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Civilians, currency, trade, roles, events, rewards

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This is a long post.

It is a pie-in-the-sky collection of ideas. The concepts are interdependent.

What drove me to write all this was the fact that I've played this mod for some time now and was missing an endgame beyond "repair a helicopter and fly around in it".

The key concept is rewarding humanity, AND rewarding banditry, AND giving means to build a society, AND giving means to break society again. You will see how that works if you work through the roles, mostly.

Civilians

Civilians populate the map. They turn into zombies when they are bitten.

Civilians fulfill NPC roles. See roles below. If they do not fulfill a role, they hide in churches, hospitals or hangars (or other buildings that make sense).

Civilians enable certain types of events. See events below.

Civilians do not run around, flee or anything like that. They crouch in fear when things get bad. When they switch to fulfilling a role, they simply respawn at the location that is associated with that role.

Interacting with civilians amounts to picking dialogue choices.

Needless to say, civilians have an inventory when they fulfill a role associated with items. They can trade according to trade tables. See trade below.

When civilians die, they remain dead. They initially spawn when the server is started, and that's it. So if players want to eliminate all civilians, then that's what happens. Since they actually have items on them, that's sometimes necessary to survive.

Murdering civilians of course costs humanity.

Civilians have no needs of any kind (except for lookouts). They just either fulfill a role or don't.

Civilians naturally attract zombies based on vicinity alone.

NPCs carry food and water, of course; however, they do not trade it away. So to get at an NPC's food or water, one has to kill him.

Civilians are hand-placed as a group inside appropriate shelter buildings.

Currency

The purpose of currency is enabling trade between players and NPCs.

Anything can be used as currency. The unit of currency is the cheapest item (empty tin cans would make sense).

Prices are dynamic. They start at a base price and are antiproportional to availabilty (less soda cans => more tin cans for one soda can).

Trade

Trade works as it ideally does right now between players: You give me this, I give you this. Trade is based on currency (s.a.).

So as an example, one soda can costs 10 empty tin cans. Let's say a Makarov costs 20 empty tin cans. So you could give 20 empty tin cans, or one soda can and 10 empty tin cans, or 2 soda cans, for one Makarov. Or you could give an NPC one Makarov and receive 2 soda cans. This is not rocket science. You can of course overpay if you can't hit the exact price of something a trader has.

Trader is an NPC role. See roles below.

Roles

NPC roles

NPC roles need to be assigned by a coordinator (see PC roles -> Coordinator).

Trader: A trader trades as outlined above.

Inventory: Mostly crap, but a lot of it. Think tin cans.

Trade inventory: Inventory + base trade inventory (TBD, randomized) + bought items - sold items.

Infiltrated: Prices for stuff are better for bandits, worse for survivors.

Medic: A medic does each medical operation a little cheaper than the associated item costs. So to get bandaged by a medic, you would pay a little less than you'd pay for bandages at a trader.

Inventory: One of each medical items.

Infiltrated: Prices are also skewed towards bandits.

Scientist: A scientist uses zombie blood (see special items), an empty whiskey bottle, a Makarov magazine, a toolkit and some currency to produce one syringe of serum (or one syringe of virus if interacting with a bandit). A scientist will not cooperate with a bandit unless infiltrated.

Inventory: Nothing.

Infiltrated: An infiltrated scientist cooperates with bandits and produces the virus instead of the serum for survivors (without them knowing, of course).

Lookout: A lookout is placed facing into a direction, and reports movement of hostiles (zombies or bandits) to all coordinators. Lookouts do not cooperate with bandits. Lookouts need food and water once a day to not die, and they will sleep for 12 hours every 12 hours, starting 12 hours after initial placement. Lookouts use flashlights at night.

Inventory: Spying glasses, radio, map, compass, watch, flashlight.

Infiltrated: The lookout will ignore bandits.

Banker: A banker stashes items for a fee. The fee is half of what the item costs at a trader.

Inventory: Lots of currency base unit.

