point or push any agenda Personally i would like to see an item based system rather then a damage based system myself, as I feel the B&E system from the AFTERMATH mod for the DayZ mod did this very well. (unfortenately it was abandoned before it made it passed beta). For those that dont know basicly the AFTERMATH system went like this, to break into a gate or locked door required a sledge and toolbox to start. It then took 5 repetitions to complete on each rep you had a chance to break a tool which would stop the process, if you completed all 5 reps you had something like a 3-5% chance to succeed. if you failed to get it open on the 5th rep you had a HIGH chance to break one or both tools. Walls operated basicly the oppisite of how the doors worked, level 1 walls would take 60 reps upto level 5 walls which took 720 reps. but you instead had a ~95% chance of success each rep with a 5% failure rating and the possiblity to break a tool. This also took a relatively large amount of time to do each rep (1 level 5 wall took something like over an hour to complete, while level 1's took so where around 5-15 min to complete) and again if you failed at any point you would have to start over. I beleive that this introduced just enough rng to make it interesting with out making it frustrating, not to say there was no frustation involed. (several times we would get to say rep ~700 and have a tool break thus having to start again with a new set of tools, and making me want to punch a baby. but in a good way). This meant that tools had to be farmed, sometimes literally by the truck load, to ATTEMPT to get into somebodies belongings, and as a side effect created an economy for these tools themselfs. This system, on our server at least, created sort of a tiered system of clan and player interaction. As larger clans like mine and other usally only spent tools to break into places that we KNEW had items/viechles/etc we wanted. Meaning that for a large clan it was unnessary and inefficent to attempt to break into solo or small group bases. while smaller groups and solo players could attempt to break into larger bases but 99% of the time where unable to farm or accuire the required materials and tools to get into such bases. This created a very interesting dynamic between risk/reward and insured that large clan X stock piling veichles/weapons/ammunition became a very large target, while also allowing defences to grow proportionately to the reward if broken into. This also meant that if a solo player came across a large base and the stars alligned and RNjesus was on your side you could use relitively few tools to get in get what you could carry and get out. (its also important to point our that locks and gates RELOCKED on server restart but walls remained destoryed, so its not like somebody could just pop a lock and your base is fucked from now on) ideas, comments, questions, rants? TL;DR - IM IN YUR BASES KILLIN YUR DOODS (and takin yur things) edit 1 - i would also like to point out that all these take into consideration that duping and MOST hacking/scripting/etc has been taking care off as most these would prove to be pointless with out these facts taking care off.
  5. Yokai (DayZ)

    Base building and secureing your stuff

    little bit drunk so ill try to keep this as coherent as possible, if not ill edit tommorow :D this is understandable and it is really goin to depend on what the dev team views as "death vs. rearmarment" and will be something i bring up in our next discussion. edit 1- i think its important to point out that i believe our storage options will be EXTREMELY limited, i dont want a pile of assult rifles that i come back to. it shouldnt be "oh i died, wtf ever ima run back and get another gun/supplies/etc." even what i what consider "massive" bases shouldnt necessarily be about storage but something you could kinda call home, someplace you can store some items and a veichle or two This bring up alot of points that i hadnt considered, after some inebriated contemplation this i believe is something that i can really get behind. rather then a single choice have a tiered system involving options 1-5 depending on the "level" (i really hate assigning such gamey mechanics as levels of deffences but for lack of a better term) of the defences really makes sense. simple doors can be axed through while larger more dedicated defence may require more "dedicated" time to break into. This is something that, as i said, im really starting to like and ill bring up during our next discussion. I also agree 100% that no matter the time or investment NOTHING should be 100% safe no matter the precations taking, i think that this will come down to a balance between time, energy, and risk involed in constuction to time, energy and risk involed in the break in. i think this is where the base building will be forged or broken, that no matter the system they choose that if a balance isnt found it'll be broken. edit 1- i also belive that with nothing being 100% secure, it should take such a time investment as to avoid trolling and griefing. for example if constucting barricades and locks is to easy somebodies goin to inevitably go to NW and board up the barracks. "HUR HUR BOARDED UP THE BARRACKS NOBODY BUT ME CAN GET IN #REKT NUBS" <- is what i want to avoid at all costs.
  6. Yokai (DayZ)

    Booby Trap your Gear?

    im in the same boat, espically once we start seeing basing building and barricading added. inb4, "BRB checking my punji pit for dead people. GD IT xswagxyolox360noscopex i told you to stay away from mah shit!"
  7. Yokai (DayZ)

    Question to developers

    I completely agree with Xbow on this one, excluding aircraft from SA i think would be a wise decision. Planes and helo's make the map seem WAY to small, and imo dont really add much other then a cool factor. but for the overall health of the game i think they should be left out imo.
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