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Xeva

Concerning the KoS mentality and the value of life: unique skills

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I think this is kind of what Rocket is aiming for in SA.  He doesn't want a skill base like a mmo but he does want players to be more specialized in certain things than another player.  Atleast that's what I think he means.  I could be wrong.

 

I think your idea fits for SA.  Some changes and tweaks are probably needed for it but your idea seems like it's heading in the right direction.

Nope the more I read the more it sounds like people are suggesting things leaning ever more towards; point based progression based skill tree's and that not what I want for DayZ and it's not what Rocket meant by unique skills to players. 

 

From the very beginning Rocket has said the closest thing to a skill system would be the actual player (as in you the person controlling the character sitting in front of the computer, not Avatar itself) would learn some of the complex nature of the features in game and that there would be so much that the player would need to focus on one aspect over others. In other words the game would have so mush content that it's very difficult to learn everything. 

 

An Examples would be: having to learn all of the crafting recipes, knowing what attachments and ammo types scan be used with which guns, reading the Russian signs, knowing the starting sequence for helicopters, knowing the correct drugs to give someone for their ailment and generally knowing which items and parts are compatible. 

 

Perhaps you can apply this same logic to gutting animals; knowing which parts are safe to eat and using the correct materials and items to prepare them. Also acquiring the correct set of tools to repair a car, using the correct parts, oil, fuels, finding the keys or learning which wires you need to cross to hot-wire the car. 

 

The complexity of the game itself would be a its own leveling system; the players who can best figure out all the systems and specialise in various parts would benefit most. 

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Let’s assume reducing the KOS mentality is desired.  If so I think the only way to achieve it is to make it so difficult to do.  I would also think most of the serial killers could care less about skills.  I don't think it would stop them from changing their ways.

 

For some players killing is all they care about even without care to their own death.  Their only purpose of the game is to shoot any breathing person.  If we feel this behavior is not authentic then the behavior should be removed or not gratifying enough.

·         We could simply create safe zones (maybe not but I'm bringing it up) for fresh spawns

·         We could create more random spawns and not just on the coast and have a game mechanic to discourage spawn suicides.  This will eliminate high value areas for douchery.  Right now the gratification is too easy and quick (Just stay in Cherno or Electro or just run up and down the coast).  If the likelihood of gratification is too hard most of these players will move on to something else.

·         Make the map larger.  Again less possibility of the KOS douchery since gratification would be too hard to get.

Not saying any of these would eliminate KOS douchery.  I would think KOS from a pure immersion perspective (chance encounters, rivals, bandits, etc...) will remain but there would be less of the KOS douchery, thus just maybe getting a nice mix of danger and cooperation.

 

By the way I still like the madness in the cities.  My suggestion here does not mean I support reducing KOS.  I'm simply providing another perspective of on how KOS might be reduced.

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I try to explain myself in my crappy english :-) and i'm at work so i don't have much time to write now..

 

I hope the developers of the standalone put a skill system because i think a game like dayz is more like a roleplay game rather quake 3 arena with zombies... but at least a skill system is a level system :)

 

Maybe somewhat like a primary and secondary skill that you choose when you born, where the more you practice the more you take skill point to invest - by the way i think the same skill system must be applied even to guns because in real life you cannot kill a human size target at 1000 mt without proper train ;-) - that you can spend at the end of the day

 

It's something like the "you should rest and meditate..." morrowind-style if you know what i mean ;)

 

Example of skill list should be:

 

- military train (assault rifles, snipers and anti-personnel)

- civilian (pistols, semi-autos, shotguns, carbines)

- driving air/sea vessels

- hunting/fishing/farming

- medical and first aid

- mechanical (build/repair)

 

Stats:

A basic strength/intelligence/agility that influence the skill above;

A healt system more complex than infected/not infected status - for example, you must eat some vegetables to live healty, not only beans :-)

 

 

KoS:

I think is discouraged by adding more game complexity - at least dayz is a mod for a FPS game and people playing FPS games want that.

People like play roleplay games like different styles of play, at least in my experience i see that.

 

 

Just my 2 cents :-)

 

Ciao,

OldMoto

I don't honestly think that driving a vehicle should be more difficult control wise if your character isn't skilled. Also, instead of having it be generally upgrading as 'military' and 'civilian', it'd be better off if you "upgraded" in certain areas based on the specific type of firearm, not an entire classification, because the military utilizes all of those types of weapons, and civilians own many military weapons, too.

But i'm generally against skills as an implication, I'd rather it just be based off of everyone's out of game knowledge, and shouldn't feel too gimmicky like having worse handling while driving if it is implemented.

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I am not in favor of FORCING survivors to interact with each other.  I think punishing someone for being a alone will make the game harder for lone wolves.  Plus with the already high bandit count I think that finding someone who knows these skills will be a challenge on its own. 

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I don't honestly think that driving a vehicle should be more difficult control wise if your character isn't skilled. Also, instead of having it be generally upgrading as 'military' and 'civilian', it'd be better off if you "upgraded" in certain areas based on the specific type of firearm, not an entire classification, because the military utilizes all of those types of weapons, and civilians own many military weapons, too.

But i'm generally against skills as an implication, I'd rather it just be based off of everyone's out of game knowledge, and shouldn't feel too gimmicky like having worse handling while driving if it is implemented.

 

Don't confuse America with the rest of the world. Not everyone owns a basement full of mil spec 1337 pwnage magpul branded civilian weapons outside of the states. I would say most weapons in Germany would be .22 because they are also ridicolously cheap to keep over here but there would still be the issue of a gun license and only a few select people ( mostly not your average citizen ) are given a carrying permit. Even a french acquaintane of mine lives in a small town where practically everyone owns a .22 for hunting and he mentioned not every gun was legal and there are no stashes of FAMAS with loads of ammo.

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