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LilBambi

Trade Outposts

  

20 members have voted

  1. 1. Do you want Trade Outposts in the Standalone?

    • Yes
      5
    • No
      15


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I've seen trading outposts in zombie movies before. They are centers of trade for people to go to when they need supplies. So could this exist in the Standalone? I think it could. This is how they would work:

 

  • They would spawn randomly in the middle of forests so you would have to find them first.
  • They would be protected by small barriers such as wire fences here and there, a palisade, a tank trap at the entrance, and two small lookout towers.
  • There would be supplies of all kinds including residential, farm, industrial, and military loot. The military loot, however, would have only civilian weapons such as pistols (not silenced) and shotguns.
  • Players could use the building as a base or to find and trade with new people.

 

I think this would make journeys into forests far more entertaining. Plus, it would give players something new to find (like heli crashes). It would also be good for a secret base without requiring base construction mechanics like in DayZ Origins. What do you think?

 

EDIT:

 

PLEASE READ THIS FIRST:
 
I think you are all misreading what I said. It's a trading outpost ONLY IN NAME. It doesn't do anything special whatsoever. It's just a randomly spawned building that has loot. No safe zones. No new mechanics. It's just like any other supermarket or firestation. The only difference is how it looks, what loot it spawns, and where it can be found. :P
 
Too bad the polls are probably screwed now, haha.
Edited by LilBambi
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It's useless in DayZ. Without structure (i.e. admin enforced, and/or godmode) it will be a clusterfuck. DayZ doesn't have structure, and rules, and a TP completely goes against that, and something such as godmode, or admin rules completely breaks immersion and realism.

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Reminds me of the gunshop in Wasteland...you see a player coming out... *pop*

Great place to pick up action in wasteland, craphole of annoying noob bandit deaths in DayZ.

Edited by AP_Norris

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I've gotta say that I really enjoy Trading Outposts in Epoch, but I think that's purely because I don't think the Mod doesn't have a lot to offer in terms of features.

 

However, I don't think there'll be any space for this in Standalone. Maybe once it's been out for ages and modding is enabled, it's an avenue worth discovering but not for the initial release.

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No

 

Instead of posting just "no" or "yes", elaborating upon your reasoning behind such a decision would be more useful. 

 

--

 

I personally would not like said thing added to vanilla DayZ/Standalone; I want no gear to be safe from other players, no safe zone, etc.

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LOL

 

I think you are all misreading what I said. It's a trading outpost ONLY IN NAME. It doesn't do anything special whatsoever. It's just a randomly spawned building that has loot. No safe zones. No new mechanics. It's just like any other supermarket or firestation. The only difference is how it looks, what loot it spawns, and where it can be found. :P

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LOL

 

I think you are all misreading what I said. It's a trading outpost ONLY IN NAME. It doesn't do anything special whatsoever. It's just a randomly spawned building that has loot. No safe zones. No new mechanics. It's just like any other supermarket or firestation. The only difference is how it looks, what loot it spawns, and where it can be found. :P

 

Yeah like it has a garage with a bunch of weapon and ammo crates, a tank, an ammo truck and and fuel truck, right, maybe even a plane or a gunship? There are already enough buildings and there will be more in the SA. No real need for a random building that spawns in the most unfitting places.

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once i tried to sell cooked meat outside cherno...it didn't go well

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Yeah like it has a garage with a bunch of weapon and ammo crates, a tank, an ammo truck and and fuel truck, right, maybe even a plane or a gunship? There are already enough buildings and there will be more in the SA. No real need for a random building that spawns in the most unfitting places.

 

Please don't exaggerate things. The trade outpost only has a variety of loot, not tons of it. And currently, most of the buildings in DayZ are carbon copies of each other, making every town look the same. I don't see how a trading outpost in the middle of a forest ruins anything.

 

once i tried to sell cooked meat outside cherno...it didn't go well

 

Haha, I tried the same thing in Elektro. Actually had a pretty nice cookout with some friendlies.

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It's not a terrible idea, but it's kind of unnecessary. If someone or a group of people want to set up a trade post, then they have that ability. They just have to find a good spot, get sandbags, wire, tools, tents, probably a vehicle or two. Then they have to build their camp, and run scavenging missions to surrounding towns to hoard supplies for trade. Then they have to defend said position and make the trade post location known to other players.

 

They'd probably need a good sniper, or two, to enforce neutral interactions. Not to mention they would have to repel raiding bandits.

 

As far as locations go, castles could easily be turned into trade posts. The walls make it defensible. Green Mountain is a very good, centrally located outpost. With a decent sniper and that tower, you could control the area pretty well. Also there are locations the the Factory, just south of Berezino, which has walls and a very nice large factory building which could be occupied. Just put some wire on the hole in the fence and control the gate and it's yours.

