spears646 0 Posted August 5, 2013 Ive had an idea that I would like to share if its been suggested before nvm. Players should be able to have skills and knowledge that you can pass on to other players or trade. Once passed on this knowledge requires practice to master, this could include things like crafting, survival skills, first aid medical, shooting, to give certain buffs in each field would this be any fun? Share this post Link to post Share on other sites
3rdparty 229 Posted August 5, 2013 I suggest to you sir, the search bar! ;) 1 Share this post Link to post Share on other sites
spears646 0 Posted August 5, 2013 I had to get it out. so Im not the first to come up with the idea. Share this post Link to post Share on other sites
joe_mcentire 2074 Posted August 5, 2013 (edited) why...do ppl, new to the forums, at first have to open a new thread about things that have already been beaten to death?! (disregard stickies etc.)just why? ;) BUT ...SKILLS WILL HAPPEN! I PREDICT THIS! Edited August 5, 2013 by joe_mcentire Share this post Link to post Share on other sites
LancerG2 369 Posted August 5, 2013 (edited) I don't really agree. It's basically unfair perks added to the game? Unless they did these skills like "Bad ass" ranks in Borderlands 2 then it's all cool. If you don't know what they are well... http://lmgtfy.com/?q=Borderlands+2+badass+ranks Edited August 5, 2013 by LancerG2 Share this post Link to post Share on other sites
3rdparty 229 Posted August 5, 2013 Meh, tbh I quite liked the idea, in certain formulas that is.I liked the idea of potentially building skills in certain functions that allowed you to do more difficult activities.e.g in medicine low skills can use bandages but higher skills required for blood transfusion. and the same idea for mechanics and crafting.I thought if you paired this with an ability to learn skills faster if you are in the presence of someone with a higher skill doing those activities then that would be a good incentive for team work as well.But there are alot of people on DayZ who cringe at the all too familiar ranking up and skills systems. Share this post Link to post Share on other sites
applejaxc 2500 Posted August 5, 2013 NO. Rocket's already said no to skills. Share this post Link to post Share on other sites
sabre05 351 Posted August 5, 2013 Meh, tbh I quite liked the idea, in certain formulas that is.I liked the idea of potentially building skills in certain functions that allowed you to do more difficult activities.e.g in medicine low skills can use bandages but higher skills required for blood transfusion. and the same idea for mechanics and crafting.I thought if you paired this with an ability to learn skills faster if you are in the presence of someone with a higher skill doing those activities then that would be a good incentive for team work as well.But there are alot of people on DayZ who cringe at the all too familiar ranking up and skills systems. What would happen if you character dies, do you get reset to fuck all 'skills' as you are essentially a new person? What would be the incentive on leveling up if you know some asshat bandit will shoot you when you go north of the coast? I disagree with skills, but if they are implemented I'd like it to go like this: you spawn on the coast, go searching for items, little knowledge of most things, basic medicinal knowledge and the ability to use a fire-arm. Whilst searching places you find books/magazines with information in them, stuff like how to clean a gun in magazines in military items, medicinal handbooks in hospitals, engineering/DIY magazines in super markets. Once you read a book you can craft hard items, apply medicine to a better degree, repair weapons with scrap metal or clean them with rags. Giving you a slight boost in weapon maintenance, medical know-how, and general tinkering. Nothing that gives you a combat advantage like damage/accuracy. But stuff that help you get by easier, use less resources to cure illnesses/make items/ repair weapons. 1 Share this post Link to post Share on other sites
