mluminos 31 Posted July 1, 2013 To add to the investment to DayZ characters, to offer goals and things to work towards and to make roles more valuable (They want people to be able to effectively play the roles they want)I believe as we traverse and survive in the wasteland we would take on attributes, the more you heal the better a medic you would become, the more vehicles you repair and buildings you erect the more efficient you would become.These are not "RPG" skills, I'm not trying to make DayZ an RPG I just want medics to be able to be a medic, mechanics and builders o be mechanics and builders and body guards to be bodyguards. You can call yourself these things and these proficiencies help set personal goals as you lose your gains after death.Any other ideas would be great.For example:Medical proficiency results in faster administration of medical items such as bandages and blood bagsTeamwork proficiency slightly increases damage to zombies while working with one or more peopleMechanical proficiency results in slightly faster build and repair timeWeapon proficiency can reduce scope movement when aiming, slightly decrease reload time or reduce pistol spread (depending on weapon, this could be broken into three areas)Melee proficiency: lethality of melee strikes against zombies slightly increases There is no cap, just diminishing returns after X proficiency has been reached. All proficiency is lost on death.suggestions, changes, ideas? Share this post Link to post Share on other sites
TripleCripple 2 Posted July 2, 2013 I wouldn't be opposed to a system where you would get better at things you do often.On the things you posted:Medical proficiency results in faster administration of medical items such as bandages and blood bagsI like this one, however I would like it even more when fresh survivors would be worse at administering of medical items than they are now. So a fresh surivor might take twice as long to bandage as it is now. There might even be a chance to mess it up so you would have to start again. In time you would become profficient enough to do it faster and without failing.Teamwork proficiency slightly increases damage to zombies while working with one or more peopleI don't like this one. It seems too RPGish to me. If you shoot a zombie you do as much dmg as the bullet is capable to do. No matter someone is stand close to you or not.Mechanical proficiency results in slightly faster build and repair timeThis one is good. I would focus more on failure/success rate with this one however. Build and repair time might be implemented too.Weapon proficiency can reduce scope movement when aiming, slightly decrease reload time or reduce pistol spread (depending on weapon, this could be broken into three areas)I would welcome this one. However I wouldn't like it if there were too big advantages for experienced users. Slight improvements in scope sway, reload time. Not sure about pistol spread. Maybe even improvements in cleaning and weapon maintenance (I read that weapons durrability will degrade when used a lot in SA)Melee proficiency: lethality of melee strikes against zombies slightly increasesMaybe just a slight increase in melee damage against all targets. The logic being you learn to handle melee weapons better and maybe even get stronger over time. So not just an dmg increase against zombies. (again, a slight increase, nothing gamebreaking) 1 Share this post Link to post Share on other sites
enforcer1975 1111 Posted July 2, 2013 Teamwork proficiency...i wonder how you can become an elite teamworker...i bet not by lone wolfing. While i don't really get why you do better damage or whatever in a group like maybe in some other zombie action game but i would rather have something like less panicking in groups or similar. But no "extra damage" perks or "move faster" perk.While you do learn by doing some skills that do need expert knowledge shouldn't be learned that fast like surgery. Pulling a fragment out of the skin and bandaging it is a different thing than putting a leg together after it was hit by a high powered rifle bullet. Share this post Link to post Share on other sites
Stighedvig 0 Posted July 2, 2013 Love the idea. What I love most about it is thisAll proficiency is lost on death. Share this post Link to post Share on other sites
mluminos 31 Posted July 2, 2013 I wouldn't be opposed to a system where you would get better at things you do often.On the things you posted:Medical proficiency results in faster administration of medical items such as bandages and blood bagsI like this one, however I would like it even more when fresh survivors would be worse at administering of medical items than they are now. So a fresh surivor might take twice as long to bandage as it is now. There might even be a chance to mess it up so you would have to start again. In time you would become profficient enough to do it faster and without failing.Teamwork proficiency slightly increases damage to zombies while working with one or more peopleI don't like this one. It seems too RPGish to me. If you shoot a zombie you do as much dmg as the bullet is capable to do. No matter someone is stand close to you or not.Mechanical proficiency results in slightly faster build and repair timeThis one is good. I would focus more on failure/success rate with this one however. Build and repair time might be implemented too.Weapon proficiency can reduce scope movement when aiming, slightly decrease reload time or reduce pistol spread (depending on weapon, this could be broken into three areas)I