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logan23

How to keep DayZ dynamic

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I can foresee that some servers will end up with players killing a good deal of the Zeds and gain enough weapons where they will become less of a threat. This would lead to more player on player or team on team killing.

To keep a constantly changing-

Let’s say there is a large amount of Pking and the Zed population is dropping and seem to be less of a threat. We will see more player verse Player or Clan vs Clan behavior, leading to more humans being shot dead. Now the increase of dead bodies (Zed’s food) odor will bring new waves of Zeds from locations off the map Chernarus. The large new waves of Zeds will now get in the way of the player verse player team fights since now the Zeds have become a threat again. This function alone would help keep the servers dynamic and keep players from getting bored.

Basically the larger of human on human killing, we will see more waves of Zeds coming from locations off the map as they smell there is food in this location.

Think of it as there was a large Zed population but a good number had left and what we actually see when we start is not the height of the Zed population, after all if you look at all the cities on the map there should be tens of thousands but they are not there since they left since they need food.

I know Rocket mentioned about a life cycle for the Zed and the food seem to influence their numbers and how fast and dangerous they move and act.

If food in center to their cycle then the suggestion I mentioned above would fit in to this and keep the players on their toes since more death by player on players mean more flesh/dead bodies to bring in more Zeds to the map.

What do you think?

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I kinda like it. It would have to be experimented with first. But if it can be balanced and allow solitary players to still avoid humans, then I say yes.

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Great idea, IMO DayZ needs some sort of player driven dynamics, along the lines of the one you've came up with. Letting the players influence the world around them could be a very powerful tool which could (potentially) gives players a larger perspective of DayZ, which (once again, potentially) could promote more 'genuine' responses to the post-apocalyptic scenario of the game (if that makes sense??).

Here is a list of interesting threads about dynamic mechanics in DayZ:

Dynamic zombies spawn rates

http://dayzmod.com/f...es-spawn-rates/

Key Ideas

(Divide map into 'Zones) The more zombies are killed within a zone, the lower the spawn rate becomes.

Of course, there would be a minimum spawn rate so no amount of Zed killing could make a zone totally devoid of zombie spawns.

Also, to force players to move out of a safer-zone, loot pile spawns inside it would gradually augment in chances to spawn trash instead of anything useful.

All of this would simply come down as a result of a spawning rate mechanic (which makes sense).

Bandits would gain a new purpose too. The actual raiding and banditry of settled outposts.

Hey, heres an idea for dynamic zombie hordes!

It can be applied to any idea that involves 'zones' or 'regions' whos spawn multiplyer/density can be effected by the players.

- every 24-48 hours a wondering horde of zombies is spawned.

- it will have a max cap, and zombie multiplier just like 'zones'

- the spawn density can be determined by average server PvP (the higher the PvP the larger the initial horde)

- the hordes destination will be the 'zone' with the lowest spawn multiplier! (this indicates that there is high co-operation in this area = a larger population/bases)

- A hordes spawn multiplier is effected by the 'zones' it passes through, EG: 'zones' with a high z-multiplier will add a large no. to the horde multiplier etc.

- Any 'zone' that a horde wonders through gets a reduction in its z-spawns (indicating that a no. of zombies have joined the horde!)

For me a dynamic wondering horde has alot of metagaming possibilities as well as some end(ish) game possibilities. It will become a quick reference for the 'demenor' of the server (a large horde would mean that the server is very agressive).

It will become a dynamic flashpoint for confilict as it will attract players because: The horde will eventually lead players to the areas of high co-operation/bases.

This is attractive to both players who want to co-operate and those that want to kill! It gives highly co-opertative groups an end(ish) game, and aditional reason to clear 'zones' and create bases/fortification.

Forget direction, get dynamic!

http://dayzmod.com/f... loot zombies

Key Ideas

The idea is to have a dynamic system that changes over a longer period of time, so a week for example. After a week is up, the towns with the highest average player traffic get a increase in spawn rates, and the towns with the lowest average player traffic get a decrease in spawn rates.

This would mean that over-saturated areas would become non-viable and players would have to move on to survive. Eventually, as different towns fill up, this would come full circle, as the towns that have been left behind would see a decrease in player traffic and thus a decrease in zombie spawns.

what if zombie spawn rates were based on player traffic in an area, and not just on that one server, but on all? Right now, most player traffic is in Cherno, Elektro, Stary or NW Airbase. Let's FLOOD these towns with Zed (Backstory; Zed are attracted to food ie: humans, or whatever).

Gogo metagames!

Server maturation / lifecycle

http://dayzmod.com/f...ies#entry459895

Key Ideas

What if servers had a dynamic 'lifecycle' and matured the longer they run for, the situation becoming more desperate with time. This could be in respect to things like the availability of ammo and food (becoming increasingly scarce), and the number and behaviour of zeds.