3rdparty 229 Posted August 5, 2013 What would happen if you character dies, do you get reset to fuck all 'skills' as you are essentially a new person? What would be the incentive on leveling up if you know some asshat bandit will shoot you when you go north of the coast? I disagree with skills, but if they are implemented I'd like it to go like this: you spawn on the coast, go searching for items, little knowledge of most things, basic medicinal knowledge and the ability to use a fire-arm. Whilst searching places you find books/magazines with information in them, stuff like how to clean a gun in magazines in military items, medicinal handbooks in hospitals, engineering/DIY magazines in super markets. Once you read a book you can craft hard items, apply medicine to a better degree, repair weapons with scrap metal or clean them with rags. Giving you a slight boost in weapon maintenance, medical know-how, and general tinkering. Nothing that gives you a combat advantage like damage/accuracy. But stuff that help you get by easier, use less resources to cure illnesses/make items/ repair weapons. Yea you would lose your skills, losing everything when you die is an important part of the game. But I don't see anything wrong with your ideas unless your implying you keep these skills after you die. But keeping it just to magazines and books is not aiding teaming up and team work is an essential factor in survival. By giving the real life simulation of someone picking up a more advanced skill by being in the proximity of someone with that skill, doing that advanced activity, you give more of an incentive to group up with peeps.Sure there will be bandits at silly levels, but they will have either looted these books/guides (which imo should be rare), repeated certain activities to gain skill (which imo should take so long that the life span is impressive in itself) OR gain them just as fast as you would from a book, by watching someone using that skill.As for the incentive. If you want to learn how to fix up a vehicle, look after your gear and heal yourself in particularly dangerous encounters, effectively, and quickly, then you will have to team up. After a few typical short generations on DayZ I personally think there is a chance you would see an attitude change. But just my opinion. Share this post Link to post Share on other sites
sabre05 351 Posted August 5, 2013 Yea you would lose your skills, losing everything when you die is an important part of the game. But I don't see anything wrong with your ideas unless your implying you keep these skills after you die. But keeping it just to magazines and books is not aiding teaming up and team work is an essential factor in survival. By giving the real life simulation of someone picking up a more advanced skill by being in the proximity of someone with that skill, doing that advanced activity, you give more of an incentive to group up with peeps.Sure there will be bandits at silly levels, but they will have either looted these books/guides (which imo should be rare), repeated certain activities to gain skill (which imo should take so long that the life span is impressive in itself) OR gain them just as fast as you would from a book, by watching someone using that skill.As for the incentive. If you want to learn how to fix up a vehicle, look after your gear and heal yourself in particularly dangerous encounters, effectively, and quickly, then you will have to team up. After a few typical short generations on DayZ I personally think there is a chance you would see an attitude change. But just my opinion. I'd suggest you lose any knowledge when you die and use a Fallout New Vegas approach of losing all knowledge gained from the books over a period of time, it wouldn't try to force grouping, but it would enhance trades. Share this post Link to post Share on other sites
3rdparty 229 Posted August 6, 2013 I'd suggest you lose any knowledge when you die and use a Fallout New Vegas approach of losing all knowledge gained from the books over a period of time, it wouldn't try to force grouping, but it would enhance trades.Dunno about that, maybe if you're not using the skill often. I wouldn't see it as forcing grouping. DayZ is all about survival and team work is a big part of that, mimicking the activities of team work and learning from each other as it happens in reality would go some way towards promoting more interactions.For a game that has virtually nil dynamic events planned, it will all rely on how people interact so giving more mechanics that diversify the way people can interact is a good thing if you ask me. Share this post Link to post Share on other sites
liquidcactus 719 Posted August 6, 2013 do you realize how much more you would want to bash your head against a wall when you die after gaining alot of points into your shitty perky skills ??? 1 Share this post Link to post Share on other sites
