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Activity suggestion for standalone

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Concerning issues with players ending up becoming hunters. I came up with a suggestions i pickup from "The Last of Us".

to help out this problem. Why not have "quests" that have no end game impact, but give small bonuses for character or community.

Example. Why not have possibility for players to attempt to find vaccine, such as Fireflies are attempting to do in "The Last of Us"? Among the server clouds some players could carry

pathogen, which would be required ingredient to retrieve surgically with rare medical equipment, medicine and blood testing to pin-point. It could be synthesized for distribution or trading

(pending what kind of hero or bandit discoverers are) and its only benefit could be immunity for deceases contracted from zombie attacks.

Other suggestion example. Why not have option to repair electrical plants or radio stations to distribute electricity to lamp posts and expand radio "chat" radius or boost GPS signal, which would be more community benefit "quest"

Why not also build a community by making walls around towns and claim them. They of course would have to be destructible and not quick and easy to build.

(Walls been used in arma2 scenarios such as "Wasteland", so why not bring similary fantastic fortification building over?).

Also would suggest having seasons after release at least, to make surviving more increasingly difficult over time. Perhaps end in cannibalism in desperate times to survive.

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lol i like it new person just starts playing. a veteran is standing next to the coast licking his lips with a knife and fork in his hands.

fortifying a town and setting up some sort of community is a good idea. but you would have to limit it to one small town per server or something otherwise it would be in every town there was talk at one point of an underground base sort of thing a bit like red faction but i don't know if thats gonna happen some nice ideas and well thought out

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Above ground construction is not something that's going to happen in standalone. Its just a bit too resource intensive. However I do like some of your ideas and hope someone with power sees them as well. 'Quests' for a hive cluster (guess we can call it that) sound good.

The Idea for vaccines could work pretty good, reduce infection chance for that type of disease for everyone who gets an inoculation. Vaccines would have to be manufactured in a player base (underground) and distributed among other players. I could see Medic and Hero clans doing this, as well as any bandit groups either sabotaging or stealing the vaccine so they can use it themselves.

Restoring power plants and industries would be something of an 'epic' quest for players of hive clusters. You would not only have to get the part of the power plant working again, you would have to get the infrastructure isolated/fixed. For example, say a group fixes up one of the generators at the power plant in Electro, if they just leave it there will be random brownouts and lights going on/burning out in the city and they would still have to provide fuel for the power plant (unless it was a hydro electric dam or something). But then they would have to isolate the power grid from the city and reroute it to somewhere else, say a player base or to one of the factories. But even then the factory would have to be repaired and supplied with raw materials (trash loot or purpose made loot)

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Community building and "optional quests" are essential activities in apocalypse. This is essentially the same as the main post,

but i think its better verbalized.

Very recently the walking dead has returned in its episodic game and the games story evolves around building relationships,

managing a community of survivors and sacrifices, which makes your question your decisions as events arise, such as finding other

survivors or low on supplies to feed everyone. Simply put building and maintaining a community is one of the greatest activity/challenge there is.

I think it is something DayZ could learn from, rather then having underground safehouses, which have bandits camping just outside

your door and that is exactly what happens in DayZ Origins (should be replaced with stashes). Instead replace with fortified buildings and yards would offer similar camps you see in "walking dead"

or perhaps something like "state of decay".

The "optional quest" are something that are needed in world of DayZ, where everyone turns in to hunters. Either with ambitious tasks as finding a vaccine

to resist getting infections from zombies or more community oriented tasks, such as restoring power grids to bring electricity and light in your fortified building or town.

This is exactly what "good" survivors in world of "The last of us" are doing. Rebuilding civilization and restoring old structures back, as well being

extremists to find a vaccine, but even "bad guys" setup there own communities, but with more survival of the fittest theme.

If you cannot build a community/civilization in the open world. It becomes a wasteland for the hunters and survivors such as, Joel and Ellie from "The last of us".

Where are no good or evil, but the necessity of survival.

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As long as you can hop server you can't really build communities since players who get bored are easily tempted to go to another server and seek action. I know from experience when we had a server a majority wanted to go pvp on another server because they were bored although we already had a lot of pvp traffic ( well they lost almost every time maybe that was the cause lol ). You can't build a community with that kind of people. Avatars have to be server bound for their entire life span then maybe we can talk, if they want to join another server...different avatar.

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I dont believe the PvP server switching would be that big of an issue. There are bad people in the world and long as they spawn

outside these community territories it should be fine. Not to mention most people turn to PvP cause lack of activities.

My DayZ always tends to turn in to a wild hunt looking for bandits cause i have high-tear gear and nothing to do.

(Which is why some form of "quests" would be lovely).

It was also mentioned in E3 interview, that ammunition is going to be considerably more harder to find. In purpose to reduce

the PvP mayhem and make players make wiser decisions whether or not engage others.

In case of DayZ it would be considerably harder to gather and maintain such large community compared to what you see in arma 2 modes

containing base building, such as wasteland. Not to mention securing entire town would require lot of effort and resources to do,

as well keeping secure during night time with large perimeter.

Fortifying building would also be better alternative, such as "state of decay" has going on. Besides building underground base

simply beats the purpose of open-world zombie apocalypse (Its not ment to be safe). There could be tiny cache option, so lone wolfs can secure items in hidden

caches as well in secure caches (safe dug in the ground).

Only real issue i see is what happens to the town when someone comes in when whole community is offline. Then again everyone has to "sleep", even in simulation.

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I found some good news by accident.

It is very likely we might getting the option of building barricades, so it should be interesting and there is function of safe zones.

Which means clearing areas from zombies, but they can be reinfested by wondering zombies.

Also good news for reinforcer, server jumpers will be warned and then stopped :)

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