would welcome this one. However I wouldn't like it if there were too big advantages for experienced users. Slight improvements in scope sway, reload time. Not sure about pistol spread. Maybe even improvements in cleaning and weapon maintenance (I read that weapons durrability will degrade when used a lot in SA)Melee proficiency: lethality of melee strikes against zombies slightly increasesMaybe just a slight increase in melee damage against all targets. The logic being you learn to handle melee weapons better and maybe even get stronger over time. So not just an dmg increase against zombies. (again, a slight increase, nothing gamebreaking)Well zero proficiency could be that point where you suck at it.Teamwork proficiency, perhaps some way to share area awareness which would amount to better situational awareness, what sort of bonus could we give to players who spend most their time in teams, which would encourage the who faction play that is in DayZ, you are right about it seeming RPGish and bullets do what bullets do.Another mechanical option is the possibly to repair vehicles up to 110% which would sort of show a mastery in the ability to reinforce its parts. A normal repair would get it to 100, spending extra materials can get it up to 110, but you dont get the full 110 off the bat, you start with being able to get it to 101,102,103 etcThe reduced pistol spread comes from learning how to use the pistol. A person who uses pistols will typically be more accurate than someone who hasn't. A game mechanic to compensate for organic skill. The spread for someone unfamilair with pistols is larger, as they train they learn to handle the recoil and aim better.And as for the melee I agree, slight increase. Nothing game breaking that would allow them to go on a killing rampage against players. This is to give them a slight edge as a result of its training over someone else using a melee weapon.Teamwork proficiency...i wonder how you can become an elite teamworker...i bet not by lone wolfing. While i don't really get why you do better damage or whatever in a group like maybe in some other zombie action game but i would rather have something like less panicking in groups or similar. But no "extra damage" perks or "move faster" perk.While you do learn by doing some skills that do need expert knowledge shouldn't be learned that fast like surgery. Pulling a fragment out of the skin and bandaging it is a different thing than putting a leg together after it was hit by a high powered rifle bullet.The teamwork perk is supposed to be sort of a leadership and communication bonus, some sort of representation of shared perception, perhaps if one person sees a zombie the others nearby get pointers on their screen. It could perhaps allow for target marking? Share this post Link to post Share on other sites
enforcer1975 1111 Posted July 2, 2013 The teamwork perk is supposed to be sort of a leadership and communication bonus, some sort of representation of shared perception, perhaps if one person sees a zombie the others nearby get pointers on their screen. It could perhaps allow for target marking?While target marking is fine this is not battlefield. We have a compass, a pair of eyes, a mouth and a brain to use and can easily call out directions and distances and don't need to rely on "radioactive twinkies". 99% of the time i play with people the conversations goes: "I see something..." "Where?" "To my left!" "Where is your left to my position? Tell compass directions or degrees, left can be anywhere." "..." "OMG are you stupid? Press the fucking button and tell me the damn direction" "ehm ehm.." Either we are dead by then or i ran into cover and he/they died. People have to learn the basics ecspecially if this is supposed to be a survival game and not an action shooter like you know what. Share this post Link to post Share on other sites
TripleCripple 2 Posted July 3, 2013 Teamwork proficiency, perhaps some way to share area awareness which would amount to better situational awareness, what sort of bonus could we give to players who spend most their time in teams, which would encourage the who faction play that is in DayZ, you are right about it seeming RPGish and bullets do what bullets do....The teamwork perk is supposed to be sort of a leadership and communication bonus, some sort of representation of shared perception, perhaps if one person sees a zombie the others nearby get pointers on their screen. It could perhaps allow for target marking?I think there is allready a lot of incentive to play in groups. Being able to administer blood packs, superior fire power, more eyes = better situational awareness, sharing resources.I think the idea the developers have: "If you are good at something IRL you should be good at it in DayZ" is very important and makes the game unique. Therefore if you are good at communicating effectively IRL you can transfer that into the game. So I wouldn't like having target marking or some other form of UI changes to accomodate this.People who play in groups have to learn how to:-let their squad know where a threat is. DIrection and distance (as Enforcer mentioned in his reply, many people don't know how to do it properly)-when to maintain radio silence-how to increase the groups situational awareness by having a structured formation when on the move and when holding a positionIn a nutshell: any and all advantages of group play are there in the game allready, some players just need to learn how to reap those rewards. Share this post Link to post Share on other sites