joe king 5 Posted August 6, 2013 (edited) I know a lot of you think Skills would be an unfear advantage. But still although I like the current system I believe there is room for a so called 'skill' feature to be added. Here is a little something I had in mind.Please not values are used as an example only. values would be tweaked as nessessary. Jumping/Vault, DivePrior to getting the upgrade to your already known skill ‘volt’ you have a chance of tripping over a fence (15% trip probability). The more you do it the better you get, jump 20 fences your trip probability drops to 10%, jump 50 fences it drops to 7.5% and so on until you have mastered jumping fences. (Optional)Currently we can vault on DayZero, or dive in Dayz. As a form of progression to jumping fences, you learn to dive, once you have learned not to trip (trip probability <= 5%). As vaulting slows your momentum and you remain upright, the dive should be faster, more fluent, enable you to quickly pass over a fence and into a roll which helps conceal you. SprintingWith sprinting you gain speed and endurance by doing it.‘total’ and ‘current’ sprint distance traveled will have to be recorded and calculated.Fresh spawn can sprint for 80m, at a speed of 24kmph After sprinting a total of 800m, increase sprint distance to 90m, increase sprint speed to 26kmph After 2000m, increase sprint distance to 100m, increase sprint speed to 28kmph After 5000m, increase sprint distance to 105m, increase sprint speed to 30kmph After 7500m, increase sprint distance to 110m, increase sprint speed to 32kmphAfter you have sprinted you slow down over a matter of seconds to a jog. Running(jog)Running is pretty self-explanatory, the more you do it the faster you run.Fresh spawn can run 10kmph After you have ran a total of 5km, increase jogging speed to 10.5kmph After 25km, increase jogging speed to 11kmph After 50km, increase jogging speed to 11.5kmph After 75km, increase jogging speed to 12kmph After 100km, increase jogging speed to 12.5kmph After 125km, increase jogging speed to 13kmph After 150km, increase jogging speed to 13.5kmph After 175km, increase jogging speed to 14kmph After 200km, increase jogging speed to 15kmph MedicalIt would be nice to see a new item “medical journal/text book” you could find and read. Reading the book would give you a permanent increase to speed, and decrease infection chance. If five different books were added, each one giving different skill buff.Book 1 - decrease bandaging time by 0.8 seconds, lower infection chance by 0.5%. Book 2 - decrease blood transfusion time by 1 second, lower bandaging time by 0.6 seconds lower infection from blood transfusions by 4% Book 3 - decrease blood transfusion time by 0.5 seconds, lower infection chance from blood transfusions by 5% Book 4 - decrease bandaging time by 1.6 seconds, lower infection chance from bandaging by 1% Book 5 – decrease bandaging time by 0.4 seconds, decrease blood transfusion time by 0.8 seconds, lower infection chance from blood transfusions by 2.5%, lower infection chance from bandaging by 1% BandagingThe more you bandage the more efficient you become.Bandaging a wound should also come with an infection chance (not zombie infection), effecting other skills. E.g. If you’re fresh spawn and bandage yourself or someone without antiseptic (add antiseptic item, and combine with bandage) of some sort, you have a 15% chance of infection. If it was one of your arms you bandaged you will be slightly disadvantaged when performing tasks that require the use of that arm. So while shooting, you may have a little extra sway, while driving you may be a little less responsive to turning. The same goes for an infection on a leg, while driving your accelerate and break response will be slightly lowered.Fresh spawn takes 25 seconds to bandage, and have a 6% chance of infection with antiseptic, 12% without antiseptic. Once you have applied a total of 5 bandages, bandaging speed decreases to 24 seconds, infection chance decreased to 5% with antiseptic, 11% without antiseptic 10 bandages, bandaging speed decreases to 23 seconds, infection chance decreased to 4% with antiseptic, 10% without antiseptic 20 bandages, bandaging speed decreases to 22 seconds, infection chance decreased to 3% with antiseptic, 9% without antiseptic 40 bandages, bandaging speed decreases to 21 seconds, infection chance decreased to 2% with antiseptic, 8% without antiseptic 80 bandages, bandaging speed decreases to 20 seconds, infection chance decreased to 1% with antiseptic, 7% without antiseptic Blood TransfusionSimilar to bandaging, the more you do it the better you get, also with an infection chance. Rather than the ‘infection’ effecting your skills, it’d effect your mobility and make you cough and shiver.Fresh spawn takes 40 seconds to perform a blood transfusion, have a 25% chance of infection. Once you have performed 5 blood transfusions, speed decreased to 39 seconds, infection chance decreased to 22.5% 10 blood transfusions, speed decreased to 38 seconds, infection chance decreased to 20% 20 blood transfusions, speed decreased to 37 seconds, infection chance decreased to 17.5% 40 blood transfusions, speed decreased to 36 seconds, infection chance decreased to 15% 100 blood transfusions, speed decreased to 35 seconds, infection chance decreased to 10% ShootingLike everything else, the