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The stromling

{standalone} Character Traits (with new tools!)

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EDIT: I wonder why no one likes my ideas? they sound good to me.

There should be traits which help you survive, but different traits help you differently.

there would be 5 levels in each trait, every time you upgrade a trait, you have to do more in that trait, it will also be very hard to get trait points! once you have level 5 you cannot lose the skin unless you toggle it to a different skin!

?? means that i don't know what to put here!

Traits

you start with 1 trait point.

Intelligence.

Level 1 - ability to lock pick!

Level 2 - when studying a body, it tells you the exact gun used

Level 3 - when studying a body, it tells you the direction the bullet came from (only works if they got kill by the actual bullet!)

Level 4 - Salvage bullets from dead people. (maybe)

Level 5 - Special "Smart Teen Boy" and "Smart Teen Girl" skins.

way to get trait points - study bodies, modify guns, lock pick (when unlocked) and crafting.

way to lose trait points - die or get knocked out (you keep levels 1, 2 and 5)

Fighting strength.

Level 1 - Hand-to-hand combat strength increased by 10%

Level 2 - X2 speed breaking down locked doors.

Level 3 - fall damage decreased by 25%

Level 4 - Hand-to-hand combat strength increased by 35%

Level 5 - Special "Body Builder" skins.

way to get trait points - hand-to-hand combat and smashing down doors.

way to lose trait points - Kill with guns and dying.

Athletic strength.

Level 1 - Running increased by 10%

Level 2 - Running increased by 20% (10% difference from level 1)

Level 3 - Special "jogger" skins.

Level 4 - Running increased by 40% (20% difference from level 2)

Level 5 - Special "Runner" skins.

way to get trait points - running and walking around for long periods of time.

way to lose trait points - Break your legs (l level dropped each time) and dying.

Stealthiness.

Level 1 - Make 5% less noise.

Level 2 - 15% more hidden in grass.

Level 3 - No sound when sneaking.

Level 4 - Can craft a camo helmet (requires a hat/helmet and loads of grass/moss)

Level 5 - Special "Stealthy Agent" Skins.

way to get trait points - sneaking, rolling and using silenced guns.

way to lose trait points - shoot loud guns (e.g. a lee enfield) and dying.

Weaponry skills. (might need a better title)

Level 1 - 5% more accuracy

Level 2 - reload speed increased by 25%

Level 3 - Special "policeman" and "policewoman" skins.

Level 4 - Can craft a double-scope (increases scope by 50%)

Level 5 - Special "sniper" skins.

way to get trait points - killing zombies and people.

way to lose trait points - try to shoot without ammo (very slow) and dying.

Tools.

locks.

used to lock cars/houses, anyone who has a key, a skeleton key or can lock-pick can get into the car/house.

Lock-picks.

Can be used to unlock locked houses and cars, requires intelligence level 1 to use. Can also be used as a weapon.

Stuff to add!

Pictures of skins.

Other ideas.

if you can think of anything i should change, add or remove, tell me!

¬ TheStromling

Edited by The stromling

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Rocket said that there will be no RPG elements in DayZ SA because they limit your character.

how is it RPG?

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how is it RPG?

Just no traits at all Lol. This isn't sims or fallout 3. If you want traits go play those games

Edited by Stoned Orangutan

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The idea of leveling /classes has been put on the table quite a few times in suggestions. I dont think it would be a good path to go down as I play to avoid such things as this.

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The idea of leveling /classes has been put on the table quite a few times in suggestions. I dont think it would be a good path to go down as I play to avoid such things as this.

This.

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So you're basically saying that the survivors appear in this apocalyptic world with little to no knowledge about anything, then suddenly start learning new skills?

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This has, as Steak stated, been discussed many times previously, and for that I am locking this topic.

Why do we need traits? Skills? Nothing like that should be implemented. The skill of a player should lay with the person himself/herself. Practice is a key factor. We don't need skills and such.

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