This would also be linked to the length of time your character has been alive, meaning you could only play on servers that are as 'old'/'mature' as your DayZ character. So there would effectively be several server types, with servers changing as they age, passing through a lifecycle:

  • 0-1 hour old -- gentle server (much like things are now)
  • 1-5 hours -- number of zeds increased 50%
  • 5-20 hours -- no. of zeds increased another 50% and start to roam forests; food and ammo spawns decreased 50%
  • 20+ hours -- hardcore server. Food and ammo spawns decreased further 50%; zeds actively hunt remaining players.

(Obviously these are completely arbitrary for now, but you get the idea.)

* I quite like S3V3N's 'seasons' terminology, but it could lead to some confusion. So I'll stick with 'phases'.

Life/Death Calculator = intrinsic value/culture

http://dayzmod.com/f...c-valueculture/

Key Ideas

The overall concept was developed to make each players life in DayZ have a clear value.

The system will work by giving players the ability to directly infuence both the quality and quantity of loot in game simply by the actions that they take - and by influencing resources it can also affect both the difficulty of the game and the "cultural" behavior of the players.

THE 'CYCLE'

(edit) This part is just where I can theoretically see this type of 'global causality' system going, like I said before, it does rely on a lot of other additional content to flesh it out - as it is mearly the basis on which a dynamic DayZ could be built.

At the low end of the scale - with plentiful food supplys and low level weapons - there will be a tendancey for chaos and violence. But as groups organise, setup basecamps, restore vehicles and develop culturally acceptable behaviour, naturally the average lifespan will rise and the death count will go down. But this in turn will lower the amount of available resources while better arming the community. If the community continues to work in pure co-operation, their technology advances whilest resourse deminish further and further. The average death count plummets while the Life expectancy rises till it leeds to a tension point where resource become so limited the only way to survive will be to turn on eachother - the death count sky-rockets, life expectancy plumets - and it all begins again!

"This is key. The cyclic nature of this dynamic is very important..." - Malleovic

How it may effect culture and give value to life in DayZ

This (could) influence decision making when it comes to killing other players. It will not discourage or penalise player decisions persay, but will make their decisions have a conciquence - a non-imediate one, one that is only negative or positive depending on your standpoint, with no moral concequence other than those imposed by your fellow survivours.

Global Causality - Within the Scope of DayZ?

http://dayzmod.com/f...-scope-of-dayz/

Key Ideas

This idea is to create an ultimate end game that is the overiding story of the game. Put simply, it tries to bring the big picture of DayZ into play - This isn't just your story.

The Doomsday Clock

This is a mechanic that could be used to keep track of how close any particular server/hive has come to utter extinction.

The end game to end games!

So what happens when humanity fails to survive? heres what I think:

- the only way to leave the game is by dying

- The abort button is greyed, much like in the combat logging system. Maybe it is replaced with a suicide button instead? Or a extinction button :) .

- Players have a limited amount of time to contemplate their demise, an hour or two maybe, then the server, players and clock are reset. With people "raging into the night", I imagine the server going to hell would be a chaotic experience!!

Why would dying cause the 'clock' to shift towards midnight?

It signifies the loss of you and all your potential to drive humanity forward - if not through your actions, then at the least through your ability to procreate. This should also answer why more time is added for living longer than the ALE.

These are just some of the threads I've found (and posted) about Dynamics and DayZ. I would love to see something like this in DayZ, as I belive this is where the game could really shine as a survival/zombie apocolypse simulator.

Edited by Hoik

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me too

I like this idea +1

me too!

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The map could be broken up as zones and where there are more deaths = this is where the New off map Zeds will go. This means these areas end up dealing with Zeds as a danger and this will help allow lone wolfs to still not be burden to much.

A lone wolf has the ability to move to another area if there are more Zeds in their area do to the increase in humans being killed by non-Zeds, while a player team with a base who will in most cases be better armed will now need to deal with the increase in Zed population since it is harder for them to get up and move.

The system i posted in first Post would need to be tweaked and see if you want an all map increase or break it into 4 sections and even give cities their own if they wish. This comes down to code and what fits best for the game.

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Great ideas, have you considered developer events? These would keep the DayZ experience dynamic and fresh!

Just to be quick, perhaps timed events by developers similar to updates could keep it all fresh, take for example a planes crash on each server ( unspecified time) or perhaps washed up items on the beach? More drastic weather. A train running through the landscapes on fire! Birds being flustered when a player walks through a woods! Flares released into sky from various locations (could be trip flares) More namalsk screams. Fox screams in the night!

Perhaps roaming zed hordes across the map at intervals? Infected animal attacks? more ferocious animals? scarier infected screams and moans.

One of the issues with regards to children and women zeds in game seems to be regulations as per each country, well why not offer this as a choice of DLC? Your abiding to rules but still offering the choice?

Many of the above could be timed or just put in to keep the game fresh and different each time, and would affect the game play of all players making them hesitate in certain styles of gameplay!

