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(Pics included)More Cooperation features; enables teamwork and group survival.

Would these make great introductions to Co-Operation?  

16 members have voted

  1. 1. Yes? Or no?



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Click on each red highlighted words to see pictures! :) (TOPIC WILL BE EDITTED FOR MORE IDEAS/IMPROVEMENTS)

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Hey guys, I have figured that since we can be able to bandage others, transfuse blood, morphine others and give them items, I was thinking about more features that could be useful.

My reason/goal for suggesting this: I was thinking that since the Standalone aims to be a difficult MMO survival game, why not make it easier with some assistance from another players which can build up more social aspects along with teamwork in this type of zombie apocalypse. Many players have friends they want to team up with along with groups(clans). I just want to make it a foundation for the devs to consider doing in the near future.


 

Additional Teamworking Methods



Assist Barrier climbing; Come across a wall that's beyond your height? How about having a buddy giving you a lift up the wall(or fence) and help your partner carry him/herself over it!

Carrying/assist bodies; Middle of a firefight and dragging isn't the best option? How about being able to carry a body that's seen in ARMA 2? This would be beneficial as a faster means of carrying an immobilized partner from a broken bone or simply from unconciousness/shock. If your partner gets shot or attacked from a zombie while carrying, the body will automatically fall to the ground and could possibly die or go into further injury.

Hug; Could be good to gain warmth for cold environments without the right clothing or equipment; could be great for fresh spawns having trouble for their first time playing or any other case :) Maybe it could make your relationships with your fellow survivors better with hugging for the Standalone aiming to be an MMO. This could be used as well for a desperate attempt of your last action before a bandit happens to eliminate a pair of survivors!

Assisted Vehicle Maintenance/Construction; There's no way for one person to be doing this type of work on their own in a short time?(Such as adding tires, engines, etc) This would be great for players to engage and interact to vehicles and base building together instead individually. Installing an engine block into a car is impossible due to it's weight or the complications of adding windshields onto vehicles as well..

Medical; Taking care of eachother; There are instances that people have fallen ill to a disease that's present into the environment. How about having players being able to give them fluids and medicine to follow-up on their treatments?

  • Diseases like Cholera(Confirmed in Standalone) will require another person to take care of this disease. The lack of timing of treating it would also make you fall ill to it as well.
  • Adding Splints/Tourniquets to your partner.
  • Cleaning eachother from vomiting or possibly uncontrollable diarrhea.
  • Aiding in consuming fluids for severely ill survivors.
  • Giving the right antibiotics.

If you guys can improve on this idea or share your thoughts, please post your responses below. Keep it mature! :)


 

 

Topic Glossary by TIC321(Will be edited for enhanced navigation)

Edited by TIC321
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Medical; Taking care of eachother; There are instances that people have fallen ill to a disease that's present into the environment. How about having players being able to give them fluids and medicine to follow-up on their treatments? Something as serious as Cholera(Confirmed in Standalone) will require another person to take care of this disease. The lack of timing of treating it would also make you fall ill to it as well.

If you guys can improve on this idea or share your thoughts, please post your responses below. Keep it mature! :)

The only problem I see is the engine really, which is incredibly clunky. If those things could be fixed then I welcome any interaction with players and for some activities that need cooperation to be completed. I highlighted the last one however because I'm pretty opposed to the disease system... my answer to that is...

Hey, let us know where you spawn and we'll come get you. Bang bang.

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The only problem I see is the engine really, which is incredibly clunky. If those things could be fixed then I welcome any interaction with players and for some activities that need cooperation to be completed. I highlighted the last one however because I'm pretty opposed to the disease system... my answer to that is...

Hey, let us know where you spawn and we'll come get you. Bang bang.

I was thinking that since the Standalone aims to be a difficult survival game, why not make it easier with some assistance from another players which can build up more social aspects along with teamwork in this type of zombie apocalypse. Many players have friends they want to team up with along with groups(clans). I just want to make it a foundation for the devs to consider doing in the near future.

The current ARMA 2 engine is very clunky. This isn't something I'd consider for the mod but for the Standalone which had suggested to be more responsive and greatly improved.

Edited by TIC321

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I actually don't really have a problem with anything you said if they were able to at some point add all that in i would be pleased as punch with it all.

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I was thinking that since the Standalone aims to be a difficult survival game, why not make it easier with some assistance from another players which can build up more social aspects along with teamwork in this type of zombie apocalypse. Many players have friends they want to team up with along with groups(clans). I just want to make it a foundation for the devs to consider doing in the near future.

