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Encouraging Cooperation Among Players

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Dayz --- Encouraging Cooperation

I believe the best way to make people work together is to give them a common goal to strive for or to give them a common enemy. These are some ways I could see the overkill-on-sight problem we all face being resolved.

-Emphasize survival

Something like a stat counter for how many dayz a player has survived and some other stuff like beanz consumed and zeds (NOT players) killed could emphasize the fact that this game is primarily about surviving a zombie apocalypse as opposed to murdering survivors, like most of the playerbase seems to believe (you secretly psychopathic douchebagz took my beanz!).

-Redo health system

The current health system = flawed. For one it is too easy to die. Guns are in some aspects more deadly than they would be in real life (AS50, I'm looking at you!). Getting shot anywhere else than the head should NOT be an instant kill. Yes if someone get shot in their organs they will likely die from shock or blood loss, but not immediately. If someone gets shot anywhere but the head they should have time to return fire before passing out and/or dying due to shock and/or blood loss. My other problem with the health system is how fast a person can recover from a gunshot wound. As it is, a person gets their legs blown out by a shotgun or bleeds halfway to death and boom they are back up in an instant due to a magical bandage or morphine injector. I personally think it should take more than 10 seconds to be back on one's feet after getting f*cking kneecapped or shot in the guts. With this redone health system a person would have to be certain that when they shoot they're getting a killshot should their victim return fire. Mexican standoffs, anyone?

TL;DR It should be harder to kill someone, and be even harder to recover from almost being killed.

-Co-op actions.

Gears of war-esque co-op sequences could be a great incentive for people to team up. Something like requiring at least two people to open the heavy wearhouse doors or four people to carry a main rotor assembly could encourage teamplay rather than lone wolfing. The already present requirement of a second person to perform a blood transfusion or epi-pen is a good example of how this mechanic would work.

-Increase zombie difficulty and/or number.

As it is, zombies are pretty unrewarding to kill and are underwhelming in how much of a threat they pose (when they aren't mike tyson zombies). I could see a group of survivors teaming up if they wanted to clear an area with some nifty gear lying about of a large group of zeds or perhaps if a reclamation system introduced, a group teaming up to clear a town of zombies.

-5-10 minute respawn wait and/or preventing people from looting their own corpses.

This will help prevent people from camping near dead bodies so they can kill a person multiple times.

-Make guns and ammo rarer/emphasize melee combat.

Of course guns would still be around, but it would be a lot harder to find them, thus making melee weapons the more standard weapon of choice. This way if Survivor A is charging at Survivor B with a hatchet, Survivor B will know that Survivor A is probably after his beanz before it is too late, taking away that instant assrape that Survivor A would have provided to Survivor B had he found a gun. Non-lethal weapons may also be implemented so a person doesn't have to chose between not killing a potentially innocent stranger or being a dick and killing on sight to protect their beanz.

-Trapping/Poison.

Imagine you were just killed and robbed of your beanz by that fresh spawn you helped out or that not so friendly "friendly" you so naively trusted, now imagine that just in preparation for said assraping, you poisoned your beanz beforehand or left an explosive surprise in your vest (the poison and explosives being a rare loot, of course). In that case, you could at least die knowing that your murderer is now getting an assraping as equally bad as the one he just gave you. Maybe then he will think twice next time about robbing you or anyone else.

-Diversions.

Some people get bored after they have gotten enough gear to survive because they feel like there isn't much to do anymore. Things like the building and crafting system Rocket has already confirmed are being implemented. Perhaps we could go further with a system for farming, or cooking, or... whatever the hell else. This would add to the activities that can be done in game and would keep the game more fresh and give dicks something to do besides sniping fresh spawns bcuz dey R b0r3d.

-Pointless animations/items.

This connects back to the diversions part. Various "fun" items like books, games, purely cosmetic clothing, and whatever the hell else could be introduced to add some variety to the game and break up the monotony at times. These could pair with animations a person could perform like a guy playing a song on the guitar he found. These could in turn develop into some interesting and funny situations like a shootout while playing cards or a chemlight dance party around a campfire. I also think people would be less inclined to shoot on sight if a stranger greeted them with a funny dance animation. I know I would.