Infiltrated: Prices are skewed towards bandits.

Mayor: Mayors hand out rewards.

Inventory: Nothing.

Infiltrated: Does not make a difference.

PC roles

PC roles have to be acquired. They are acquired by collecting the appropriate item and being of the associated type of player (survivor or bandit). A player can have multiple roles, and ditch roles as he sees fit. All items required for a role have to be in the inventory; otherwise, the role is lost. Switching player type makes the character lose all roles.

Coordinator: Bandits cannot become coordinators. Coordinators assign roles to NPCs, and gather reports from NPC lookouts.

Items needed: Radio, ID badge.

Infiltrator: Only bandits can become infiltrators. Infiltrators break NPCs, which makes the NPCs not fulfill their roles properly. See individual NPC roles, heading "Infiltrated", to see how they misbehave.

To infiltrate, an infiltrator has to bribe the NPC with currency.

Items needed: ID badge.

Hero: Bandits cannot become heroes. Heroes can collect zombie blood and administer the serum to zombies. Heroes eliminate the villain malus. Heroes intimidate bandits.

Items needed: Hero medal, whiskey bottle if collecting zombie blood, serum syringe if administering serum.

Intimidation effect: Bandits in sight of a hero will shake uncontrollably. Survivors in close vicinity to a hero will not be affected by the villain intimidation effect.

Villain: Only bandits can become villains. Villains can collect zombie blood and administer the virus to zombies, NPCs and player characters. Villains eliminate the hero malus. Villains intimidate survivors.

Items needed: Wanted poster, whiskey bottle if collecting zombie blood, virus syringe if administering virus.

Intimidation effect: Survivors in sight of a villain will shake uncontrollably. Bandits in close vicinity to a villain will not be affected by the hero intimidation effect.

Events

— Randomly, a BIG zombie horde is spawned in locations where noone is around. The horde travels along the big roads.

— Randomly, villages and towns that are well-populated with civilians are attacked by a zombie horde from all sides. The spawn points are in nearby forests. The civilians will radio to all players that they are being attacked. The zombies will start to actually march towards the town after 30 minutes so that players have a chance to get there.

— Randomly, respawning players are spawned inside boats on the ocean without ANYTHING. Bad luck, dude.

— Randomly, turners spawn amongst zombies. Turners take 3 hits or so from an M1911. Turners turn player characters into turners upon touch — the player is not aware of it, he just dies, and a turner spawns in his place, to make it easy to realize. Turners can effectively wipe the slate clean all by themselves if they are part of a travelling horde.

Rewards

20 survivor kills reward a bandit with a wanted poster.

10 survivor kills reward a bandit with an ID badge.

10 bandit kills reward a survivor with a hero medal.

5 bandit kills reward a survivor with an ID badge.

1 bandit kill rewards a survivor with a radio.

Face it, it's easier to kill survivors than it is to kill bandits.

Special items

— Zombie blood: Kill a zombie, collect his blood with a whiskey bottle. It is used to make serums.

— ID badge: Needed for roles.

— Serum syringe: Administering the serum to a zombie makes him turn into a civilian. Administering the serum to a turner makes him turn into a virus bomb. So he explodes, and every living and half-living thing that is hit by him is turned into a turner.

— Virus syringe: Administering the virus to a zombie makes him turn into a turner. Administering the virus to a turner makes him turn into a virus bomb. So he explodes, and every living and half-living thing that is hit by him is turned into a turner.

— Radio: Communication device, needed for roles.

— Hero medal: Needed for roles.

— Wanted poster: Needed for roles.

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Civilians would kind of ruin the atmosphere of the mod. Its supposed to take place after the bulk of the outbreak and everything has fallen to shit. The only civilians left are the players. While it would be fun to TRY to defend a town from a hoard of zombies, it doesn't really fit within the Day Z style/scope, which is your personal survival at any cost.

As for the trade/currency, you can already do that, with the provision that you find the right person/people and have the right stuff.

