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vinilona

DayZ Standalone "Houses Capturing"

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(This idea/suggestion is kinda complex I think, so if you don't have time to read... don't read. I would like some smart critics about it. Thank you.

I enter the game and I think: " Ok, I suppose I have to find a weapon and food..." But what a survival game is about? Killing players and finding more ammo and guns to kill more of them? 

 

House capturing:

(Please read until the end if you're here!)

 

- Public Houses: In houses at cities/villages/towns players could be able to capture one house. To capture a house they would need to stay inside it for 1 minute. After that, the house would be theirs. NOTE: This "public" houses will automatically be neutral when the player leaves the server and he will spawn outside the house when he relogs.

 

- Private Houses: It means, houses crafted/built by players. This houses dissapear when the player don't log in that server for a certain amount of time. The more evolved the house, the more it takes to dissapear. NOTE: It can be capture when the owner of that house agrees to share, or dies (in this case the house has to be capture in 5 minutes.) or surrenders and leave the house.

 

  Public Houses SYSTEM:

- When captured, some supplies spawn inside it, like water, food, medical supplies and (rarely) ammo and simple weapon.

- They can't improve this houses. But they can fix doors and windows when broken. (Not improve them, just fix it.)

 

  Private Houses SYSTEM:

- Players can regenerate health, hunger and thirst at a slow rate. They can wake up when they wish to.

- The house can be improved: 

    Doors:

      -Level 1: Wooden door

      -Level 2: Reinforced wooden door

      -Level 3: Metal door

    Windows:

      -Level 1: Wooden planks

      -Level 2: Scrap metal planks

      -Level 3: Metal planks

    Fence:

      -Level 1: Small Wooden Fence

      -Level 2: Higher Wooden Fence

      -Level 3: Concret wall

      -Level 4: Concret wired wall

- More beds can be implemmented. (Máx.: 7 beds)

- Lockers, wardrobes can be added.

- Fridges and shelfs to store food.

- Ability to grow a crop.

- Medical Station to heal wounded. (Medical supplies have to be found around the world to supply the medical station.)

 

House Level 1: "X m²" House size

House Level 2: "Y m²" House size

House Level 3: "Z m²" House size

 

But in general, crafting, creating, building things as well as progressing your character in many aspects, helps to make the player want to play once more, once more, once more.  This "House Capture" idea can be discussed, improved. You can make friendly actions as well bandit actions. You can build your house very well hidden to help players or make it more visible and build a mini village with your clan mates. Of course, it won't be: "I'll build a house! Tcha-dam, it's done." You will take time, you will progress just like you progress in minecraft, in leveling your soldier on battlefield or like mmo-rpg-openworld games.

 

I'm brazilian, I'm sorry for any english mistake I could've done.

Edited by vinilona

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I don't like the idea of "building houses" and "owning houses". I would much prefer the character had to just board up the windows, and he claims it's his, not the game.

 

i.e. I feel the game should be completely player controlled, meaning the game shouldn't depict who owns what, and who can upgrade what, etc, etc.

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God... *rubs eyes* I'm tired, so I'm sorry if this comes off as kind of cranky, but...

 

 

NO!

 

Dean has already said above-ground houses (built and spawned on the map) are never going to be done. They cause lag, visual artifacting (among other bugs), and make load times too long.

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No house building. It's more practical to capture an existing structure. What we need are some more basic construction tools like walls, maybe boarding up doors and windows, large tents, stuff like that. It's got to work, and be available. Since zeds can now be cleared out of areas and will no longer spawn in the presence of players, I think capturing structures, towns, ect. is actually going to become practical. Also all of the towns seem to be undergoing some modernization. So with evenly spread loot, people might be able to capture small structures or convenient in-between areas like green mountain and use them as trade posts.

 

These things should always be persistent and always subject to attack from the outside. However, I think there also has to be some sort of anti-ghosting measure involved. Perhaps the creation of certain objects, (say, a tent that acts as your spawn point) would have a radius in which players (who are not the owner of said object) could not log in (on that server). If they did, they would be automatically displaced by a few hundred meters or so, well outside of the log in suppression zone. But of course they could still approach from the outside when you are not there.

Edited by SalamanderAnder
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I don't like the idea of "building houses" and "owning houses". I would much prefer the character had to just board up the windows, and he claims it's his, not the game.

 

i.e. I feel the game should be completely player controlled, meaning the game shouldn't depict who owns what, and who can upgrade what, etc, etc.

 

This would actually be pretty good. The house you're in isn't yours, you're just boarding it off so no one else can come in.

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No house building. It's more practical to capture an existing structure. What we need are some more basic construction tools like walls, maybe boarding up doors and windows, large tents, stuff like that. It's got to work, and be available. Since zeds can now be cleared out of areas and will no longer spawn in the presence of players, I think capturing structures, towns, ect. is actually going to become practical. Also all of the towns seem to be undergoing some modernization. So with evenly spread loot, people might be able to capture small structures or convenient in-between areas like green mountain and use them as trade posts.

 

These things should always be persistent and always subject to attack from the outside. However, I think there also has to be some sort of anti-ghosting measure involved. Perhaps the creation of certain objects, (say, a tent that acts as your spawn point) would have a radius in which players (who are not the owner of said object) could not log in (on that server). If they did, they would be automatically displaced by a few hundred meters or so, well outside of the log in suppression zone. But of course they could still approach from the outside when you are not there.

These ideas are good, but say you and your friends have a tent camp and everytime you or your friends log in they get pinged a couple hundred metres away.

Should we have a sort of group system like is currently in Arma where you can manage a small group and those people almost assume the traits of a single person? I'm not sure if it would be as good to go as far as to lower a whole groups humanity for a kill, some teasmers may dislike it (me too if my friend wants to bandit and Im trying to be a hero). But realistically it would make sense as they would get a name for themselfs over time and all be viewed in a relatively simular stereotype.

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yea, it's pretty hard to post an idea and people agree. The game involves a lot of specific tastes, what's good and what's bad. I just think there must have something in the game that makes you progress. Run around trees, fields and more trees isn't exciting. There must have some events, things to create, to build and craft. I don't think that in a apocalypse people would live the rest of their lifes killing each other. They would rebuild things.  )= In my opion. But thanks all for the comments.

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These ideas are good, but say you and your friends have a tent camp and everytime you or your friends log in they get pinged a couple hundred metres away.

Should we have a sort of group system like is currently in Arma where you can manage a small group and those people almost assume the traits of a single person? I'm not sure if it would be as good to go as far as to lower a whole groups humanity for a kill, some teasmers may dislike it (me too if my friend wants to bandit and Im trying to be a hero). But realistically it would make sense as they would get a name for themselfs over time and all be viewed in a relatively simular stereotype.

 

I don't think it has to be that complicated. Even if your friend gets displaced a few hundred meters, it's not a big deal. It's a few hundred meters. He could just walk back. It's just to keep an enemy from popping up behind you. Maybe overlapping spawn areas could allow both tent owners to spawn together.

Edited by SalamanderAnder

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My idea was actually that other players can go inside your house but they would have or to kill you, or ask permission (in this case they can't kill each other while inside it) or surrender (Impossible at private houses) and leave the house.

Edited by vinilona

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