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ParanoidBob

Long term endgame suggestions

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Hi everybody, please allow me to quickly introduce myself so you have some idea of where im coming from:

I'm a fan of the zombiegenre (movies, max brooks books and the walking dead comics and so on) and only some 6 months ago I became aware of the game genre of the zombie-mmo.

Great right?

No...my first contact was with the WarZ. :-(

I wont go on about that horrible abortion of a game because its simply not worth wasting time on.

Aaaand moving on:

Despite my earlier experiences im still a big believer of the zombie mmo in general, in fact, before I was even aware of the game genre Ive been already thinking out some concepts and ideas.

To be clear: I have not and did not play DayZ because I only found out about Dayz when the standalone was already in the works.

Been reading the tumblr page and it's refreshing to see that there are devs out there who are genuinly commited to produce an awesome epic game without setteling for less.

Now my suggestions can be implemented later on in the standalone's existence, also I read Rocket saying he and other devs read these forums and they are still thinking about endgame content etc.

I will ad each idea in a different post to avoid a wall of text.

Here we go:

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Rebuilding:

classic theme in any zombiestory: survivors who hold out and try to make a safehaven in a hostile world.

At a certain point the world should have a campement controlled by a faction (later on maybe different factions that have camps with different moral allegiances), the factions have a currency (maybe a point system or however you wanna fill that in, not important to me) which can be obtained by...doing quests (im sorry but its still a mmo, dont chuck every aspect of what makes a mmo a mmo outta the window).

You got a couple of simple jobs you can do: raid a nearby garage/hospital/policestation and get object X.

In time these encampements evolve, depending on each server, they get new buildings, perhaps even better defenses.

How does this create gamecontent?

Simple: you create a dynamic where players ( and ofcourse also bandits) have a hub, maybe stash some items, and over time, as the encampement grows and evolves can pay visits to hospitals obtain either skills or technologies in a techshop etc.

BUT it should be organic: the encampement can grow, but also decrease!

Lots of people= lots of meals for zombies...which brings me to idea no2.

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The Horde.

Yes.

I said it.

Every now and then a kickass horde migrates over the map, like a swarm of locusts eating everybody who is unlucky in their way.

Maybe every two days a horde spawns and follows a rough trajectory to other side of the map, yet they can change their direction when they notice prey.

But after a 3 to 4 hour timeperiod they will vanish.

Now these encampements I mentionned earlier could sometimes be in the path of the horde, sirens will sound and players who dont want to lose their progress/access to more advanced technologies etc better drop what they are doing and rush to the camp to fight off the horde.

You could ofcourse make this a random weekly event or plan it. (strictly for gamecontent reasons)

I can imagine that this can be tons of fun: fanatic grinders fighting off the horde while trololol bandits try to snipe of off the walls!

hehe

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The endgame content- special achievement

First of all let me say: this should take extremely long and be difficult as hell.

So let's say there's this background storyline, zombieplague, survivors, encampement being build, over time it fights of hordes and evolves having more buildings and....eventually..a laboratorium with (npc) scientists working on a cure for the undead virus.

Eventually after a chain of meeting crazy difficult objectives this vaccin might be obtained, you get a special something something and the server resets.

The end?

Not at all.

Over time you can create these different storylines, not unlike with L4d where each level plays a bit like a movie on its own.

This one is just set in the same world.

This time it's an encampement and salvation lies in eventually reaching the level where they can produce a vaccin.

But overtime you can add scenarios with a submarine, a salvable plane, a...whatever you and me can come up with.

I hope you get the idea.

The 'quests'should be unintrusive for players who want to keep playing the way they do right now.

Or you could have scenario enabled servers and normal ones.

Edited by ParanoidBob
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oh almost forgot the weirdest idea I had:

Among those quests/challenges/whatever the npcfaction can give you should be one weird one: a list of things from the 'old world' back when things were normal are to be collected, they are worth a reward.

Start out with a laptop.

Mp3 player and batteries.

Surfboard.

and eventually big things you cant carry by yourself: a pinballmachine.

You will need to team up with a group: two guys are lifting the pinballmachine, the rest protects them from zombies and/or bandits.

Should make for some hilarious gameplay.

It's a bit wacky but hey..

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All nice ideas, and I agree that there should be more longterm endgame content, but I dislike two of your points:

1) I don't want any form of NPCs in the game. DayZ became popular because it is entirely based around being the story of people, not machines.

2) A siren that would call players to 'defend the base'. Surely a siren this loud would just bring every single zombie in the map? It is illogical and unrealistic. I'd rather have a way of communicating over short wave radio and such and if you don't hear it, it's your fault and problem. Again, DayZ became popular because it is so unforgiving.

Just my 2 pence.

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i like some of your ideas...but i see the basic idea just not for dayz.

Edited by joe_mcentire

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All nice ideas, and I agree that there should be more longterm endgame content, but I dislike two of your points:

1) I don't want any form of NPCs in the game. DayZ became popular because it is entirely based around being the story of people, not machines.