As for the trader, no, this isn't Skyrim and the trader's kiosk would be camped by bandit snipers waiting for stupid people to trade their stuff in for exactly what I cannot say. Also, there WOULD need to be a currency system set up if you're to be trading with an Ai simply because an Ai cannot assign something a value, it has no concept of worth other than what Rocket would give it.

As for roles, see the bit about civilians. It doesn't help that NPCs in ArmA are dumb as posts when you're in control of them because they need to be micro-managed.

The key phrase for DayZ is "Emergent gameplay", the game is what the community makes it. It could be carebear land if people would let it. But it isn't because people like to kill others. Because there isn't a trade mechanic doesn't mean you can't do it, that's the beauty of ArmA/the mod. You can do whatever the fuck you want within the bounds of your ability. All the rules and game mechanics that are added in narrow the possibilities for the player down. Splitting players off into the black and white cliches of "good" and "evil" limits the possibilities. You're encouraging Player versus player fighting (Not to say it is a bad thing) and discouraging cooperative play to an extent.

Why would the infected person explode? If you exploded when you were infected, wouldn't the zombie problem be rendered moot because people that were exposed just blew up?

As for the infection and cure bit, it would make the game impossible to play for more than a couple days on one character (Or even a couple hours for that matter). You'd get infected pretty quickly and then end up needing to scrounge for the syringe which won't be in a house, because if that were the case there would be no zombies would there? This means going to one of 4 hospitals (All along the coast) or an airfield which will be camped by bandits and you'll end up shot on sight. If you're in the middle of the map, you're proper fucked and won't have a chance of getting cured if you don't already have the antidote.

Tl;Dr

This isn't Garry's mod RolePlay. :P

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Civilians would kind of ruin the atmosphere of the mod. Its supposed to take place after the bulk of the outbreak and everything has fallen to shit. The only civilians left are the players. While it would be fun to TRY to defend a town from a hoard of zombies' date=' it doesn't really fit within the Day Z style/scope, which is your personal survival at any cost.[/quote']

— You don't have to protect anything, you can play just as you do right now. Just don't touch turners, and watch out for travelling hordes. Civilians don't change anything of what you like.

— Your point with the atmosphere is valid. So the number of civilians would have to be kept rather low to keep society just at the brink of reemerging, of course. Like, there are 10 civilians on the whole map at the start, 2 in Cherno, 1 in Elektro and the rest in some shitholes in the inland (just making stuff up here, it would have to be more carefully balanced). That way, players can still form the world beyond just looking for loot and surviving, and players can break civilians easily if they hate them.

As for the trade/currency, you can already do that, with the provision that you find the right person/people and have the right stuff.

Yeah. You have a (miniscule) point. The trade/currency thing could be scratched then. I just think it would be cool to give collecting lots of tin cans a purpose because they're obviously everywhere.

As for the trader, no, this isn't Skyrim and the trader's kiosk would be camped by bandit snipers waiting for stupid people to trade their stuff in for exactly what I cannot say.

That's not a problem at all. So the bandits snipe trading players. Bandits snipe looting players already anyway. Don't trade if you can't handle the risk of doing it.

What is with that Skyrim remark? This doesn't have anything to do with Skyrim. If noone creates traders, they literally do not exist, and they die when shot. The trade table just enables not looting for a considerable price, namely hording currency at a nearby banker. Killing nearby bankers makes trading REAL HARD.

Also, there WOULD need to be a currency system set up if you're to be trading with an Ai simply because an Ai cannot assign something a value, it has no concept of worth other than what Rocket would give it.

I don't think you understand programming at all. No matter though!

As for roles, see the bit about civilians. It doesn't help that NPCs in ArmA are dumb as posts when you're in control of them because they need to be micro-managed.

There is no control associated with NPC roles. They just stand there, have a dialogue tree, event triggers and an inventory. They can keep being dumb, they do nothing complicated.

