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Panzer VI

DayZ SA: Endgame content

Overall Thoughts on the Achievement system?  

38 members have voted

  1. 1. Overall thoughts?

    • Awesome! I like it.
    • Eh, seems okay.
    • Eh....No thanks.
    • This idea was sculpted from dog shit.


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I'm not sure if I'm the only person who's suggested this, but I think it's a great idea, and so do players who i've swung it by with in game, so I figured i'd post it here and get the entire community's point of view.

ACHIEVEMENT ITEMS ARE NOT TRADE-ABLE AND ARE REMOVED FROM THE CORPSE UPON DEATH.

ACHIEVEMENTS

The achievement system would be viewed from the main menu under "Player Profile".

Achievements wouldn't have any type of extreme award, maybe provide your character with extra loot that IS NOT MAJOR.

Perhaps a new default (Optionally applied, of course.) face paint, starting shirt/pants/hat/shoes etc.

Achievements that would give new things like this would be known as "Legendary" achievements.

Achievements would be grouped into categories. Example:

Murderer: Kill five survivors.

First blood: Kill a survivor.

Exterminator: Kill a total of 10,000 infected.

Survivalist **LEGENDARY**: Survive a total of 24 hours played on a single character.

Reward: "Survivor" Baseball cap

I shot the Sherrif : Kill a hero.

Quickest Hands in the West: Kill a total of 100 players using handguns

Highway to Hell: Reach a speed of over 80km/hr before running over a player

Bandit-Be-Gone: Kill A Bandit

Juranamo!: Fall over 100 feet to your death.

Savior: Successfully apply a Bandage, Epi-pen, Morphine and Blood bag to survivors.

Triathlete **LEGENDARY** : Run, Swim, and Cycle over 1000km (Not 1000x3, all three contribute to the total of 1000km)

Reward: "Earth Gordon's running shoes"

Down but not out: Kill a survivor while your legs are broken.

I think you guys get the picture. Obviously the achievements would be more thought out, and implemented after all other "more important" matters were dealt with, but it's just a suggestion.

Thanks for the read!

Edited by Panzer VI
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too gamey

steam achevements would be ok but they have no affect on the game

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I had an idea like this (although it was Steam achievements), and I'm going to repeat a very important point someone brought up (sorry I don't know his/her name):

Achievements cause players to not only leave their comfort zones, but to play in styles they do not like and would not normally choose for silly, useless things. IE, a moralistic player should never be forced to murder 100 players with handguns for a new hat; he could trade for the "Survivor cap" the way he would normally.

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I had an idea like this (although it was Steam achievements), and I'm going to repeat a very important point someone brought up (sorry I don't know his/her name):

Achievements cause players to not only leave their comfort zones, but to play in styles they do not like and would not normally choose for silly, useless things. IE, a moralistic player should never be forced to murder 100 players with handguns for a new hat; he could trade for the "Survivor cap" the way he would normally.

Yes, but as I said, it's a work in progress. Achievements could all be general like the Triathlete one. E,g 100 km driven, 50 cans of beans consumed, spent a total of 7 days (real life time) played, etc

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Yes, but as I said, it's a work in progress. Achievements could all be general like the Triathlete one. E,g 100 km driven, 50 cans of beans consumed, spent a total of 7 days (real life time) played, etc

Okay.

So whoopty-doo, I've got a spiffy new hat for (whatever) achievement.

Oh, I got shot.

Oh, he has it.

---or---

Hey, that guy has a cool hat!

*shoots him*

Why can't I take his hat?!

Either way is a pretty big bamebreaker.

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i'm not oposed to the idea in general, but mr. applejaxc brought up some good points..

maybe include a system which can swing only one of 2 ways, like you heal a lot of people and didn't shoot any non-bandits, you swing to the hero side with it's 'good guy' perks and items, contrary to swinging to the 'dark side', which gives you acces to bandit related challenges and awards. a certain amount of investment in either side is needed to unlock the challenges, and the 'central' ones stay available regardless of your chosen path (these are the general ones, like the 'triathlete' you mentioned). As a player progresses through his or her chosen path, more challenges become available, and it becomes harder to swing to the other side. going bad after being good makes you forfait your rewards from the good path, so everyone can make a distinction between bandit/hero. the achievements stay completed though, for those hardcore trophee hunters.

sorry if i hijacked your thread, and sorry if it doesn't make much sense, making it up as i go along :D there's a lot of potential for endgame though.. and i feel like something like this would make this game even more interesting..

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I understand what you're getting at but this looks like a list of Fallout 3 achievements. Good try though!

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There is no such thing as a need for end game content if the game is properly designed.

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Perhaps there will be Steam achievements (i hope not though). The only achievement to strive for should be to survive for as long as possible.