2) A siren that would call players to 'defend the base'. Surely a siren this loud would just bring every single zombie in the map? It is illogical and unrealistic. I'd rather have a way of communicating over short wave radio and such and if you don't hear it, it's your fault and problem. Again, DayZ became popular because it is so unforgiving.

Just my 2 pence.

Thanks for the feedback!

About point 1: I dont know what to say as I haven't played it in the early days, in fact not at all.

I've been watching other peoples adventures via youtube though.

If lots of dayZ players feel npc's would suck how about a set of..'blueprints' that give hints to what to do and what next step in abilities/options this would grant?

Maybe thats better?

point2: Yeah ofcourse sirens would, but there's an entire horde there already so it doenst matter that much, they are already in a do or die situation.

But yeah why not, scratch the sirens and make it shortwave radios.

Im okay with these kinda changes as like im not experienced with the game, but I would like to see these sorta gameconcepts, the specific details I'll leave up to the more experienced players.

;-)

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i like some of your ideas...but i see the basic idea just not for dayz.

Oh..I'm starting to get the idea it was a bad idea to post this as I am clearly missing something..

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survivors who hold out and try to make a safehaven in a hostile world.

At a certain point the world should have a campement controlled by a faction

...

You got a couple of simple jobs you can do: raid a nearby garage/hospital/policestation and get object X.

...

In time these encampements evolve, depending on each server, they get new buildings, perhaps even better defenses.

Dayz is defined by the idea that we decide what to do, no helping hand, no explanations. I do support the idea of bases, but this all should happen because of us players to decide that we want to build bases, to rebuild society. No "artifical" haven, no privileges...

If i want to go on a quest, then i should define my quest for myself. Add the play of trust/mistrust/betrayal etc and you have a unique game experience where someone asks you to help him find bandages before he bleeds to death and all you get in exchange is a bullet in your head.

edit:

And after all i guess this is an ultimate (although i doubt that we will ever reach it) goal and "end game": ways to rebuild a somewhat functional society. I doubt it because there is on one hand the question how the devs can provide us subtle enough tools to do so and on the other hand we, most likely, go back shooting each other instead of trying to do an community-effort to rebuild society. But that's the game and if there are enough bandits that are against it, well f*ck us then...

This is what it is/should be all about, at least in dayz

edit: Or maybe i got you wrong and your suggestion was more of a call to us players, what we should do in dayz..

Edited by joe_mcentire
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oh almost forgot the weirdest idea I had:

Among those quests/challenges/whatever the npcfaction can give you should be one weird one: a list of things from the 'old world' back when things were normal are to be collected, they are worth a reward. NPC's are i guess for about 85% a no go in dayz universe. i for myself am not completely against it, but i do understand the opposing opinions and the fear to shake dayz to the very foundations.

Start out with a laptop. love the idea! background info stored on them.... maybe valueable infos how to steer a chopper

Mp3 player and batteries.

Surfboard.

and eventually big things you cant carry by yourself: a pinballmachine.

You will need to team up with a group: two guys are lifting the pinballmachine, the rest protects them from zombies and/or bandits.

Should make for some hilarious gameplay. absolutely: more incentives for more P+P instead of PvP

It's a bit wacky but hey..

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Dayz is defined by the idea that we decide what to do, no helping hand, no explanations. I do support the idea of bases, but this all should happen because of us players to decide that we want to build bases, to rebuild society. No "artifical" haven, no privileges...

If i want to go on a quest, then i should define my quest for myself. Add the play of trust/mistrust/betrayal etc and you have a unique game experience where someone asks you to help him find bandages before he bleeds to death and all you get in exchange is a bullet in your head.

This is what it is/should be all about, at least in dayz

edit: Or maybe i got you wrong and your suggestion was more of a call to us players, what we should do in dayz..

No you got me right, I did mean a more guided chain of objectives etc.

However I did not realise so many are opposed to this.

How about you create the possibility to lets say, find a blueprint for a 'bulletmaker' so you need such and so basic materials you need to locate and find?

It's less npc-y that way right?

I was under the impression the devs were thinking of an endgame.

Some ultimate goal or whatever.

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well. we are simply conditioned to be guided. we are raised by that idea and our whole society is build around that core.

dayz simply offers us now a completely different approach. There is no win and no goal per se. Everything is allowed and nothing has benefits or drawbacks (well hero/bandit, so only true to some extent). Slash ppl with your hatchet, set-up your own car pool, sneak, survive, kill as many as you can...it is completely up to us.

But many, as you, think there has to be some end game. well no! it doesn't need to, it is just what we are trained and taught every day of our life. So i understand that dean and his team eventually think about some form of "end game", but i hope they do it in such an absolutely different way, as we might be used to it from other games.

edit:

but hey some of my ideas e.g.:

give us what we (do not) need! - junk and unique loot

Player decisions: Unlocking new Content

Edited by joe_mcentire

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I like the idea of finding an unattended base with a big ass loud siren. Set that puppy off and high tail it out of there, maybe find a vantage point to sit and watch the show. Perhaps even catch some unsuspecting campers logging in to find the camp overrun.

pass the popcorn please :P

Course that would require said mischievous survivor to be able to elude the coming hoard. That too has great, perhaps even better entertainment value.

