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OldMoto

Hope to see standalone a little more RPG, a little less FPS

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Many people have stated this more eloquently than I, and I've said this several times, but one of the thing I've always loved about DayZ is that "stats" are emergent. Technically speaking, the second you spawn, you're equal to someone who's been alive for a month. Equipment is another story but aside from that...

 

Your "intelligence" stat is how much you KNOW about how to play the game, like knowing how to flank, walking with a hill on one side of you, not shooting right away but waiting to ambush someone, etc. Your "STR/DAM" stat is how good of a shot you are, how many of your shots actually hit someone. You can even learn how to talk to people if you want to be friendly, learn to not point your gun at them if you want to roll for "persuasion", and just generally how good you are at convincing people not to kill you in the 1.8 seconds it takes for them to decide....that is your "Charisma" stat.

 

Also, obviously someone who has been collecting loot and learning the game for a month without dying is going to be at an advantage as opposed to someone who just started and is a fresh spawn. That's normal, but I think adding stats like this would have the effect of making even harder for fresh spawns who have to start over, and in a way that would be detrimental to the game in general IMO. Unless of course your "stats" persisted after death, and in DayZ I think that's simply out of the question for the sole reason that this IS DAYZ.

And i would love to go beyond that, where knowing the game is not suffisent enough.

Have more factors that cannot simply be predicted and controlled.

 

Ex would be, if you are making nitroglycerin/morphine/picric acid, or whatever on your camping stove and you don't actually know what is going on (following a recipe), there is a number of things that can happen. The result of your cooking should not be known until you attempt to use it, for nitro, wether it will detonate at all, and how shock sensitive it will be. For medical goods, wether what you made has any effect or if it will kill the patient.

Edited by Lady Kyrah

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The result of your cooking should not be known until you attempt to use it, for nitro, wether it will detonate at all, and how shock sensitive it will be. For medical goods, wether what you made has any effect or if it will kill the patient.

 

And you cannot do something like that only with a driven-by-gear system, you need to introduce skill point, or luck, or something like that

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And you cannot do something like that only with a driven-by-gear system, you need to introduce skill point, or luck, or something like that

And what would skill points achieve there?

How does it relate to proper chemistry for instance? You can also make crafting involved system, from picking the right materials and the right tools, to varying results based on ideal conditions and the effective conditions. Temperature of the solution, how close you are to the stochiometric ratio of the different reactants...

 

Ex: bad fuel will not give you a stable heat on your burner, you would have to test it if you didn't produce the fuel yourself, or use a thermometer to check what the actual temperature you are getting is, and adjust your reaction time accordingly.

 

Another thing, make containers universal and supplies variations. A bottle of water and a bottle of purified water look identical, only the player manual labeling can help you differenciate them visually. Variations in propane quality, fuel mixtures, and you cannot be certain of what's in your jerrycan until you try it somehow.

 

Never filled a regular car with diesel fuel?

Edited by Lady Kyrah

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Yah, I definitely hope for less shooting on sight in some implication. I do like the new loot system, definitely going to enjoy the feeling of searching more.

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And what would skill points achieve there?

 

I understand your "no need of skill/attributes/luck system, just put real life mechanics and rules in the game engine better as you can and let the player choose by himself how to do something" approach...that would be awesome, but - you know - we are talking about mechanisms for a zombie MMORPG game, real world rules and behaviours are simply too many and too difficult to simulate even in a decent way :-)

 

The arma2 ballistics engine is good in his attempt to simulate real gun ballistics and behavior (and i appreciate much that) but necessarily lack many things, like muzzle flash (but i've read they put that in arma3 engine) but such a great effort cannot be make on every aspect, physics chemistry etc.

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