Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sign in to follow this  
Elvex1

Suggestions for the stand alone

Recommended Posts

hi there! just been playing the game for about a week, the game is so unique but having read Max Brooks' World War Z, I have a lot of suggestions for the SA

I heard a rumor about including "Classes" like a normal MMORPG, and we could use that to encourage cooperation and make pvp a lot more difficult and or undesirable, so, my idea is that each class would have and unique ability and a group ability, something that can only work when a group is formed.

My idea of classes would be like this, each one has it's strenghts and weakness, in the end I tried to make them so playing lone wolf would be a lot more difficult and kind of realistic/authentic. Also you wouldn't be able to choose them, it would be random with every respawn.

Medic: Starts with a medpack that can only carry medicines, also have more starter medicines, like epi pens and morphine besides the bandage, this medpack can only carry medicines, and that would be the only class that can give blood transfussions and also I think that there we must eliminate generic diseases, to make the medic a must in a group, he would be able to "see" what kind of infection you have and to him the generic "antibiotics" would be specific, to any other player they would appear as generic antibiotics with no way to know if they work with his disease, v.g. if you have cholera (a realistic effect on the game would be a very quick dehydratation, with TBC to have 0 stamina to run and so on) and no medical knowledge, what antibiotic would you take? of course you can swallow random pills and pray they work.

Also i think that self treatment or done by a non medic should have a probability of having no effect or worsen the situation (a too tight bandage can make you lose a limb in RL), while the medic carries no risk

Drawback: can carry less ammo than other classes.

Group abillity: increases probability of finding antibiotics and medicines.

Soldier: the only class that can carry two primary weapons (something that I find very stupid in the game.... a regular joe carrying a .50 cal and an AK? seriously) and can carry more ammo than other classes.

GA: increases prob of finding MILITARY weapons, civilian weapons and ammo, it is very annoying that military grade weapons are so common, without a soldier in your group it would be very rare to find military weapons or their ammo, which is fair, think, if you find an AK with no bullets, how would you know which ammo works with that rifle? (assuming you are a regular joe =) ) also he would have more stamina than other clasess, other thing that I don't like, unlimited stamina.

Drawback: gets thirsty and hungry quicker thatn the others... which is also fair isn't it?

Mechanic: Starts with a toolbox with things like industrial tape, saws, lockpicks, and so on, which can be used to open doors, and most important, TO IMPROVISE MELEE WEAPONS! for example... no axe? just use the saw on a table, and so on. He would be the only one who can repair vehicles, again, how many of you can make a car work if the engine is gone? of course that you can change the tire with no help, but the engine is a very different story, also is the only class that can pilot an heli.

other thing that I would like to add is that weapons must wear over time, it's not fair that a rifle exposed to the wild for who knows how long can still fire like it was new, and the mech can repair them, also he would be able to lock piick doors and other stuff with locks.

GA: increases prob of finding spare parts for vehicles and gasoline

Drawback: less stamina

Hunter: wild life expert, he starts with binoculars and a compass. I heard that dogs could be trained so I suggest that the Hunter can have more chances of succes making them "friendly", and also a suggestion, food must be more varied, you can't live on pasta and beans, so there must be two indicators, one for veggies and fruit (to empty this wouldn't be fatal, but infection risk skyrockets) and the other one would be generic, with that in mind you could eat wild strawberries but with sickness risk, hunter can distinguish them, also he would have more stamina and better night vision, and when hunting, he can get more meat than the other classes.

GA:increases prob of finding wild animals to hunt

Drawback: has lower prob of succes with medicines, even if administred by a med.

I treid to make the classes with drawbacks that would make playing lone wofl a lot more difficult but still doable, the group abilities make cooperation a lot more disireable

About dogs: can distract zombies outrunning them, smell to find snipers and sense if a player has kills

More items like a portable stove, better than fire because it doesn't emit smoke and much less visible at night, but requires gas of course, and batteries for the NVG!!!! it's just ridiculous that it can run forever!

Vehicle sized camo!

Underground fortress!! It would be awsome to have them! but with it's drawbacks, cannot be used for too long or infection risk becomes very high, not to mention to stay in the same room with a sick person, and it can be assalted by bandits (not easy though, also there must be traps like bombs attached to wires, to make them realistic they cannot be seen like a normal FPS in the HUD so you can fall in your own traps) but the entry can be covered by camo

that's all I can think right now, I want to hear your suggestions =)

Share this post


Link to post
Share on other sites

There is not going to be classes in the SA.

 

 

EDIT: I'm also not too fond of underground bases to begin with, but underground "fortresses" seems a little strong. You can't just dig a massive complex underground and be set. It's a lot more complicated than that.

 

Also, I don't see the point of placing bombs and tripwires. It's kind of neat, but that seems more guerrilla warfare than survival. Also, why would you get infected for living underground? If you have supplies its extremely possible and has been done.

Edited by Statik
  • Like 1

Share this post


Link to post
Share on other sites

Classes are a bad idea like i dont mind mmorpg's but if The dayz mod when it first came out and had classes i couldn't play it im afraid i just wouldn't like the idea like medics,recon or assult, it just wouldnt fit into dayz

Go play tf2 they have classes (edit pretty much the ones you just suggested) 

Share this post


Link to post
Share on other sites

Combine beartraps with mortar grenades and VOILA! Not too Guerrilla warfare and not to amateur (Molotov cocktail) but just right. I think the army bases could have a few leftover mortal grenades.

  • Like 1

Share this post


Link to post
Share on other sites

Combine beartraps with mortar grenades and VOILA! Not too Guerrilla warfare and not to amateur (Molotov cocktail) but just right. I think the army bases could have a few leftover mortal grenades.

Great use of mortar grenades.

Any sort of traps should be link able with explosives.

One trap I know of is string and hand granade.

Put string on doorknob and close door find a corner inside the house close to door and place your granade (tied to strin)g in there so you can pull the pin without the spoon letting itself off.

Ta da, now when they open the door they have an armed granade in the room they just walked into.

Share this post


Link to post
Share on other sites

Great use of mortar grenades.

Any sort of traps should be link able with explosives.

One trap I know of is string and hand granade.

Put string on doorknob and close door find a corner inside the house close to door and place your granade (tied to strin)g in there so you can pull the pin without the spoon letting itself off.

Ta da, now when they open the door they have an armed granade in the room they just walked into.

 

And how do you know of this? Do you do this?!

Share this post


Link to post
Share on other sites

And how do you know of this? Do you do this?!

Only a couple times.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×