more you do it the better you become.So Fresh spawn, first you have considerable recoil, slower reloading speed and considerable sway.A way I’d attack this is by each variable (recoil, reload speed, sway), and weapon specific RecoilWeapon virgin will suffer considerable recoil Shoot with the weapon shouldered 10 times, recoil decreases 0.2% Shoot with the weapon shouldered 25 times, recoil decreases 0.6% Shoot with the weapon shouldered 50 times, recoil decreases 0.7% Shoot with the weapon shouldered 100 times, recoil decreases 1% Shoot with the weapon shouldered 150 times, recoil decreases 0.5% Shoot with the weapon shouldered 200 times, recoil decreases 0.75% ReloadingWeapon virgin, takes 3 seconds to reload. Reloaded a weapon 5 times, weapon specific reload speed decreases to 2.9 seconds, general reload speed decreases 0.05 seconds Reloaded a weapon 10 times, weapon specific reload speed decreases to 2.8 seconds, general reload speed decreases 0.05 seconds Reloaded a weapon 20 times, weapon specific reload speed decreases to 2.7 seconds, general reload speed decreases 0.05 seconds Reloaded a weapon 60 times, weapon specific reload speed decreases to 2.6 seconds, general reload speed decreases 0.05 seconds Reloaded a weapon 100 times, weapon specific reload speed decreases to 2.5 seconds, general reload speed decreases 0.05 secondsE.g. If I reload my M4 100 times, my reload speed will be 2.5 seconds, minus 0.25 seconds from the general reload speed decrease = 2.25 seconds. Say I just find an AK47, my reload speed is going to be 3 seconds because I haven’t used an AK47 before. But I do have some experience with my M4, so my reload speed will be 2.75 seconds initially. I think it’s be safe to say each weapon will have it’s own reload times and the so called “reload skill” should adjust per weapon. SwayI think weapon sway/steadying should be used across the board for all rifles and not be weapon specificShoot using the iron sights 5 times, sway decreases 0.05% Shoot using the iron sights 10 times, sway decreases 0.05% Shoot using the iron sights 30 times, sway decreases 0.08% Shoot using the iron sights 100 times, sway decreases 0.08% Shoot using the iron sights 200 times, sway decreases 0.1% I stopped here before I spent to much time on this system to have it scrutinized I believe this also opens a door, that you could become stronger, enabiling you to carry more weight is it was ever added to the mod. would live to see a weight and capacity system implimented that worked togeather. Also add the ability to add more stats to be tracked. Edited August 6, 2013 by Joe King Share this post Link to post Share on other sites
RedTailedLizerd 12 Posted August 6, 2013 I would strongly detest this idea. But, as Bohemia Interactive and the DayZ frachise grow, so do their finacially needs. This requires more player and buyers and there's not enough of the group of gamers who enjoy DayZ mod to support the entire project so DayZ will change. To me, DayZ might end up like Dead Island. Looking great and spiralling out of control into madness and garbage. I really hope this doesn't become Call of Duty. I'm scared. Share this post Link to post Share on other sites
liquidcactus 719 Posted August 7, 2013 I would strongly detest this idea. But, as Bohemia Interactive and the DayZ frachise grow, so do their finacially needs. This requires more player and buyers and there's not enough of the group of gamers who enjoy DayZ mod to support the entire project so DayZ will change. To me, DayZ might end up like Dead Island. Looking great and spiralling out of control into madness and garbage. I really hope this doesn't become Call of Duty. I'm scared. Have no fear my son... I have 100% faith that this wont turn into a shitty mess.. thats the job for the dayz clones.. because dayz has spawned a genre you see.. Although i would like to see a few of those dead island elements like manipulating power boxes to get power to a small building etc or life a gate Share this post Link to post Share on other sites
RedTailedLizerd 12 Posted August 7, 2013 Have no fear my son... I have 100% faith that this wont turn into a shitty mess.. thats the job for the dayz clones.. because dayz has spawned a genre you see.. Although i would like to see a few of those dead island elements like manipulating power boxes to get power to a small building etc or life a gateBut, people are saying bases are coming. Bases! And all these new food items, they'll make one of each food item spawn maximum! And all the good ideas are being overlooked *sobs* Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted August 7, 2013 Oh I hope we can find generators and fuel them up to generate electricity. That would be so tight. Share this post Link to post Share on other sites