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RollingLizard1

Should there be rewards for surviving a long time?

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I'm a noob only played DayZ maybe six times. I'm doing pretty good at sneaking around and getting gear, haven't killed or been killed by anyone yet. But damn those zeds were tough at first. Is It just my imagination or do they hunt you down if you have full blood or when you alt+tab.

I guess the reason for kos is there is no consequence for dying. Other than you lose all your gear. It's not hard to gear up again so I'm guessing people don't think twice before starting a conflict hell if the're playing with friends they get a limo ride and all the gear back. Now I would not like to see a punishment for dying like that other hack of a game with it's delayed respawn timeout.

Maybe we could go in the opposite direction. Get rewarded for staying alive longer, if you have survived for 30, 60, 90+ days without becoming a bandit you get to respawn with part of your gear starting with the basics axe, water bottle and so on. The longer you live the more gear you keep. Could even set up a leader board for who has survived the longest, although that could make you a target especially on servers using name tags (who's brilliant idea was that? Why not just add a map lower left with all enemies shown) Sorry I digress, any Ideas for rewards for surviving the longest?

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I'd have to say that I don't think so either. A big part of what makes DayZ awesome is permadeath i.e. losing everything when your character dies. The more you have, the more you have to lose.

If anything I think we should be going in the other direction and having tents despawn or becoming inaccessible when you die.

Edited by mZLY
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I'd have to say that I don't think so either. A big part of what makes DayZ awesome is permadeath i.e. losing everything when your character dies. The more you have, the more you have to lose.

If anything I think we should be going in the other direction and having tents despawn or becoming inaccessible when you die.

Not true I'm a noob and can get geared up pretty good in a couple of hours depending where I spawn. So really nothing to lose. Now I know that's not the good stuff. But I'm a sneaky bastard and have had the opportunity more than once to kill someone and upgrade so to speak. I just don't want to play the game that way at least not yet. It doesn't fit in with my rp.

The first thing I did when looking at a map was ask myself where would I hide a cache? Duh up north in the hills. So if you want the best gear and lots of it hit them thar hills. Talk about tent city.

Edited by RollingLizard1

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sigh...

the reward is surviving a long time...the simple satisfaction it brings

It's like people who exercise then reward themsevles with cake. Or save up money to buy a treat because they 'earned it'. The reward is the body, not the tasty cake. The reward is a financial nest egg, not loose spending.

Edited by Trizzo
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But....I like cake....

My first thought was "hey that doesn't sound like a bad idea, maybe if you survive for so many days you get a new skin looking like a crazy pyscho hobo who hasn't talked to anyone in years" then I realized you already get a "survivor" skin...you start with it. You just don't look like a hobo who lived in the woods forever.

Interesting idea but I don't think it's quite right for what dayz is shooting for. Keep thinking and throwing out ideas though that is how we get the cool stuff.

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But....I like cake....

My first thought was "hey that doesn't sound like a bad idea, maybe if you survive for so many days you get a new skin looking like a crazy pyscho hobo who hasn't talked to anyone in years" then I realized you already get a "survivor" skin...you start with it. You just don't look like a hobo who lived in the woods forever.

Interesting idea but I don't think it's quite right for what dayz is shooting for. Keep thinking and throwing out ideas though that is how we get the cool stuff.

Okaythe idea, going with hobo. So long whatever we choose does not give a player an arbitery advantage as part as a reward mechanism.

I would like facical hair that grows. You can trim it down if you dont like it with a razor from the junk heap. That way you can see how aged a survivor is, if you like beards and playing to survive you feel badass, other players see it and it doesn't break the game with "perks" "unlocks" that aren't in the flavor of dayz.

Scars could be another thing...but maybe the GFX wont really show it. Battle scars, like claws, bites, wounds would be cool.

As for clothes all clothes should be lootable and we choose what we want. Military zombie clothes, doctor, hunter, civis, police and then some....all should be able to be looted. Random clothing changes ala: the current method, is silly.

Edited by Trizzo
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the reward is surviving a long time...the simple satisfaction is brings

It's like people who exercise then reward themsevles with cake. The reward is the body, not the tasty cake.

I understand that surviving is in itself the reward. Maybe I didn't clarify in my post. People are fed up with kos and would like to see more coop play, people are maybe to quick to engage in a firefight because there is no consequence to dying, losing loot is no longer a deterant, offer reward system to give people a reason to survive a long time. Not all but maybe some people will stop playing a kos game. I understand some people actually rp dayz and do not need a reward system. My post was not about those few. But the people that think there playing cod or battlefield.

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My post was not about those few. But the people that think there playing cod or battlefield.

Like I said I'm new to DayZ maybe I don't understand. Is it COD with zeds added? If so that is a shame.

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Here I was thinking that surviving 'long enough' is enough of a reward by itself, but I could be mistaken.

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Here I was thinking that surviving 'long enough' is enough of a reward by itself, but I could be mistaken.

I agree with you 100% but what percentage of DayZ players think that way? For how long will a new player think that way if every time they see someone in world they get killed? A reward system was just an idea to get people who don't think like us to stop killing on sight. To put in perspective you could say there is no reason to hand out medals in the Olympics cause winning is it's own reward. Or buy little Johnny that thing he wants so bad for getting A's in school. Just tell him the education is the reward.

Edited by RollingLizard1

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A reward system was just an idea to get people who don't think like us to stop killing on sight.

Two seperate issues (KoS and player acheviments) and a 'solution'(for lack of a better word) to one in no way influences the other. Getting rewarded for living longer won't stop bullets being thrown a players way. To stop KOS we would need to reward players for not killing players. The moment we go down this path can mark the precise moment DayZ begins its decline.