The key phrase for DayZ is "Emergent gameplay", the game is what the community makes it.

Maybe you should read it again. The whole point is making it possible for players to form an extremely reduced kind of society that only manages to get by if players concentrate their efforts, and is considerably brittle. So what you're saying there still applies.

It could be carebear land if people would let it. But it isn't because people like to kill others. Because there isn't a trade mechanic doesn't mean you can't do it, that's the beauty of ArmA/the mod. You can do whatever the fuck you want within the bounds of your ability. All the rules and game mechanics that are added in narrow the possibilities for the player down. Splitting players off into the black and white cliches of "good" and "evil" limits the possibilities. You're encouraging Player versus player fighting (Not to say it is a bad thing) and discouraging cooperative play to an extent.

You're just spewing phrases, friend. This concept still manages to let people do "whatever the fuck they want within the bounds of their abilities". The possibilities as they are right now remain, but this adds more complexity and diversity to what one can do in this setting, while not funneling players down a path. There is no carebearing going on at all, what does that even mean?

Why would the infected person explode?

This is a simple risk-reward scheme. You can create a civilian if you want to, where you want to, but all zombies could already be infected with the virus, so you'd create lots of turners if things went bad.

If you exploded when you were infected, wouldn't the zombie problem be rendered moot because people that were exposed just blew up?

What? No. Exploded when you were infected? That doesn't happen.

Geeze, guy. Please read it again.

As for the infection and cure bit, it would make the game impossible to play for more than a couple days on one character (Or even a couple hours for that matter). You'd get infected pretty quickly

You didn't comprehend it at all. You die when you're infected by a turner, and a turner spawns in your stead. You only get infected when you are being touched by a rare turner. Turners can become non-rare if someone puts in the work to make it happen, or when something goes wrong. But you can still kill them.

and then end up needing to scrounge for the syringe which won't be in a house

Syringes aren't for player characters. They're for zombies. WTF.

because if that were the case there would be no zombies would there? This means going to one of 4 hospitals (All along the coast) or an airfield which will be camped by bandits and you'll end up shot on sight. If you're in the middle of the map, you're proper fucked and won't have a chance of getting cured if you don't already have the antidote.

What antidote? What are you talking about? Camped by bandits? You will never get cured, if you're infected, you will have to respawn.

Tl;Dr

This isn't Garry's mod RolePlay. :P

Of course it isn't. I don't understand why you're bringing Garry's mod up. Do you know what Garry's mod is?

If you're not taking the time to try and understand what I wrote, I would prefer you not answering at all.

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love the idea, but again, it seems too clean. Let's cut it down to the basic, just a trader, a mission giver, and maybe a medic, all three are in the same town, guarded by npcs that shoot anyone fucking in their town (aka shooting another person or npc equals public execution).

I also prefer no currency, cause money doesn't mean anything when civilization breaks, but I'm thinking that humanity should be used as "rep", like you said, you can have good or bad rep, which have different perks and consequences to have.

Like a bandit won't be allowed into the town until they get back to positive humanity, or they can continue to dig a deeper hole, and instead visit another npc who only works with bandits.

We shouldn't have big giant cities, and these should not be the main objective that replaces the survivor element, but fun little stuff that actually uses the humanity for something, missions can reward you with humanity (positive or negative), and certain actions reward different humanity.

See this way, you can either play as a bandit, shooting and killing any people will give you negative humane, or a friendly, healing and saving lives give positive. I am against getting positive humanity for killing bandits cause you're still killing a human, that shit ain't humane at all.

I also think humanity should be reset upon death. This way, you are truly dead. Your past life means nothing, all items and how you play your new life won't matter anymore. Only thing that will matter is your name, people will remember if you betrayed them or helped.