The current ARMA 2 engine is very clunky. This isn't something I'd consider for the mod but for the Standalone which had suggested to be more responsive and greatly improved.

I feel ya. I want to see this game evolve way beyond the mod. There are a lot of features both suggested and "promised" that should enable a lot of player interaction. I don't think a person should be able to carry 4 tires in their backpack or an engine block. I'd really like if items were broken down and more detailed. Your engine might be broken but it might only need a piston ring and a head gasket... and same with tools. You'd need a tire iron to change a tire, not just a generic tool box.

So, all I can say is we'll see!

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All good ideas, but how will this increase co-operation between strangers. It will be used within groups and such but I don't see how a complete stranger will help a loner, especially if the loner has good gear.

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All good ideas, but how will this increase co-operation between strangers. It will be used within groups and such but I don't see how a complete stranger will help a loner, especially if the loner has good gear.

That's how it's been with the mod as well, it comes into encounters on how we can trust people. This is normally acceptable if someone is willing to team up with people even if they are strangers. Whoever won't cooperate and ends up shooting is probably a bandit in the first place :) I just want to push out the ideas of social interactions so it'll greatly benefit this aspect of the Standalone game.

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I like the idea of trying to increase peoples involvement with each other , by making some tasks unachievable without two people .

Perhaps some areas which are very difficult to get to , if or when some sort of climbing over walls or objects is implemented , the idea of giving people a leg up is a good one .

Maybe even make some very heavy parts or objects only movable by two people , and have them "tethered" to the object while they are carrying it , or it could operate similar to a vehicle , with one person "driving" while the other person just "rides" , but it requires two people to move . This could include things like rotary assemblies , stretchers ( for moving injured people at high speed ) , or any number of heavy duty items which may be involved in building bases later .

Edited by Jars

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Hello there

I like most of your ideas. however whilst I really like the "taking care of associates" idea, It must not come at a cost to those who solo. Benefits for caring, but no penalties for being a lone wolf.

As to the engine being "clunky", is that not down to the animations and how they are handled? I too would like to see more fluid avatar control.

EDIT: although in all aspects of the game there should be benefits to teamowork, I don't like to be forced (or forcing anyone) into having to team up or down any route for that matter.

The choice should be ours.

Rgds

LoK

Edited by orlok

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Everything but hug is good

No hug ? You kidding ? :D

I would go for rape too in the SA. Bandits would have some serious fun with that. :lol: *Give Chloroform and Ding Dang Dong*

(I'm Kidding :rolleyes:)

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I want to clarify this is only to promote teamwork but not entirely enforce it upon people who want to survive on their will. Survivors start off alone, and die alone.

This is only a suggestion that came to mind due to players often surviving in groups or with a buddy in a Multiplayer Mod. Players who prefer being solo can continue that :)

And with the hugging, it's a minor detail but could play a large role to staying warm even though there are other methods such as digging yourself a ditch with a blanket covered on top and so forth :P

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(I'm Kidding :rolleyes:)

On the whole, not really something to joke about...

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What more can this idea be improved upon?

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I understand you want to add more group play and social aspects but you have to be careful to not create in MMO terms a 5 man dungeon -where you need a team to complete a task like fix a car.

Everything needs to be able to be done by group and lone wolfs but I understand that lone wolfs will have harder time with some tasks but they can do them.

Another issue is the players making a party/ group and still kill strangers- you ideas above don't touch on this topic.

To solve the issue with two strangers or a group taking in a stranger- you must make the individual character valuable in a way that can't be matched by the other player's basic new spawn friend/party member.

There must be something that stranger could possible provide other then another body or gear. If you can answer this then you have something that will get players who are strangers to interact more verse just killing.

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I understand you want to add more group play and social aspects but you have to be careful to not create in MMO terms a 5 man dungeon -where you need a team to complete a task like fix a car.

Everything needs to be able to be done by group and lone wolfs but I understand that lone wolfs will have harder time with some tasks but they can do them.

Another issue is the players making a party/ group and still kill strangers- you ideas above don't touch on this topic.

To solve the issue with two strangers or a group taking in a stranger- you must make the individual character valuable in a way that can't be matched by the other player's basic new spawn friend/party member.

There must be something that stranger could possible provide other then another body or gear. If you can answer this then you have something that will get players who are strangers to interact more verse just killing.

I think the problem when it comes is that when individuals(lone wolves) often see a group, their mindset is based on survival with the lack of safety and try to make it that way around them to make themselves feel comfortable which results in violent endeavors to murder a group for surviving along with the group looking to be intimidating to strangers. I think this is a stepping stone that we can improve on with more social interactions and more options that wouldn't result into pulling the trigger quickly without thinking.