-Holstering guns.

'Nuff said.

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...the best way to make people...

If all your suggestions are just forcing players to play in a certain way, I'm not reading them. I'm sure there's more to it, but that's a big post and I don't particularly agree with your initial logic.

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Might want to search before suggesting :)

Please refer to Chapter 4, this is what you're looking for

But thanks for suggesting, all sounds like great ideas.

Edited by TIC321

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If all your suggestions are just forcing players to play in a certain way, I'm not reading them. I'm sure there's more to it, but that's a big post and I don't particularly agree with your initial logic.

It's not forcing lone wolves to play with a team. It's forcing them to adapt, like they would if an apocalypse ever occurred This game is meant to be authentic; you should have more advantages to playing with a team, as you should have certain disadvantages.

Carrying a main rotor assembly shouldn't be a one-man task.

Edited by Very Ape

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you should have more advantages to playing with a team, as you should have certain disadvantages.

Then the focus of the updates should be rebalancing, not "Making players play like this".

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Then the focus of the updates should be rebalancing, not "Making players play like this".

I don't see how this forces players to play with a team.

The advantage of being a lone wolf usually boils down to stealth. Lone wolves sometimes exceed in this, and they're aided by the fact that they travel alone, and are thus generally harder to spot. If I want a helicopter and I'm a lone wolf, then I'd damn better find a creative way of obtaining one, because there's no way I'm going to be able to lift a main rotor assembly on my own.

Will I momentarily befriend someone and have him help me in exchange for a ride?

Will I disarm a survivor and force him to help me?

Will I stalk and kill people who are trying to fix a helicopter, after they've repaired it?

Lone wolves are not exempt from character interaction. If you want to accomplish certain things in DayZ, as you would in real life, you'll have to sometimes interact with other players; whether it be in a friendly manner or not, that's for the lone wolf to decide.

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you can't use bloodbags your own, and this is the main reason why you team up with someone ingame many times.

if weapons had conditions, cars need more to be fixed than toolbox and parts also players had perks like mechanic, medicine, arms expert etc. (which I think they will be in SA mosdef) there would be more social gameplay than deathmatch kinda play. forcing ppl to play together with super zombies won't work. things like this (perks etc) would only make ppl to value others life in game.

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you can't use bloodbags your own, and this is the main reason why you team up with someone ingame many times.

if weapons had conditions, cars need more to be fixed than toolbox and parts also players had perks like mechanic, medicine, arms expert etc. (which I think they will be in SA mosdef) there would be more social gameplay than deathmatch kinda play. forcing ppl to play together with super zombies won't work. things like this (perks etc) would only make ppl to value others life in game.

Personal transfusion kits could be crafted in hospitals, using certain materials, but have a slight chance of going seriously wrong. :P

Again; in real life, it's more difficult to recover from serious injuries when alone than with people who can give you medical attention.

Edited by Very Ape
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Personal transfusion kits could be crafted in hospitals, using certain materials, but have a slight chance of going seriously wrong. :P

Again; in real life, it's more difficult to recover from serious injuries when alone than with people who can give you medical attention.

yeah. hopefully that will be improved in sa too. rocket's been talking about head injuries and stuff like that at devblog. which you will need someone with healing power (cant find any other word) to get well again. he was talking about a health system beyond only blood. would be awesome imo.

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I don't see how this forces players to play with a team.

It says right there in the first paragraph that his post is aimed at making people work together. I simply said I am not behind those sort of suggestions.

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It says right there in the first paragraph that his post is aimed at making people work together. I simply said I am not behind those sort of suggestions.

Not if they're forced, ie, not true to life. But if they change aspects of the game such as the featherweight vehicle parts, that would be nice. Mechanics along the lines of squad perks in Battlefield 3 would be overkill.