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On the topic of Developer Events,

I think it would be interesting in 4-5 of DayZ Live team jump into the game and played roles like survivors of a chopper crash, or a military convey that comes in to loot a military base or crashed chopper.

By having real people play them, it increases the tension since they are not AI, they are people who play the game and develop it. Of course the Developer controlled characters should be defensive but not the aggressor since there is a good chance that they will know the weapons and map better then the players due to constant testing. They would fire if they see a threat coming or is fired on. You could even the developer controlled characters talk to the players who are not out to shoot. These would be military characters with high power weapons and ammo, they are not to be taken out easily if some players wish to kill them.

This is an idea that could be played with.

This team could ever so often jump on a server and control an event like this.

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@ logan, @ Voodoo - I really like both your ideas!

What if instead of the Devs playing "event" roles the players were randomly chosen from the server population? I know this creates immediate oppertunity for abuse but lets for forget that for now :) . Maybe give these "event" roles missions/ objectives that they have to complete? They may even be benificial to the other players (eg: set up a medical tent/ triage center on the out skirts of Cherno)?

Personally I would prefer dynamic scenarios to be the out come of how players behave in game - the reason being that in order 'freedom' to work (in DayZ) there also need be responsibility - of course they can ignore these but (by using interesting dynamics) they will have to face concequences.

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@ logan, @ Voodoo - I really like both your ideas!

What if instead of the Devs playing "event" roles the players were randomly chosen from the server population? I know this creates immediate oppertunity for abuse but lets for forget that for now :) . Maybe give these "event" roles missions/ objectives that they have to complete? They may even be benificial to the other players (eg: set up a medical tent/ triage center on the out skirts of Cherno)?

Personally I would prefer dynamic scenarios to be the out come of how players behave in game - the reason being that in order 'freedom' to work (in DayZ) there also need be responsibility - of course they can ignore these but (by using interesting dynamics) they will have to face concequences.

The idea of having players were chosen for these roles, would only lead to abuse, when it comes down to it...the player has no reason to play the role as it would be aimed for.

Only a DayZ LiveTeam could do this since they are aimed to give players a better experience and are payed to do this.

As for Events based on player actions, this can be put in - for example you get power up at a power station for to many locations to use it could cause the transformer to explode and need to be fixed--The explosion or the over use of the power planet/electricity could cause a humm that can be picked up by the Infected (think like how dogs can hear things we can't)

These should always work like weather gets you sick, and the further to get society / or base put together leads to new issues and problems.

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I like the idea of events happening due to player involvement. I'd suggest the occasional bandit tracking zombie.

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There shouldn't be a thing called "More PvP action" This mod is full of PvP at the moment. People don't give a shit about the zombies, killing players is much more important every time.

Don't get me wrong, I love to get into some fights with bandits, but the problem is that 90% of the players kill people on sight without even saying anything.

Edited by Sutinen

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i like the idea of being able to influence the zombie population. this concept is kind of useless if server hopping stays possible like it is now though, people will escape the zombies like they escape night time.

but the problem is that 90% of the players kill people on sight without even saying anything.

http://en.wikipedia....hibition_effect

expecting civilised behaviour from people in an online enviroment is just unrealistic. fighting would be a major part of dayz even without the fresh spawn killers and cherno snipers.

http://www.nationmas...s-with-firearms

the usage of guns is (obviously) related to the availability of guns. why does the dog lick his balls? because he can. i think the key is to reduce weapon and ammo spawn rates (especially military). this will not reduce PvP but make it more challenging and less high tech military. it would create a connection between PvP and the survival aspect.

Edited by badbenson

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The idea of having players were chosen for these roles, would only lead to abuse, when it comes down to it...the player has no reason to play the role as it would be aimed for.

Only a DayZ LiveTeam could do this since they are aimed to give players a better experience and are payed to do this.

Yeah, I completely agree :P - this is definatly a better soloution than NPC's anyway. Maybe if there was some sort of "whitelist" for being a "event" character?

As for Events based on player actions, this can be put in - for example you get power up at a power station for to many locations to use it could cause the transformer to explode and need to be fixed--The explosion or the over use of the power planet/electricity could cause a humm that can be picked up by the Infected (think like how dogs can hear things we can't)

These should always work like weather gets you sick, and the further to get society / or base put together leads to new issues and problems.

While I like these ideas, I think that "events" should also be a concequence of the most basic and key elements of the game. Most pointedly - dying and surviving. If the average life expectancy (ALE) is high events should happen in relation to this.The same for overall low ALE.

We all live and we all die, so therefore everyone contributes to this dynamic. We dont have to care about it but will eventually have to face concequences.

@ Garogone - "I like the idea of events happening due to player involvement. I'd suggest the occasional bandit tracking zombie."

Well, no - IMO this is exactly what not to do.

Edited by Hoik

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