Edited by Trizzo

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One of the things I like about DayZ and respect about it, is that almost everything in the game is emergent gameplay:

You don't have an "INT" stat, you just learn how to do things better.

You don't have an "ATK" stat, you just get better at aiming.

Get what I'm saying? I play DayZ because there's no "magic" like that. Of course there ARE some exceptions, like the hero/bandit skin and the hero armor/sprint. So I'm not totally against the idea of some sort of award, it just has to be subtle IMO. Maybe the longer you live or the more you travel, the more you can run before you get tired. Maybe living a certain amount of time without murders can affect your appearance somehow, so while it won't necessarily protect you, some people might see that you don't make a habit of murdering people and think twice about shooting you.

edit: to elaborate a little bit. I would like there to be less killing on sight. But I don't want to punish people who KOS, that's just...tacky. And bandits aren't going to stop being bandits. BUT there are players who genuinely WANT to not KOS, but let's face it that puts you at a handicap, if you don't KOS you get killed, which causes people to KOS which makes it more dangerous to not KOS.

So I think we should just give THOSE players the tools they need to not have to KOS. Some sort of karma system, so that when you look at someone, you can tell whether or not they're likely to kill you on sight. Step 1. Increase accuracy of "murder" and "self-defense" detection. You shouldn't be blamed for a murder just because the other guy was a bad shot. Step 2. a better "karma" system. Just because you don't go out of your way to give blood bags to people, doesn't mean you're going to shoot on sight. Maybe the longer you go without any murders, the more "trust" you gain and it's expressed in your character model somehow. New spawns are going to be an unknown quantity, that's just the way it is. Of course there's going to be bandits who abstain from murdering just to gain Trust. I don't see that as a flaw, if you're going to be a bandit, craftiness should be encouraged, not seen as an "exploit". Besides, they'll still only get one or two murders before it affects their Trust level.

So let's say you're a "lawful neutral" character, derping along in the woods, and you see someone just as they see you. Far enough away that it's not instant death for either. You happen to see that he has a very high Trust level. It's always a risk, but you know that he's not likely to KoS, so you don't have to shoot him. If he's neutral, it'd be like it is now, BUT you know that if you shoot first, you'll lose Trust, which will make things more dangerous for you in other encounters. Sort of like it is now with the Hero/Bandit system, just more accurate. Actually, a LOT like it is now, now that I think about it.

IMO, this would encourage not killing on sight for those who already don't want to KoS, without punishing players who do, and not directly rewarding or punishing anyone e.g. stat boosts or anything like that.

Edited by BenitoProfane

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I think the reward should be that your beard grows longer.

That will also finally give me a reason to use those razorblades I keep finding ingame. On my face, that is. Not on my wrists.

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Having a reward for surviving longer wouldn't be a deterrent for KOS. Do you think it would make bandits less likely to shoot you?

On the contrary, any bandit worth his salt can get enough gear in about 20 mins (depending on server and spawn location).

If anything knowing you can stop someone spawning with gear would make that kill even more sweet, and give people more reason to rage.

"I only need to survive one more day to keep my axe" BOOM "Not this week son"

Stupid idea.

If you are surviving more than a week, you have a camp, you have a a hidden cache of weapons, so when you die you can instantly gear up again (providing nobody finds your camp) THAT is the reward for surviving in my opinion.

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The idea is sound however a diferent application would be beter. So.. no bonus once you respawn so that the death= start again holds true however nothing to stop you gaining some small advantage whislt your still alive in that long survival run. So for instance if you have been alive for 10 days you might get a reduction on your thirst meter as you have learned to manage your fluid usage better. Or you could have the same with hunger meter. or perhaps after 30 days of survival you could be blessed with increased sprint stamina..

minor bonuses for surviving longer that die along with you. nothing game changing nothing that would give you big advantages ina fire fight just minor aids to your way of life.

anyone have suggestions?

oooh I have one.. some kind of skin that you get after a certain period.. might make others think twice about sahooting you or even beter might make them focus on you instead of the bambi.

like a ranger skin or some thing.

Edited by Walking Wounded

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It can take a while to get the Hero Skin. You can go with that as a reward.

Also, some people say it's faster when running, but I don't know about that.

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The problem with the hero skin, is people can get it too easily. The Mrs and myself both got it in under a week just playing normally and healing each other. Some people can get it even easier by exploiting the system (Which I do not agree with at all)

The humanity / Reward system is flawed and too open to exploit, in view of that I rather like the idea of obtaining a new skin based on number of days survived because that can't really be manipulated unless you hide in the wilderness forever, and where's the fun in that.

Like someone previously mentioned, perhaps that "survivalist" skin would mean food decreases at a lower rate. Just subtle benefits that are not game breaking. I guess the main issue would lie in the coding.

Edited by AntiHero

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No reward but what you find. Don't be a prick.

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The problem with the hero skin, is people can get it too easily. The Mrs and myself both got it in under a week just playing normally and healing each other. Some people can get it even easier by exploiting the system (Which I do not agree with at all)

The humanity / Reward system is flawed and too open to exploit, in view of that I rather like the idea of obtaining a new skin based on number of days survived because that can't really be manipulated unless you hide in the wilderness forever, and where's the fun in that.

Like someone previously mentioned, perhaps that "survivalist" skin would mean food decreases at a lower rate. Just subtle benefits that are not game breaking. I guess the main issue would lie in the coding.

True it can be easy to get the hero skin, but you wont keep it for long if you just use it to trick and murder people. and with the current lack of bloodbags spawning its now much harder to exploit the system.

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i think its an excellent idea. perhaps your character should get old and wrinkle, or as someone suggested grow a nice long beard. maybe if you stay alive for something ridiculous like 100 days you get new skin or spawn with your gear.

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