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It got weird when you mentioned cleaning each other's uncontrollable diarrhea...

When someone succumbs to such a life threatening disease that limits the person from doing physical activities, it's not easy to take care of yourself with personal grooming. Without this, suffers consequences of further infections and death without a partner helping you out on that. I think that this shouldn't get into graphical detail such as feces and other disturbing particles :) I don't want to see that as much as you do

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I think the problem when it comes is that when individuals(lone wolves) often see a group, their mindset is based on survival with the lack of safety and try to make it that way around them to make themselves feel comfortable which results in violent endeavors to murder a group for surviving along with the group looking to be intimidating to strangers. I think this is a stepping stone that we can improve on with more social interactions and more options that wouldn't result into pulling the trigger quickly without thinking.

Actually, groups are more likely to kill other players since there is less of a risk. The group has nothing to gain and everything to lose in interacting with a stranger or lone wolf.

I play as a lone wolf and have never killed another player. I do watch myself with other players and have interacted with other players with no combat happening.

I will admit there are some players who go out and kill or mess with players but these same players will do the same in a group as well.

Social interactions is not the key to stopping players from shooting on sight. Social interactions are great to allow players once talking/interacting- build friendship and trust.

To solve the shoot first ask questions later is to make a random stranger/player have the possibility to be more valuable then a friend that's in your group.

Lets say a groupA or a individual playerA is walking through the woods and see another player in the distance. Usually the thought is:

If he has good gear= kill

If the player is unarmed and didn't see you = let them pass

If the player is unarmed and sees you = Kill or let pass

But if the stranger could have something that could be a value/talent/skill to you or your group (not counting an extra body or gear) might interact from a distance or defensive position and see if they are good at fixing cars or etc. These extra moments will humanize the stranger and playerA/groupA might work with them, or do a trade, etc. Once there is some communication, the guns will still be aimed for defense but you will at least look for a reason to shoot them verse shooting them on sight.

In history many groups fought wars where they didn't talk to each other, didn't understand each other,..but once they did interact then they saw each other as fellow humans who have disagreements which can be looked at and solved. No interactions allows the other player to cast upon what ever image/view they want to- to justify killing a player who is an active unknown and could easily be a possible ally as well as a threat. But with casting your image that they can't be trusted and kill them- you will feel less remorse since you feel that it was to protect yourself, but this is rationalization.

Classic case of rationalization in action- I must kill other players on sight now since I have been killed by some other players. This feeds on the domino effect where you simply spread this method of thinking - like a disease it will turn players to simply killers.

I have been killed by other players and I will still not kill another player unless he is firing on me. I will stand against this thought since i know if I'm friendly and helpful to another stranger then they might do the same for another- Do you feed the Chaos or do you stand up against it.

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I disagree entirely with the "don't penalize the lone wolf" , that is exactly what should happen in certain circumstances .

Not everything should be achievable by yourself , and if you make the conscious choice to be a lone wolf , then that's the breaks .

If you risk interaction with strangers to achieve that which you couldn't alone , you may just actually both/all be rewarded , which is what should be encouraged .

I am not try to "punish peoples play style" (sigh) , but I really think , as in "real life"(rolls eyes) there are things you just can not do by yourself .

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I disagree entirely with the "don't penalize the lone wolf" , that is exactly what should happen in certain circumstances .

Not everything should be achievable by yourself , and if you make the conscious choice to be a lone wolf , then that's the breaks .

If you risk interaction with strangers to achieve that which you couldn't alone , you may just actually both/all be rewarded , which is what should be encouraged .

I am not try to "punish peoples play style" (sigh) , but I really think , as in "real life"(rolls eyes) there are things you just can not do by yourself .

I agree that if your lone wolf- fixing a car or chopper is going to be hard and at time almost impossible (depending how much work needs to be done to fix it)

But also a lone wolf alone does not make it so there is no way to get this done- meaning you must have another person or two.

On the topic of playstyles-

All playstyles should have benefits and a downside- this creates tension/risk in all playstyles and sets the tone that there is no certain playstyle to so call Win tactic- all have risk

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Where is the authenticity , in one person being able to feasibly achieve anything that multiple people can .

I agree , there will be benefits and drawbacks to all play styles , and in my very humble opinion , in the interest of encouraging interaction with others , above and beyond poppin' a cap in the back of their head , there should be things that lone wolves just have to miss out on .

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