 

I guess my point is that this is already feasible in the mod. What it takes is motivation, manpower, and materials.

Edited by SalamanderAnder
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It's not a terrible idea, but it's kind of unnecessary. If someone or a group of people want to set up a trade post, then they have that ability. They just have to find a good spot, get sandbags, wire, tools, tents, probably a vehicle or two. Then they have to build their camp, and run scavenging missions to surrounding towns to hoard supplies for trade. Then they have to defend said position and make the trade post location known to other players.

 

They'd probably need a good sniper, or two, to enforce neutral interactions. Not to mention they would have to repel raiding bandits.

 

As far as locations go, castles could easily be turned into trade posts. The walls make it defensible. Green Mountain is a very good, centrally located outpost. With a decent sniper and that tower, you could control the area pretty well. Also there are locations the the Factory, just south of Berezino, which has walls and a very nice large factory building which could be occupied. Just put some wire on the hole in the fence and control the gate and it's yours.

 

I guess my point is that this is already feasible in the mod. What it takes is motivation, manpower, and materials.

 

I guess you're right. I just wish there was something interesting to find in forests.

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I guess you're right. I just wish there was something interesting to find in forests.

 

 

Don't get me wrong, I think more defensible locations in forests is actually a good idea. But haters are gonna hate, even if they are totally misinterpreting you're idea.

 

What I think you are asking for generally is more map development that players can take advantage of, and I think that's a great idea. People have already made a great case for why erecting structures is both unrealistic and can be extremely glitchy, so why not add a nice little farm, cabin, or maybe even an occasional residual "fort" or something ever now and then?

 

Also it's worth remembering that 95% of structures in the standalone are going to be enterable, and eventually defensible by the looks of it. Which means fortifying existing structures and things is going to be completely feasible.

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My main disagreement with the idea comes from the fact that a "Zombie Apocalypse Trading Post" set up in the wilderness, as OP described, would have been built AFTER the outbreak. Everything else in the map is as it was pre-apocalypse. (albeit slightly dilapidated)

 

Not only would it not be in keeping with the abandoned theme of the map, the fact that ANY building can potentially fill that role would make it a pointless addition.

 

More variety in the forested and outlying areas of the map (buildings AND landscape) would definitely be welcome, however, that's for a different topic, methinks.

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I'm against the idea.  If there were to be any form of player trading zone, then I would want it to be one that players have set up and maintain.  Otherwise I'm fine with how trading normally goes in vanilla.  Meeting up with someone, trading weapons/times, and then parting ways afterwards.

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What do you guys think of having small cabins in the middle of forests? Or even... caves?

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What do you guys think of having small cabins in the middle of forests? Or even... caves?

I would really like caves probably more than cabins, I hope they could be relatively secretive the kinda thing you gotta come across to know about instead of seeing it on the map and saying lets go there I bet there's a camp of sorts.

Because I wanna camp there :(

Aswell as little ol log cabins with a cosy fire, stag head on the wall, sleeping on an ol coots bed, using his hunting. Rifle and cooking the ample wildlife like deer that would sneak around so deep in the forest.

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Yeah, it'd be really cool to have a decent sized cabin in the middle of nowhere (randomly spawned) where you can do cooking, hunting, and sleeping.

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Yeah, it'd be really cool to have a decent sized cabin in the middle of nowhere (randomly spawned) where you can do cooking, hunting, and sleeping.

Randomly spawned... Maybe

I would like things like overturned supply trucks and stuff on the road.

Not sure about houses and cabins tho.

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How about randomly spawning, run down cabins that can be "saved" and then improved upon with lumber and other materials. This way they could be somewhat fortified and personalized even perhaps. If a randomly spawning cabin is not interacted with or saved for X amount of time, the cabin respawns in a new random location.

Now before somebody jumps the gun and says that these cabins would be easily found and ransacked, or someone else says that they need to not be universally accessible (think origins), I have an alternative: traps and guard dogs.

Craftable and lootable traps could be used to fortify cabins against lone/casual passer-bys. Imagine stumbling across a cabin in the woods, approaching, breaking a leg in a bungee pit etc, and having no additional meds to continue your approach after fixing the break etc once.

Guard dogs would be simple AI found around the map that can be trained and "ordered" to persist on the map when you are not and guard your cabin.

Fortifying a building or creating any kind of significant outpost is a difficult game mechanic to support when players are not online 100% of the time

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I honestly don't see why people are being so negative, I find the idea kind of interesting.

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