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"Trade

So as an example, one soda can costs 10 empty tin cans. Let's say a Makarov costs 20 empty tin cans. So you could give 20 empty tin cans"

LOL good luck there, i know its an idea but adding a money counter that goes up at random from kiilling zombies and looting them or add 4 new stackable items to use MIGHT be better than hawling 20 cans to buy a crappy starter weapon, after all cant u give those 20 cans for the gun then blow the unarmed man away? providing he has room for 20 cans after dropping his secondary and no doubt primary aswell.

If they were stackable then fair enough, but if everyone started stocking up on cans they would be so easy to kill lol, "oh hes only got cans? no ammo or gun?" boom, dead.

Taking over towns and having random hoards attack it might be alot more fun than acting like a can hogging homeless man. Just because we dont have money doesnt meen we should all start collecting empty cans! lol

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love the idea' date=' but again, it seems too clean. Let's cut it down to the basic, just a trader, a mission giver, and maybe a medic, all three are in the same town, guarded by npcs that shoot anyone fucking in their town (aka shooting another person or npc equals public execution).[/quote']

Armed NPCs is what I didn't want to include in this idea because my thinking is that everything to do with shooting should be the players' job, for better or worse.

Classic FPS zombie game missions are not emergent enough in my opinion; they just drive you down this tunnel of "do this, then do that, hooray for you". Also, they require lots of authoring, which costs time and money. Setting up interdependant mechanics that can be triggered by players with roles is however pretty hands-off and still tells a unique story every time. And that's what motivated me.

I also prefer no currency, cause money doesn't mean anything when civilization breaks, but I'm thinking that humanity should be used as "rep", like you said, you can have good or bad rep, which have different perks and consequences to have.

Yeah, but the perks should be roles one can fulfill, that's the driver behind the whole NPC setup, and the serum / virus thing. Simply because better aim, gun rewards or whatever is pretty jarring, if we're honest. It's also something that belongs to competitive games.

Like a bandit won't be allowed into the town until they get back to positive humanity, or they can continue to dig a deeper hole, and instead visit another npc who only works with bandits.

I'm against restricting traversal in any fashion myself.

We shouldn't have big giant cities, and these should not be the main objective that replaces the survivor element, but fun little stuff that actually uses the humanity for something, missions can reward you with humanity (positive or negative), and certain actions reward different humanity.

See this way, you can either play as a bandit, shooting and killing any people will give you negative humane, or a friendly, healing and saving lives give positive. I am against getting positive humanity for killing bandits cause you're still killing a human, that shit ain't humane at all.

I also think humanity should be reset upon death. This way, you are truly dead. Your past life means nothing, all items and how you play your new life won't matter anymore. Only thing that will matter is your name, people will remember if you betrayed them or helped.

My thinking is that both paths should be rewarded, and the rewards should be balanced; also, the rewards should be of a mechanical nature (attaching properties to players that enable them to change NPCs because of rank and similar concepts works well in that sense).

That's why the mayor role is also necessary. Or something along its lines.

And the villain / hero thing obviously works well when it comes to the negative impact on adversaries: He's known for lighting our dudes up, so we're scared.

The serum / virus idea is cool for trivial griefing scenarios, which would tell great stories, I think.

"Trade

So as an example' date=' one soda can costs 10 empty tin cans. Let's say a Makarov costs 20 empty tin cans. So you could give 20 empty tin cans"

LOL good luck there, i know its an idea but adding a money counter that goes up at random from kiilling zombies and looting them or add 4 new stackable items to use MIGHT be better than hawling 20 cans to buy a crappy starter weapon, after all cant u give those 20 cans for the gun then blow the unarmed man away? providing he has room for 20 cans after dropping his secondary and no doubt primary aswell.[/quote']

There is a differentiation between inventory and trade inventory; killing the man gives the inventory, trading with the man gives the trade inventory. Same goes for the banker, he banks items, but you can't get them out by killing him. Otherwise, it would be far too risky to deal with an NPC at all, and far too rewarding to kill him.

If they were stackable then fair enough, but if everyone started stocking up on cans they would be so easy to kill lol, "oh hes only got cans? no ammo or gun?" boom, dead.

