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ZombieGrin

Survivor Traits, Weapon Skill and Ammo Crate ideas (document included)

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I have spent the last few days ironing out some ideas I had for this game. I typed them all up and have the document available for download. Please provide constructive feedback and positive ideas. Being a rude asshole doesn't help anyone. Thanks for your time and I hope you enjoy the read! http://www.mediafire.com/view/?i334l8wh0dw2qk4 If you particularly enjoyed a specific idea please tell me about it :) Also if you are looking for more game concepts you can check out http://dayzmod.com/forum/showthread.php?tid=25451 which is a Base Defense idea I posted more recently. Thanks :)

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Interesting. I see a lot of work went into this good job.

Perks - not sure if this is how Rocket wants this game to go. Some of the perks such as finding more loot would be pretty hard to implement in an MMO - if you find more loot can the player right beside you see the same loot or does he somehow miss some stuff? The other perks have potential though - some people would be quicker, some stronger, some healthier.

Weapon Skill - the idea of getting better with practise makes sense. I wouldnt want players to be able to choose a weapon perk though whereby they are magically able to fire a pistol better than the next person.

Ammo Crates - not too familiar with guns myself but do you mean that you can pick up any type of ammo and it can be stored in a small crate? I suppose this is feasible but surely you wouldnt simply be able to open your backpack, open the crate, swap ammo and reload a weapon too quickly - especially if being pounded on by Zeds. The process would have to be long, much like cooking food etc.

Good job - this is what the suggestions forum is all about. I hope you dont just get people saying NO without constructive criticism.

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Interesting. I see a lot of work went into this good job.

Perks - not sure if this is how Rocket wants this game to go. Some of the perks such as finding more loot would be pretty hard to implement in an MMO - if you find more loot can the player right beside you see the same loot or does he somehow miss some stuff? The other perks have potential though - some people would be quicker' date=' some stronger, some healthier.

Weapon Skill - the idea of getting better with practise makes sense. I wouldnt want players to be able to choose a weapon perk though whereby they are magically able to fire a pistol better than the next person.

Ammo Crates - not too familiar with guns myself but do you mean that you can pick up any type of ammo and it can be stored in a small crate? I suppose this is feasible but surely you wouldnt simply be able to open your backpack, open the crate, swap ammo and reload a weapon too quickly - especially if being pounded on by Zeds. The process would have to be long, much like cooking food etc.

Good job - this is what the suggestions forum is all about. I hope you dont just get people saying NO without constructive criticism.

[/quote']

The way the loot trait would work is like this. Say you are in the Barracks. You look at a wall and roll your mouse wheel ( the same way you open doors or change guns ) but there is a new selection button there. It will say "Search for items" after several seconds timer bar ( lets say 20 seconds ) you get a message saying if you found something or not. If you found something the item appears by your feet. Anyone can see the item once it is at your feet. The trait essentially makes new gear for you.

If a trait for weapons is implemented it would make it so people would be better with weapons than people who do not have that trait. But thats the same as if I was a trained military person and you were not. It means I am going to be better with weapons than you are through my training. Thats what the trait is there for. To give people a background in firearms to make them better with them right out the gate. It's a choice for the player to make if they want that trait or not.

Ammo crates would require time to load each clip. Think of cooking meat. Right click on your ammo crate in your bag or inventory and you do an animtion and after several seconds it will say "Clips reloaded" or something like that

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I love your ideas and the fact you actually sat down and quite obviously put some effort into putting it on paper.

I've read through it all now, and while I really do like your ideas, I feel it would be straying too far from the mod that brought us all here. Most of us came for the feeling of helplessness in an unforgiving zombie apocalypse. I believe traits would take away quite a bit from this. Maybe a more passive, almost non-existent choice of traits or customization to add that extra feeling of attachment to your character would be alright.