Giving players instances were teamwork is essential would be nice. On the fllipside, people should be able to creatively solve problems in some situations. For example; if I can't climb a fence without someone giving me a boost (a feature I'd like to see), I can always cut through it if it's a wire fence, or plow through it with a car.

Edited by Very Ape

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Not if they're forced, ie, not true to life. But if they change aspects of the game such as the featherweight vehicle parts, that would be nice. Mechanics along the lines of squad perks in Battlefield 3 would be overkill.

That's my point. If you make a change that's aimed towards simply improving the game, then the balance between solo and group play will come naturally.

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-Redo health system

The current health system = flawed. For one it is too easy to die. Guns are in some aspects more deadly than they would be in real life (AS50, I'm looking at you!). Getting shot anywhere else than the head should NOT be an instant kill. Yes if someone get shot in their organs they will likely die from shock or blood loss, but not immediately. If someone gets shot anywhere but the head they should have time to return fire before passing out and/or dying due to shock and/or blood loss. My other problem with the health system is how fast a person can recover from a gunshot wound. As it is, a person gets their legs blown out by a shotgun or bleeds halfway to death and boom they are back up in an instant due to a magical bandage or morphine injector. I personally think it should take more than 10 seconds to be back on one's feet after getting f*cking kneecapped or shot in the guts. With this redone health system a person would have to be certain that when they shoot they're getting a killshot should their victim return fire. Mexican standoffs, anyone?

I want the health system redone to be a lot more realistic. I think after being hit there should be a minimum time period before you can simply fix broken legs or stop bleeding. Keep the actual firefight and immediate aftermath realistic as possible, if they survive that then allow them to fix their legs, etc.

Getting shot anywhere else than the head should NOT be an instant kill.

I disagree with this part, if a 7.62 blows apart your heart or goes through both lungs or severs your spine, you're gonna die. There should be more hitboxes and randomness introduced for body shots.

There shouldn't be "death rays" killing by hitting your foot like the AS50.

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I'm sorry, but if the fact that I play alone is going to stop me from achieving any certain task than that's wrong because is definitely forcing play-styles. I'd agree that doing something solo instead of as a group should in fact take a longer time to accomplish, but don't handicap me because I'm a mountain man.

IE: I can disassemble a rotor assembly into smaller parts to carry, make a self-transfusion kit, or whatever.

But don't think for a second that disabling my ability to get into a warehouse because I have no buddy to help me open the gate will fly with a large amount of the community. I'm all for having more reasons to cooperate with others, it just can't be forced.

This is MY story. Not OUR story.

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I'm sorry, but if the fact that I play alone is going to stop me from achieving any certain task than that's wrong because is definitely forcing play-styles. I'd agree that doing something solo instead of as a group should in fact take a longer time to accomplish, but don't handicap me because I'm a mountain man.

IE: I can disassemble a rotor assembly into smaller parts to carry, make a self-transfusion kit, or whatever.

But don't think for a second that disabling my ability to get into a warehouse because I have no buddy to help me open the gate will fly with a large amount of the community. I'm all for having more reasons to cooperate with others, it just can't be forced.

This is MY story. Not OUR story.

The warehouse example can defintely go very, very wrong. That's why players should have alternatives, if they're true to life. I would hate to see those areas or items implemented only to encourage teamwork; ie a warehouse door or an inaccessible area atop a ledge. However, if I was able to find an object to climb atop, that would be true to life. As for the warehouse scenario; perhaps there's a switch I can activate, or a window I can shatter to climb in, or my car can be used as a battering ram. Sure, it'd be easier to find a friend to help you quietly lift the door, but as a lone wolf you relish the challenge, and will surely find a way to surmount most obstacles without one.

Let's not forget that sometimes, no alternatives exist to teamwork. For example; certain medical situations.

First aid should be ruthless. People would be able to treat themselves, but only to a certain extent, as in life. For example, if I'm shot in the shoulder, I'd be able to apply immediate first aid, disinfect the wound, etc etc, perhaps even remove the bullet (stuff someone else could do to me). ie, I'd be fine, but I'd definitely have a few lasting wounds that would heal over time.