You're right, of course. So maybe there would have to be a trashbag item that only bags cans, and a lot of them. It of course makes you louder and slows you down. You have to buy it at the trader (or loot it from a dead player); it's pretty cheap.

That doesn't make much sense though, I guess. Why collect tin cans for people? *crickets*

I guess the tin cans suck, the end.

Taking over towns and having random hoards attack it might be alot more fun than acting like a can hogging homeless man. Just because we dont have money doesnt meen we should all start collecting empty cans! lol

True. Maybe the whole tin can thing isn't really that hot, as established above. Especially if it's much easier to take the time and loot places for useful items. Noone would want the mod to change loot priorities so that trading is necessary, of course. That would really suck.

So I guess the base currency would have to be food and liquids. That totally makes sense, right? It's pretty valuable stuff in this setting, obviously.

Anyway, the random megahorde going along the big roads — come on, that would be pretty cool stuff.

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Soo much work you did here in a professional fashion, I'll give kudos to you there. Unfortunately I'm going against this idea outright for me. I'm against any sort of artificial aids to help get you out of the boredom of this game or help improve gameplay and roleplay. If you want trading to happen then make it happen through the community, form a group that trades through the use of tin can currency(prefer barter) then you can do it within the game by making it happen without the devs creating such a thing. This is a game of survival, not a game of Civilization and a MMORPG dashed in.

A good portion of your ideas can already be done right now. Yes, of course it is really really tough to do them, but it is possible. I've safely traded with a group of survivors by having a middle man that has no weapon to come forth to see what is there to be traded. It could've been a bloody firefight, but both of us kept to our word and managed to do some sort of trade.

I would prefer this game to be as non-artificial as it can be. Seeing actual people form and try to be united is an amazing sight to behold.

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So you guys really want to get that perfect loot and sit in the woods, or circle the towns to pass the time? Maybe with helis, maybe with buddies, alright. And that's it?

And the roles thing being roleplayed — come on, really? Someone's gonna sit in a house and give out items that enable dudes to tell other dudes to sit in a field for 12 hours? Sure it's possible, but in my opinion, that's where involving NPCs is the only sensible option in any scenario.

I mean, that's cool, if that's the consensus, what can you do, right? But I think that the setting is so deterministic at this point that the teaming-up is only necessary as long as you don't know what's going on for the first half hour of a character.

Think about it: At some point, you'll be untouchable on the level of the sniping bandits the guys in the Side Channel chat seem to loathe so much at the moment. I just imagine doing that for weeks, and I don't like it.

I ran through the woods the past two nights with ubergear I took from a careless bandit, watching others getting sniped in Elektro with my binoculars. That was fun for some time, sure. Could've easily built a car as well. Could've built a car park with some other dedicated guys, and sold the cars for watchman duties to noobs. 2 hours playing the lookout for a car! Complimentary sniper, ammo and binoculars included!

That's actually what you're into? Okay. My bad then. I think that's a little much though.

While we're at it, why don't we roleplay the zombies as well? Makes infections work well, too.

Listen, I play games for a long time, usually, and I want them to work after half a year even if I know every nook and cranny. Lootmaster McMuffin however has this game in the sack. That's blatantly obvious. You'd have to suicide or throw loot away to get something out of it once you have everything.

You'd have an easier time convincing me if the game wasn't as predictable as it is once you're beyond begging for a Pepsi.

But snark aside, it's a community-driven thing, it wouldn't be okay to try to shove this one down your throats. I guess it's a shit concept for this mod then.

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Why tin cans, they are worthless, if anything it should be like metro 2033 where bullets are traded, I guess the equivalent is beans. If there is NPCs ,they should be killable just like any other thing in Dayz. You have to really think it through to make sure it fits the theme and not abusable. I can imagine someone camping that spot to wait till after you bought something and then robbing you blind after you visited the NPC.

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Bullet trading works amongst players, not amongst basically defenseless civilians. But sure, if people in this scenario mostly would go out and shoot, then bullets would make sense.