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Achievement Get: Recieve a crossbow bolt to the knee

(an Old Joke, I know :P )

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I don't think this would be good for this game because you know it does not make sense that you can't take a players hat because he got it as an achievement, maybe this could work if it gave you abilities instead of items, maybe if you run a lot or something you get more energy so you can sprint longer or like getting a head shot at really long range will give you better accuracy or less scope sway you know, things that you cannot loot from people

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There is no such thing as a need for end game content if the game is properly designed.

Pretty much this. It's a survival game, you are doing good as long as you are alive. The end game is the point when you have everything you need to survive but in dayz you then have to survive against the players who want your things as well. Atm its not working too well because of the AI and loot spawning but in the standalone they can control how much beans are being spread around and make people really fight/cooperate for survival

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No to this idea. When I use the term "end-game", I'm referring to more challenging tasks or areas that are more suited towards someone with better gear and team structure, not to something that tries to add a metagame to this game in the way an achievables system does. Endgame should be something that offers a challenge to individuals who are no longer phased by a street full of zombies or by a single man with a double-barrel shotgun running down the highway. Something that people want to work towards when they no longer need to worry about where their next meal is coming from, or about running out of bullets. Meaningless achievements that exist only for bragging rights aren't DayZ's style. Instead, the "endgame" content should, in my opinion, be more along the lines of base construction, helicopter maintenance and use, convoys, etc. etc.

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Perhaps there will be Steam achievements (i hope not though). The only achievement to strive for should be to survive for as long as possible.

I wouldn't mind some Steam achievements.

I'd like to see things like 'survive for 24 hours (actual play-time)' or 'find a set of night-vision goggles', 'pilot a helicopter' etc. etc. though. Things that are attainable through every play style.

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There is no such thing as a need for end game content if the game is properly designed.

depends what game you are talking about XD with dayz yes, with MMO's like gw2 it kind of ruined it not having an endgame.

Edited by triggy89

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I dislike every achievement system. In my opinion, the 'Endgame content' of Dayz should be being part of a survivors community and then incorporate a clan system that allow some base/building fortification/modification/customisation.

So a clan can offer you their protection and the access of their defended buildings if you do your part in the community. You can then become a food and drink gatherer of this clan, a STEAK hunter, an ammo finder, a car part scavenger, etc. Each day your sorry ass must bring back something to the main camp and eventually you may become a bus driver or even the pilot of a squad and maybe even a soldier of the clan. Your job can be to run nearly naked in the streets of cherno to bring back stuff while 2-3 ak soldier cover you in the streets and 2-3 dmr soldier keep an eye on you. If one day Dayz become THAT kind of game, it would be GLORIOUS!

Edited by SixGunLover

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Id like a scoreboard of survival times so people can compete. This wouldnt be based on the days your character is alive, but rather just add up the time you are actually logged in.

Survive 1 day:

Survive 7 days:

Survive 14 days:

Survive 30 days:

Survive 120 days:

Survive 200 Days:

Survive 365 Days:

I figure that if anyone gets even close to the 365 day achievement that they could just add more. But really what would be important would be the scoreboard of the longest survivors. I wouldnt reccomend any stat tracking such as murders/self defence, however times bandaged, number of times food eaten, number of times drinks drank, number of times shot, number of times broke bones, number of times healed someone else, etc Im down with.

I dont think adding achivements such as "find a set of night vision goggles" or "pilot a helicopter" are a good idea since it can influence peoples playstyle. Example, you have NVG, I do not. I see you with them. I kill you just so I can loot you to get an achievement. Otherweise I might have just let you go. Same deal with a heli. Lets say I find you refueling. I could just wait for you to leave. Then again I might want my achievement so badly that I put a bullet in your head and steal your heli just so I can get an achievement.

IMO ANYTHING that can influence you to perform actions you otherwise may not, is a really bad idea. Stat tracking and achievements for surviving X amount of days is the only real thing we can look at. Even the stat tracking would need to be looked into since some people may just start killing people to try and be top of the leaderboard if the number of kills is tracked. I mean this would technically encourage banditry. However on the flip side, tracking things such as people healed may encourage hero behavour which would be unfair a little when you think about it.

Edited by Talibambi
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i choose dog shit before i read the post, then i read it and agreed with my vote...

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Hm, in my opinion, if people want a full pew pew game(pvp), no need for end game. If people want a realism survival game with some pvp, end game stuff can be necessary (like my last suggestion in this topic).

Edited by SixGunLover

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I think some form of "congratulations you have passed X task here's your reward" style pop up on screen *if any* would take away immersion.

Your reward should be your name being mentioned in stories around the campfire :thumbsup:

Edited by FizzyT
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