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rpatto92@hotmail.com

I would like suggestion on the implantation of ideas I have?

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I would like suggestion on the implantation of ideas I have on additionally game feature; I believe could improve the game experience.

This kinda expands on ideas I've previously posted; where I attempted to come up with solutions to the team death match mentality that’s taken over DayZ and what I came up with, was an artificial way for players to build trust with people they don’t know over the internet. The idea basically being if you add in certain dynamics; it’ll turn the game from a straight free for all, death match into the type of game were there’s a reason to work together and thus a deterrent to being a lone bandit. Forming the idea that it’s beneficially to play as part of a team and unless you have the back up of a group; then surviving alone especially as a bandit will make your life more difficult and challenging.

I touched on the idea that characteristics from certain groups would allow other members of said group to identify others within it, meaning; information about your fellow group member’s humanity could be seen by you and all other members. Essentially: bandits could identify bandits and hero’s other hero’s and sharing this information would affect your humanity; so if you were to “out” a bandit or a hero your humanity would raise or lower accordingly. With the exception of survivors who’d be neutral and thus oblivious unless informed by another group or as witness to an event such as murder. I also came up with a few tools that intensify the chances of identifying a player’s humanity and even thought of elements; that’d allow players to set up identity zones, were by entering reveals your humanity.

I've also thought about the reasons why people feel: that they’re able to get away with basically anything over the internet and that’s the exact same reason they’re willing to commit banditry; as they simply don’t fear the consequences are going to catch up with them. Right now it feels like it’s quite a mediocre decision to become a bandit and I think what’s missing is: one of the pillars of player “relationships” (I know right not very masculine) which is identity. A lack of the sense of identity or anonymity allows a person to feel they can do pretty much anything and get away with it but add in a chance that someone might be able to identify you and thus seek revenge or even put you on a sort of hit list; it quickly becomes a lot more important and much more so when loaded up on gear.

What I would like to do if possible is produce some game features; that would work dynamically to produce a “relationship” between players. Self-evident: “this person is my friend, this person is my enemy, can I trust them” sort of way.

Feature that need to be established:

  • Identity: this needs to be quite dynamic; you want to be able to identify a person on first sight but without the issues of name plates popping up across the map giving away player locations and ruining the atmosphere.
  • Identifying humanity: not something that should be immediately obvious but should be an aspect that should cause concern for those wishing to hide it for whatever reason.
  • Establishing friends: should be something that’s done dynamically by the game but can also be performed proactively by the player.
  • Sharing information with players: again should be done dynamically by the game and proactively by the player but avoiding break balance by players have more friends.
  • Game events allow for the discovery of humanity (by seeing a murder or a good deed)

Edited by Rpatto92

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