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I heard a suggestion somewhere where as endgame you could repair the Elektro power plant :)

...and connect it to other facilities that need power, like the lumber mill in Berezino (the power line goes there, and to other cities as well from Elektro). The power station could be taken over as a base and barricaded against zombies, same thing with the facilities in other cities connected to the power plant. Basically, if a group of survivors took the power station they could control the power feed, and demand payments in return for power(an example of a player created mechanic). If the zombies broke in and damaged the generator, the lights, possible security systems built by players, and machinery would go out in all of the structures connected to the power plant.

The idea was to create dependencies between player bases, and in this way create incentives for cooperation. A small group of players wouldn't be enough to maintain and secure all of these facilities and reap all of the possible benefits and functions that these facilities provide. As an example the power plant could be connected to a large farm, and power the surrounding electric fence (security perimeter against zombies and predators) and an irrigation system. Without power players wouldn't be able to use the farm to grow food safely.

Different kinds of structures should in my opinion have some benefits and practical uses (like the farm or the lumber mill mentioned above) besides just providing a secure place to rest and do business.

Edited by TheSodesa
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No you got me right, I did mean a more guided chain of objectives etc.

However I did not realise so many are opposed to this.

How about you create the possibility to lets say, find a blueprint for a 'bulletmaker' so you need such and so basic materials you need to locate and find?

It's less npc-y that way right?

I was under the impression the devs were thinking of an endgame.

Some ultimate goal or whatever.

A lot of us have been playing from the beginning or not long after and are still finding cool/weird/crazy stuff to do. Its a game without endgame, no big boss, no level ups. There is no ultimate goal except what you set for yourself. If it so please's. you could become the Chernarus janitor and make sure all of the toilets are always stocked with asswipe, you would no doubt come away with some good times, plenty of deaths and some madass stories even with such a basic premise.

The SA will i am sure eventually give us a lot more tools so we ply our chosen trade in game, whatever that may be. Being able to reactivate power and such would be a cool thing but i would hate to see things implemented as in ' oooh i found a transformer a switch and a 3 metre piece of wire..just let me plug this in here..zzzzzzzt..(Cherno lights up) YAAAAAY !!! ' Shit like that better be as hard as fuck and take a long time.

Have you actually played the mod yet ? Just wondering :)

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If it so please's. you could become the Chernarus janitor and make sure all of the toilets are always stocked with asswipe,

Ladies and gentlemen, I just found my calling!!!

:-p.

Have you actually played the mod yet ? Just wondering :)

No unfortunately I havent (said that twice already! :P), here's why: I came across this type of genre when I first read about an upcoming zombie mmo in an open and persistent world...but it was the WarZ.

Only after losing 23 euros to that ukrainian snake ( guess ''he winner'' ) I heared and discovered DayZ.

By then the standalone was already on it's way so I just wait for SA to come out instead of buying the armaII game and then downing the mod.

Im a bit on a budget as im travelling soon and also want/need to build a new comp for when RomeII is coming out in october this year.

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if there are no changes on main-game, dayz will be always only P vs P and nothing more :(

the players must have other goals, than only "survive", too. If you think, you are on real apocalyptical-setting in your real life - what would you do? I don´t think you will always run for other peoples and kill them all..

You also need structures for life going on...

This can be following:

- reliable sources for eating/drinking

- a safe "Home"

- etc...

Edited by TiMEDANCE

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Ladies and gentlemen, I just found my calling!!!

:-p.

No unfortunately I havent (said that twice already! :P), here's why: I came across this type of genre when I first read about an upcoming zombie mmo in an open and persistent world...but it was the WarZ.

Only after losing 23 euros to that ukrainian snake ( guess ''he winner'' ) I heared and discovered DayZ.

By then the standalone was already on it's way so I just wait for SA to come out instead of buying the armaII game and then downing the mod.

Im a bit on a budget as im travelling soon and also want/need to build a new comp for when RomeII is coming out in october this year.

Combined operations is now for sale for just 10 euros. as the SA is months away it wouldnt be a bad investmend (even if it were only a month away, 10 euro's aint much) look on steam for the sale! just a short while left so better be quick about it! :)

Here's the link!

http://store.steampowered.com/sub/4639/

Edited by Azziax

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Combined operations is now for sale for just 10 euros. as the SA is months away it wouldnt be a bad investmend (even if it were only a month away, 10 euro's aint much) look on steam for the sale! just a short while left so better be quick about it! :)

Here's the link!

http://store.steampo...d.com/sub/4639/

oh thats not so bad!

I'll check it out!

btw, two questions:

1: I heared its a beach installing the mod and accessing a server, is this true?

2: Isnt it a very strong rumor that the releasedate for the sa will be in mid-late april?

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scratch that, just checked the specs and on my comp armaII will be a horrible lagged experience.

:-(

(getting new motherboard and a decent graphicscard later down the year)

getting it now is not an option.

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Rocket has already mentioned that when he implements underground bases he wants you to be able to research the virus in a lab type setting. His brother is a virologist who created a fictional virus for the game.

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I'd like to play poker for bullets. Or even a game of football with a zombie head.

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