Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sign in to follow this  
dekartz

Not starting with backpacks

Recommended Posts

I saw the title of this thread and though, "oh god no." But the more I think about it, I think it'd be really interesting to have no back pack at start up.

Share this post


Link to post
Share on other sites

I hope we don't start with a backpack.

Back when Rocket was thinking about removing guns from the starting gear, I did an experiment where i spawned a new character and drop my gun, ammo, back pack and everything else except a bandage.

It was so much more tense and when I found a backpack, it felt like a progression, and I actually appreciated the backpack a lot more.

  • Like 1

Share this post


Link to post
Share on other sites

you know adding no backbag as a start gear, might be a good thing for bambis, less silhoutte, definetly lot less sticking out of grass when crawling.

Share this post


Link to post
Share on other sites

In order to keep the horror and tension feel, DayZ must make it for every step forward in gear and supplies progression,...there is a new wall or issue.

Ex. if you get power up at a power-station,..turns out that the humm from the power plant can bring Infected as they attack it...(idea is like- dogs can hear things we can't)

Players start gaining advantage and Infected seem less a threat, which usually leads to more players being shot,...more dead players = more food for the Infected off map to smell and roam into the map and up the population of Infected which in turn get in the way of the player on player combat since not Infected are a threat again...

Just as there is no safe zone where you cannot be killed,..so is there is no level of supply/weapon/base progression that doesn't lead to more issues and conflicts so you get geared up and got your base, cool,..but you now will deal with issues based on being geared up.

Cause and effect.

When we wanted to be able to drive a car it was a goal and when we got a car and licence,..guess what now we deal with car accidents, traffic, speeding tickets, insurance,.car breaking down.

there should always be something to make it so you never reach the top of the mountain and can rest

Share this post


Link to post
Share on other sites

In order to keep the horror and tension feel, DayZ must make it for every step forward in gear and supplies progression,...there is a new wall or issue.

Ex. if you get power up at a power-station,..turns out that the humm from the power plant can bring Infected as they attack it...(idea is like- dogs can hear things we can't)

Players start gaining advantage and Infected seem less a threat, which usually leads to more players being shot,...more dead players = more food for the Infected off map to smell and roam into the map and up the population of Infected which in turn get in the way of the player on player combat since not Infected are a threat again...

Just as there is no safe zone where you cannot be killed,..so is there is no level of supply/weapon/base progression that doesn't lead to more issues and conflicts so you get geared up and got your base, cool,..but you now will deal with issues based on being geared up.

Cause and effect.

When we wanted to be able to drive a car it was a goal and when we got a car and licence,..guess what now we deal with car accidents, traffic, speeding tickets, insurance,.car breaking down.

there should always be something to make it so you never reach the top of the mountain and can rest

Interesting. But a bit off-topic, no?

Share this post


Link to post
Share on other sites
Sign in to follow this  

×