Yes, NPCs would have to be killable, absolutely. Also, no respawns of civilians. They have to be really rare to be interesting.

The camping thing is just the nature of the mod though. People camp good loot spots already, and everyone somehow deals with it right now anyway.

To deal with campers, you have to know the camping spots and drop a lookout, for example. So that way, at least people with binoculars can check whether the lookout is still there, can say "alright, don't think that guy has been infiltrated", ask for a report and act on it.

Since you can become a hero (loot a hero medal or kill enough bandits and find a mayor), get the serum through a scientist and the right loot, then heal a zombie of your choosing, you can grow your own secret base, and hope it doesn't get zombie-raided randomly.

Come on, this is pretty neat. Goddamn you, purists!

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Anyway, the random megahorde going along the big roads — come on, that would be pretty cool stuff.

I know right, massive group of 100+ zombies going from town to town and other zombies hobble into the group :p they would have to be walking and with a max speed of a crouch run tho, 100-150 Z's would need a whole server to take out, but the loot reward should be more than just a few bits of ammo :)

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This making restrictions is wrong! You must not be forced to play as one role. Making anything that wouldn't be so in real life is ridicolous. All of that would just take this out of hand. This must be controlled by players. You choose to be a trader then you start collecting stuff and trade. No spesific currency. The players choose the "price" of the things they have.

Its as smart as putting items in that give you special ablities like that you can get boots that make you run faster.

This isn't some WoW or as stated in the second comment. Its not a Garrys mod roleplay.

Please understand making restrictions and taking power away from the player is wrong. This mod is made to be realistic zombie survival.

No wonder there is no real dedicated huge open world zombie survival. People like you will whine and ruin it!

Im sorry but it just pisses me the f**k off! These restrictions are f**king stupid and annoying!

Im sorry, I just needed to say this.

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I initially thought this would be a bad idea, but I think NPC civilians "civilizing" and populating towns that players worked to settle and civilize is a good idea, especially since we currently have no "infect and turn" zombie fiction mechanic that is the most terrifying aspect of it. This would also be an easy way to show where hordes of zombies are attracted to.

This is one half of something that the game is desperately missing; players actually having to defend something from a zombie invasion. Currently zombie's cant even invade and just wait for players to bump into them. And even if zombies DO roam as hordes in future patches, as I am sure they will, due to overwhelming player wants, players will have no reason to actually stop a zombie incursion into a town.

Having some civilian NPCs will breathe life into towns and make them worth stopping zombies, when coupled with things like repairing plants to get streetlights and services working. And for bandit gangs, this will encourage bandits to cooperate and have something really awesome and satisfying to raid and take over.

But having cans as a currency is silly, that makes no sense

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This making restrictions is wrong! You must not be forced to play as one role. Making anything that wouldn't be so in real life is ridicolous. All of that would just take this out of hand. This must be controlled by players. You choose to be a trader then you start collecting stuff and trade. No spesific currency. The players choose the "price" of the things they have.

Players would still be able to do this' date=' of course. No restrictions there. And roles are open to anyone (as long as they are part of the appropriate faction, but that could be altered).

To clarify, noone is forced to take a role. You have to get the items from the mayor to get a role, and even with the role items, you can opt out, and even if you are in a role, you don't have to follow its rules.

Its as smart as putting items in that give you special ablities like that you can get boots that make you run faster.

What? How about no? It's not at all similar to that.

This isn't some WoW or as stated in the second comment. Its not a Garrys mod roleplay.

Like, what the fuck, dude? WHAT ARE YOU TALKING ABOUT??

Please understand making restrictions and taking power away from the player is wrong. This mod is made to be realistic zombie survival.

No shit, mate. (Geeze.)

So you don't like what the heroes / villains do because it forces shaking, right? Alright, say that then. Don't just say random stuff that pops into your head.

No wonder there is no real dedicated huge open world zombie survival. People like you will whine and ruin it!

