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hoik

Global Causality - Within the Scope of DayZ?

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Q, you seem to be looking at this with the attitude that your group must be able to win.

I'll point out now that I may have just misunderstood what you're trying to say.

If the design took a turn toward reddit clan, meta, loot-farming, a massive portion of the community would simply drop DayZ on its ass.

EDIT: To clarify; I'm not against players being in clans.

I just see too much meta-organisation as systematically sucking the "game" out of the gameplay solely to meet your "victory condition".

It's very shallow in my eyes. Especially in DayZ, where the broad overview says "play to win" doesn't exist.

Edited by Chabowski

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So if players die = moves clock to extinction?

Be careful with situations like this...

Group of players who say hey lets keeping killing each other over and over and see how fast we can move the clock to extinction.

This will happen.

Solution: Diminishing returns on player's death if under 1 hour.

This should remove this threat.

What you are doing with a Doomsday Clock is take DayZ and making a Mode.

We saw this with the Hunger Dayz games.

Your Doomsday Clock would be an Event that happens on say a weekend on a few Servers- who want to have this mode.

The reason why i call it a Mode and should be something on a weekend since it should be something with a time limit which is your doomsday clock set for say 72 hours.

Players will wonder can they beat the clock and do what is the main goal to win. (Escape the land by military? IE. build a base/location and get radio signal out to alert the military for rescue)

If the Doomsday clock hits, then have a constant growing mass of Infected appearing more and then lock in that no new players can be built and then play till either escape of death of all.

Reasons for it not to be placed as an option in DayZ servers in general is- if you don't make it into an event/mode then this clock get pushed into the back and forgotten since there is no constant reminder /tension to push the player.

I think DayZ has great potential for these type of Events like the DayZ hunger games and your Extinction:Doomsday clock mode to allow players to make a character outside of the ones they use in their DayZ vanilla and play these Game Modes for fun. DayZ hunger games and your Extinction:Doomsday clock mode could allow Servers to give different starting equipment since its a side game and will not affect DayZ or it's Hives.

What do you think?

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Reasons for it not to be placed as an option in DayZ servers in general is- if you don't make it into an event/mode then this clock get pushed into the back and forgotten since there is no constant reminder /tension to push the player.

For me, this is not detremental to the idea but enhances it. Being able to have a subtle, long term, mechanic that uses the communal actions of the players - to create global concequence - will give everyones actions value, not only for themselves but also everyone around them - that is why IMO, this type of idea has more potential as a core device for creating authenticity in dayZ, and not just a novilty/event (thought I think that it could also work well as a event :) ).

This might be a silly annalogy, but I'll give it a go anyway :) .

We the players are the director of our story, we define the narative, but - like in film - there is a whole lot more to creating a interesting and immersove story than simple direction. For example a cinamatographer can have a huge influence on how a movie feels, and he/she does this on a almost subcontious level. This is how I relate this idea to dayZ.

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lol i feel sorry for the people who would play with me then, since the game throws me around to kamenka, ALOT! and i fucking hate that place, i just kill myself usually to get a new spawn, oh and this usually happens 3-9 times in row :P

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lol i feel sorry for the people who would play with me then, since the game throws me around to kamenka, ALOT! and i fucking hate that place, i just kill myself usually to get a new spawn, oh and this usually happens 3-9 times in row :P

come on, kamenka is a decent spawn. you have lots of deer stands on the way to zeleno, where you can get a better backpack. from there it's straight to NWAF.

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I think the idea is great, but i don't think it would work for two reasons and the reasons are the fact that it would turn the game into a Round Based Game which would make things like building a base and taking control over a location pretty much pointless since "This round will end in 2 days". The second reason is the fact that if people want to keep their base and what they have, they will stop being aggressive (To a point where you will be able to walk around cherno, stop at the top of a building and dance), because if they kill people, they are destroying their base little by little.

Now, imagine a server which has 3 active clans/groups. Do they have any reason to fight each other? Nope! They better light a giant fireplace and start singing Kumbaya, because if they start a war, none of them will survive for much longer. And things only get worse when the clock runs out of time, because after sitting around the fireplace and singing kumbaya for 4 days, everyone will pull their weapons and shoot one another for no fucking reason, only because the clock ran out of time.

The concept is nice, but i guess it wouldn't work at all. I still think that if you wanna value someone's life, you should make a skill system with permanent losses.

Edited by m00tley

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I actually had to re-read my OP :) . Firstly I'll just argue that if 3 clans were sitting about in perfect harmony thay would all be adding time to the "clock", not waiting for its inevitable end. Though, the longer they live the longer it will take to add time to the clock (because you only add time based on the Average Life Expectancy (ALE) of people on the server). But if you then add deminishing food supplies as ALE goes up, while increasing the chance of high level loot, you create a powder keg where eventually someone is gonna explode !

People start killing eachother for food, the ALE goes down, which = food supply goes up and weapon quality goes down, things start again - well that the general idea :) .

IMO it is very tough to create game mechanics that can influence how players place value on themselves and others without introducing things that interupt people from playing the game and refocuses them on "playing" the game. (Working the system).

A possible key is subtlety - extreme subtlety. That is how this idea would work, it is also how the skill system discussed here: http://dayzmod.com/f...system-in-dayz/ would work (which is where I assume you came from :) ). And while I support it, at the same time I think that DayZ deserves something much more original. And I think this is where disease comes into play - yes, I beleive disease is going to be how Dean will implement a form of character progression.

Edited by Hoik
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Im gonna necro this thread too, this subject is a more refined version of the "life death calculator" thread.

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I think this would be a great mod.

Anyway, you repopulate the world with players or NPCs, and if it flourishes, then keeping civilization alive would be the end game.

And then for the "bad" end game, then it could use your clock system, to represent the dwindling gene pool and lack of will to be civil.

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