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DeanBandit2450

Tools/Components & Proficiencies

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I have two main topics to address here and then why that is, but I will try and make it simple leaving room open for interpretation, and suggestions. I would like to start a discussion here, so please; avoid negativity but pursue constructive criticism of my own and other peoples posts. Don't just shut people down straight away, unless their ideas are actually dumb.. Still, don't be a dick. If discussion progresses we may need to split into other threads but let's see how it goes..

Tools/Components

I think tools like the hatchet have a lot of potential in how you interact with the environment.

State some tools you might like to see, or some uses for the existing tools, and how they interact with new/existing components.

Mine are:

ɵ Wood and the knife could be used to make single (or very few time) use crossbow bolts. As could scrap metals and a tool kit.

ɵ The hatchet/knife could be used to carve markers into trees for navigational purposes.

ɵ A mirror or the lens in a compass could be used to light tinder.

ɵ A mirror/the watch could be used to send sun signals for locating friends.

ɵ String could be used to set trip grenades, or perhaps even trip flares as a warning system.

Proficiencies

I would like to see a skill set that develops with time/use. For example, you may slowly get better at using tools to craft crossbow bolts, thus the bolts can be used more times, or you may often use one weapon, so you learn to reload it quicker.

There are many applications for a simple proficiency list whose values are determined by how you play the game rather than any point based system. This could include being a mechanic, a medic, a scout or marksman, even a chef.

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Disclaimer

I suggested having a lens on the compass. This may make lighting fires too easy, but perhaps there could be two different compasses, one with, one without. I also said it would light tinder. Tinder could be implemented in that perhaps with old newspaper, and wood of course, you can light fire in the rain (I don't actually know if you can't light fires in the rain).

As for the characters' proficiencies , rather than any list or visible skill trees, it would be cool if these values were determined only by how you play the game ie. values change when time is spent doing things. Even subtle changes would be cool in terms of creating a developing RPG.

I'm aware of the limitations within designing a mod, I am just trying to spark conversation so we can raise some well thought out points for Rocket and the Dev Team to consider implementing into the official release of DayZ.

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Happy hunting,

Dillu

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