"People like you.." is ad hominem. Without reason, even; you didn't even make a proper argument.

This is a suggestions forum. I wanted to put more suggestions into the pool. And that's your attitude?

So what do you want, do you want to censor suggestions? Make your own damn forums.

Im sorry but it just pisses me the f**k off! These restrictions are f**king stupid and annoying!

Im sorry, I just needed to say this.

You're not sorry at all, obviously. You didn't address anything, and made random assumptions about stuff. I'm not sure what I'm supposed to get out of your contribution to this thread. I'd prefer an actual argument. It would be great if you took the time to make that.

By the way, typing "f**k" instead of "fuck", that's really pointless. The stars don't help at all. Either use swear words or don't. What is it supposed to be, half of a swear word?

You're wasting words. This is just a harmless thread in a forum about suggestions, it's completely nebulous, you can say what you don't like specifically, maybe propose different ways of rewarding everyone who plays in an emergent fashion, one way or the other. But this childish "NOOO I DON'T LIKE IT TAKE IT AWAY AUGGGH" thing, what is that supposed to be? I mean, really. What is that?

----

I initially thought this would be a bad idea' date=' but I think NPC civilians "civilizing" and populating towns that players worked to settle and civilize is a good idea, especially since we currently have no "infect and turn" zombie fiction mechanic that is the most terrifying aspect of it. This would also be an easy way to show where hordes of zombies are attracted to.[/quote']

Great points.

This is one half of something that the game is desperately missing; players actually having to defend something from a zombie invasion.

Well, it's already a great mod, of course, and I would say "desperately missing" is a bit strong. It would add variety though without forcing a gamey thing down players' throats, so it wouldn't hurt to expand possibilities in this fashion, or one like it.

Currently zombie's cant even invade and just wait for players to bump into them. And even if zombies DO roam as hordes in future patches, as I am sure they will, due to overwhelming player wants, players will have no reason to actually stop a zombie incursion into a town.

Oh, they have one intrinsic reason: The challenge of taking on a horde by itself. It seems overwhelming from a freshly-spawned dude's perspective, but a group of 10 with decent gear can surely take on a group of 60 mindless drones if they have distance and high ground. So it's neat in terms of suggesting coordination on a higher level than "I take point, get behind me and watch my six", which would be really great.

Having some civilian NPCs will breathe life into towns and make them worth stopping zombies, when coupled with things like repairing plants to get streetlights and services working.

Those are interesting suggestions with the power thing. That's probably on some sheet of paper in rocket's bunker already because it breeds emergent storytelling, obviously.

And for bandit gangs, this will encourage bandits to cooperate and have something really awesome and satisfying to raid and take over.

I also feel like rewarding bandits for being dicks and rewarding survivors for being nice guys could help antagonizing the respective other camp properly. Currently, the hate is sort of one-sided, right? That's at least what I gather from things.

But having cans as a currency is silly, that makes no sense

I suppose it's really dumb, haha. I was trying to introduce a REALLY small unit, but failed horribly.

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Hey man I think that some of your ideas could be implemented into the game somehow. I really liked the idea of events happening on certain occasions. However... I was attracted to this mod because of it's realistic survival, it's dark aspects of human interaction and a closer representation of firefights than most video games. If you add perks and leveling up then you kinda take out the realistic survival aspect. So many games could of been good survival games (like Fallout) but they seem to take that away when ever they block access to weapons, items and abilities because your level is not high enough. In real life there is nothing stopping a guy from using a weapons just because he is lacking experience. The player acquires new weapons or vehicles and learns to use them. They might end up liking it or hating it, but still they learn to use it and if they choose continue to learn to master it. I love RPG's but that does not mean I want every game I play to have an RPG aspect! So I would rather keep that out of this game since the game industry has a hard time making truly engaging apocalyptic survival games. Oh and there is nothing wrong with tossing ideas around! Sorry that you have been harassed for suggesting new features in the suggestion part of the forum =/

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