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PandaPliskin

My Big Idea

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I had an idea for the standalone DayZ game. An achievement system that tracks how many zombies, bambies, heroes, and bandits you've killed. How many headshots you've gotten. How many animals skinned. How many vehicles repaired etc, etc... Once you hit a milestone, say you've killed 1000 zombies with a certain pistol. You can choose to start with that pistol without ammo. Say you've used bandages 100 times to stop the bleeding and you then have the option to start with an extra bandage next time you die. Say you've used 1000 bandages and you get the "Certified field medic" achievement and from then on not only do your bandages stop the bleeding but also restore 100-500 blood because your character knows what their doing. Because "Don't worry, I've done this a thousand times!"

This Achievement-based system has so many possibilities. I know how it feels to die and start again from square one. But knowing that everything I do is counting towards some small reward later on down the line takes some of that weight off your shoulders, and gives some feeling of accomplishment. Small rewards for big achievements. Special rewards for major feats.I leave my idea in your hands in hopes that they are not wasted.

Everyone, feedback please!

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Welcome to the forums.

Achievements and many similar ideas have been discussed at great length over the months here on the forums. It's always worth doing a quick search before making a new suggestion but I'll leave this here to see what people think of your idea.

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I don't think it should be a lifetime achievement system, because that unfairly favors the veteran over the noob. I personally enjoy this game's philosophy of "in death, everyone is equal".

I think survivors should get slightly better at certain things as they practice them, like physical excercise and skill mastery, but I personally think that reducing the penalty for death in any way, shape, or form is a terrible idea. It's what makes Day Z Day Z.

And, as Fraggle here mentioned, this is probably in the top 20 suggestions. There have been sizeable debates over this, and in most cases the proponents lose.

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Bad idea.

Though it's natural to assume that repeating actions would increase your abilities (practice makes perfect), DayZ puts us in a situation where our characters already have many skills which we do not.

I'd rather keep the system in a state where player's knowledge of game mechanics is the in-game representation of skill.

To that end I'd like to see many of the "animation=action" functions replaced with minigames of sorts. But that's a discussion for another topic.

I don't want repetitive use of the same functions to artificially boost the benefits of said function. That just leads to "XP farming".

Regarding bandages on spawn, I don't think anything a player does should have an effect on their next life. Dead = Dead.

Edited by Chabowski

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I'm sorry but I couldn't disagree more. You're talking about behaviours that award you for grinding. What's to stop you from purposefully harming yourself to bandage or to camp somewhere and headshot zombies? Why shouldn't being a veteran of the game and the familiarity of the game mechanics be it's own reward?

Secondly, perks like this are completely illogical in terms of game design. It's essentially saying "Hey! you're really good at this game. Lets make it easier for you."

Thirdly. If there is anything that devs and forum members are racking their brains to figure out, it's how to make death in game meaningful again; To make death more than just an inconvenience. Adding perks that last beyond one's character's death would bring even less significance to dying. Development should work to separate different instances of your character, not connect them.

Edited by Bribase
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I agree with the other responses, death is the end for that character. Nothing carries over.

Thirdly. If there is anything that devs and forum members are racking their brains to figure out, it's how to make death in game meaningful again; To make death more than just an inconvenience. Adding perks that last beyond one's character's death would bring even less significance to dying. Development should work to separate different instances of your character, not connect them.

Also, I think a ban from that server until the body is hidden(Actually, I don't like the hide body function) or despawns would be A+. Allows the world to evolve without you for a little while, and you can't get your stuff back easily.

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I like The idea of getting achievements, just make them Nothing like kill x000 Zombies to get that achievement.

I don't like getting achievements when i Play The Game regulary, I'd rather get One saying "congrats you have fallen Down that Building and gotten your Self killed (you dumb f*ck^^)"

But no rewards other than The satisfaction of finding One of these by accident.

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I would definitely like an Achievement of how many "People Who Use the Word Bambi" kills i have.

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Achievements cater to those who lack the motivation to accomplish tasks without receiving a badge.
Well done. Have some beans.

**Achievement get**

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