The ammo crate idea falls in this category as well. Having such a large amount of ammo and not really having to ration it, or making the decision to take that mag or the can of beans will take away from the feeling I came for. Good ideas nonetheless, keep up the good work.

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I love your ideas and the fact you actually sat down and quite obviously put some effort into putting it on paper.

I've read through it all now' date=' and while I really do like your ideas, I feel it would be straying too far from the mod that brought us all here. Most of us came for the feeling of helplessness in an unforgiving zombie apocalypse. I believe traits would take away quite a bit from this. Maybe a more passive, almost non-existent choice of traits or customization to add that extra feeling of attachment to your character would be alright.

The ammo crate idea falls in this category as well. Having such a large amount of ammo and not really having to ration it, or making the decision to take that mag or the can of beans will take away from the feeling I came for. Good ideas nonetheless, keep up the good work.

[/quote']

The traits are a rough outline and are only there to help slightly. They would of course need more work and balancing but they are just a visualization of things that the traits could cover. As far as the ammo crate, you need to find all that ammo first :) Clips still take up inventory space except now you keep the clip after the ammo runs dry and your ammo crate is there to refill them. Doesn't mean you wont have a hard time finding ammo to put in there :)

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I agree with SLASH-7, really do appreciate the effort and obvious thought you have put into them, but feel like they approach this game (in their current form) from a fairly standard view point.

The perks make perfect logical sence, becuase we are all different and would take different skills into a survival situation - but like SLASH-7 for emersion they would have to be implementated very subtly - If you could do this I think it would give the game another layer of authenticity. (Maybe have the perks linked to momentos of your pre-apocolyptic life, they give you buffs but subtly without telling you percentages etc?)

Weapon skills make perfect sense to me - but may make players feel to "safe". What if you got better with your chosen weapon etc (just like you say) but there is variable that determins your "confidence". So you might be comming to terms with your situation, getting more confident that you can handle yourself - then you get in a massive shoot out and you are rattled to your core! Your confidence gets shattered and so your precision, reload etc also gets effected?

Not sure about the ammo - I can understand that you want loose bullets of different calibers that you can choose to put in any gun (of that caliber), but 300 seems a bit much...

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I agree with SLASH-7' date=' really do appreciate the effort and obvious thought you have put into them, but feel like they approach this game (in their current form) from a fairly standard view point.

The perks make perfect logical sence, becuase we are all different and would take different skills into a survival situation - but like SLASH-7 for emersion they would have to be implementated very subtly - If you could do this I think it would give the game another layer of authenticity. (Maybe have the perks linked to momentos of your pre-apocolyptic life, they give you buffs but subtly without telling you percentages etc?)

Weapon skills make perfect sense to me - but may make players feel to "safe". What if you got better with your chosen weapon etc (just like you say) but there is variable that determins your "confidence". So you might be comming to terms with your situation, getting more confident that you can handle yourself - then you get in a massive shoot out and you are rattled to your core! Your confidence gets shattered and so your precision, reload etc also gets effected?

Not sure about the ammo - I can understand that you want loose bullets of different calibers that you can choose to put in any gun (of that caliber), but 300 seems a bit much...

[/quote']

well if a clip of stanag holds 30 and u have 6 clips on you thats 180 bullets from just 1 fire arm. multiply that by 2 from your pistol and ur already over 300 rounds

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I have always thought a game where you get better at what you do in game would be awesome. Do a lot of in game swimming? Get better at it. Run more and your endurance/speed increases. Shot the 1911 a lot, get better at it.

I think Vanguard had something like this.

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I have always thought a game where you get better at what you do in game would be awesome. Do a lot of in game swimming? Get better at it. Run more and your endurance/speed increases. Shot the 1911 a lot' date=' get better at it.

I think Vanguard had something like this.

[/quote']

Ultima Online had a system similar to what you described except it was a grind. This would just be a steady progression forward as you used weapons or did certain things and you wouldnt have to go into a forest and kill 1000000000 boars for your next level (WoW)

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