The challenge begins when it comes to blood transfusions. They would be trickier, and riskier, for the lone wolf, but not impossible.

Edited by Very Ape

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snip

Let's not forget that sometimes, no alternatives exist to teamwork. For example; certain medical situations.

snip

The challenge begins when it comes to blood transfusions. They would be trickier, and riskier, for the lone wolf, but not impossible.

I can agree to that. As far as I'm concerned, I realize that in certain situations (IE getting shot square in the chest in the woods) would typically be an end-of-life situation. But lest we forget this is a game. If I don't have a buddy, my chances of dying should definitely be increased, but it shouldn't bee a death sentence.

And for the part about getting into the warehouse (busting out a window or climbing a ledge) I agree with that too. We lone wolves, understand the challenge of being alone, which is what makes us enjoy the play-style. But hey, even the Darryl Dixons out there still want/need companionship from time to time, because in the end were all still human. Just don't force me to abandon my ways. Make it more of an incentive then a clear cut advantage.

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From what I read it made very little sense.

If you are hit in the chest with a .50cal round you certainly aren't going to be walking away from it just because it wasn't your head.

The rest of it will be balanced out and sorted for standalone.

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From what I read it made very little sense.

What reading are you referring to?

Anybody contesting the fatality of a .50cal gunshot wound is ill-informed or naive :lol:

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Just reduce the amount of gear a single player can carry.That should already encourage people to team up.

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-Redo health system

The current health system = flawed. For one it is too easy to die. Guns are in some aspects more deadly than they would be in real life 18 makarov rounds and you run off fine. That ain't right. (AS50, I'm looking at you!). It's pretty fair to have it a one shot kill, but maybe arm shots would just blow off and they would quickly bleed out. Getting shot anywhere else than the head should NOT be an instant kill. Yes if someone get shot in their organs they will likely die from shock or blood loss, but not immediately. Like it If someone gets shot anywhere but the head they should have time to return fire before passing out and/or dying due to shock and/or blood loss. Don't like it, because a lot of bullet injuries would leave you incapable of using a weapon, and some might knock you unconscious. My other problem with the health system is how fast a person can recover from a gunshot wound. As it is, a person gets their legs blown out by a shotgun or bleeds halfway to death and boom they are back up in an instant due to a magical bandage or morphine injector. K. I personally think it should take more than 10 seconds to be back on one's feet after getting f*cking kneecapped or shot in the guts. Some permanent side effects might be cool. With this redone health system a person would have to be certain that when they shoot they're getting a killshot should their victim return fire. Or just plain old shoot them in a way that they can't shoot back. Mexican standoffs, anyone?

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OP you have the right idea but the details are flawed. I agree with some of the other post here.

I want hardcore realistic wound system. Permanent disabilities and long lasting effects.

Wouldn't it be awesome to meet a living amputee :D

Some solo options for lone wolfs. Like what "Very Ape" said about wounds.

I like the idea of dissembling something to carry it.

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OP you have the right idea but the details are flawed. I agree with some of the other post here.

I want hardcore realistic wound system. Permanent disabilities and long lasting effects.

Wouldn't it be awesome to meet a living amputee :D

Some solo options for lone wolfs. Like what "Very Ape" said about wounds.

I like the idea of dissembling something to carry it.

I hadn't even thought of amputees, but that would be pretty cool.

Hell, I don't care if people would totally troll and try to make themselves into quadruple amputees.

In all seriousness, I'm thinking fingers.

Edited by Very Ape

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I can kinda see what OP is getting at but to say the AS50 is overpowered is a bit daft. Doesn't matter where that thing hits you, you're pretty much done.

Headshot > No head left

Centre mass > Chest cavity displaced > More or less instant death

Arms > No arms > Massive bleeding

Legs > No legs > Massive bleeding

Whatever happens, dead or not you're definitely not going to be putting up a fight any more, and on DayZ incapacitation during a fire fight may as well be death in most cases.

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