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levelling up and perks

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there should be a progress on dayz instead of just walk around and hope something special happens

if there was levelling up there would be more of a goal especially if there is perks in most game people like trying to get certain perks and that keeps them playing and I think perks would help with survival

here are some examples of perks.

decreasing chance of disease-low levels like 1-5

decreasing recoil from guns - low levels again

increasing range of certain guns - low levels again

increasing health - low levels or medium levels 3-8

increasing speed - medium levels 5-10

and much more.

and a levelling up schemes

like how long you survive or how much zombies or other people you kill

levelling up could also unlock different uses with attachments like changing reticle, etc.

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Nope.

DONT FUCKING TURN THIS INTO COD

This and this.

Really, use your imagination, it may hurt at first but you'll get used it. You may even find it more rewarding than grinding to X to get SUPERPOWERSOFEPICPROPORTIONS(4URPENIS).

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I think allowing unlockable perks were something the dev team specifically wanted to avoid, unless you mean perks are specific to that character and vanish on death - IE, by running a lot and eating well, you can gain a little more speed and reduce your chances of catching a disease. I like that idea.

I think increasing health should only apply in some circumstances, like if you do a lot of unarmed combat your character learns to take the punches more easily. You shouldn't be able to eat up more lead than before. That was something they also wanted to do with various clothing types - wearing the motorcycle helmet will reduce damage you take to the head from blunt damage.

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DONT FUCKING TURN THIS INTO COD

i didnt mean it to be like cod i meant like perks you gain while your alive and if you die you lose them again

and to add more of a goal to it

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No way.This isn't 'another fps' its your story in dayz.You make happen what you like.Perks would make the game less enjoyable.

Scenario:Oh I'm level 50 now and have all the perks.

This would make people think they have completed the game,Like there's nothing else left to do.It isnt about completing this game/mod.Its about the experience.If your running out of stuff to do,Then this is probably the wrong game for you.

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you guys have to face it, that dean and his team already vividly think about subtle skills and perks to implement at some point inot the SA.

edit:

check this thread out and write what you think. i would recommend also the one which is posted in the initial post

Edited by joe_mcentire

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I think allowing unlockable perks were something the dev team specifically wanted to avoid, unless you mean perks are specific to that character and vanish on death - IE, by running a lot and eating well, you can gain a little more speed and reduce your chances of catching a disease. I like that idea.

I think increasing health should only apply in some circumstances, like if you do a lot of unarmed combat your character learns to take the punches more easily. You shouldn't be able to eat up more lead than before. That was something they also wanted to do with various clothing types - wearing the motorcycle helmet will reduce damage you take to the head from blunt damage.

I agree with stuff like this, but not with a leveling system, or with perks that increase damage, or decrease recoil, because those would just make the game less enjoyable.

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you guys have to face it, that dean and his team already vividly think about subtle skills and perks to implement at some point inot the SA.

edit:

check this thread out and write what you think. i would recommend also the one which is posted in the initial post

Yes, I think subtle skills and other things dean and his team have discussed would be fine. But they shouldn't be there forever when they occur - you lose them on death, or perhaps if you break the habit that formed it in the first place, depending on the type of skill.

IE you gain medical knowledge as you perform first aid on yourself and others, this involves knowledge (and some practice) and won't fade so much over time.

But:

You have a better immune system if you run a lot, eat healthily, and get sick and recover from the illness. Your immune system loses strength if you are injured and don't clean the wound, are malnourished, or sit around all day (not sure why you'd be sitting in DayZ, but whatever)

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Yes, I think subtle skills and other things dean and his team have discussed would be fine. But they shouldn't be there forever when they occur - you lose them on death, or perhaps if you break the habit that formed it in the first place, depending on the type of skill.

IE you gain medical knowledge as you perform first aid on yourself and others, this involves knowledge (and some practice) and won't fade so much over time.

But:

You have a better immune system if you run a lot, eat healthily, and get sick and recover from the illness. Your immune system loses strength if you are injured and don't clean the wound, are malnourished, or sit around all day (not sure why you'd be sitting in DayZ, but whatever)

that'S the point

everyone cries that there is not much left to do and it leaves just PVP to players. so why not add subtle skills. of course death means ultimately the loss of everything!

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that'S the point

everyone cries that there is not much left to do and it leaves just PVP to players. so why not add subtle skills. of course death means ultimately the loss of everything!

Haha yeah, I just imagined trying to learn surgery / first aid / study the infection in the game.

1. Visit a library for books on anatomy / medicine

2. Shoot a zombie to obtain a body, otherwise find one

3. Dissect body for knowledge of the infection's nature / how the human body works

4. Try to invent a cure / preemptive vaccine / apply knowledge to a real human who needs help

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just really check out the provided link.

- we (a bunch of guys) came to a broad consent regarding "microskills", which means e.g. that they mustn't have any direct effect on combat systems. no faster shooting, no one hit kills, no taking more hits... none of this.

it should give more meaning to a dayz-life, deliver more "content" besides PVE and PVP

everyone how wants to focus on this should have the chance to, anyone who doesn't care shouldn't be influenced or notice that at all.

again:

check this thread out and write what you think. i would recommend also the one which is posted in the initial post

read it from start to the end, and please try to bring arguments not "NOOOOOOOOOO"-s ;)

Edited by joe_mcentire

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moreover: at least 40% of the poll provided in the inital thread voted for such a skill mechanism & Dean and his team are seriously considering "subtle skills and perks".

as long as we do not start our stereotypical thinking process and try to be creative this could really add something for the long-term and atmosphere...even when the initial "WOW" of the SA would wear off

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GO.

AWAY.

haha you again ;) no one mentioned the minigames yet? hm? :P

you cannot deny this is topic clearly mesmerizes you ;)

Edited by joe_mcentire

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T'is something that has been discussed previously.

No need for another topic.

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