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I saw in epoch they have random missions that pop up (i think this is how it works) - so you are playing and a notice pops up saying "bandits have overrun the north east hospital (or whatever).  Players can then go there and try to free the area and it successful get some rare loot.  You could go a million ways with that idea but I thought it was a good idea to give players tasks like that to break things up.  Like I said it's all what you want to get out of this game and think it should be.

 

Making it essentially the same thing as Wasteland, just with zombies and fewer armored vehicles.  I don't really like that mechanic, though I can't seem to articulate exactly why at the moment. 

 

 

EDIT:   To me, simply having a big square box pop up in the right hand corner of the screen telling me about something going on in Chernarus seems immersion breaking...  I'd rather be more concerned with surviving everything happening around me than with migrating 10k away to some "objective" that will probably be completed by the time I get there anyway... I dunno... I think it's mostly the immersion thing that bothers me.

Edited by TheLastEmp
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i think rocket said that the idea was to make underground structures, i think its the best soultion. but i don't know how the hell are they going to make that happen without a minecrafty, blocky world...

locks, barricades won't work because people will always use them to troll, the same that happened with sand bags, tank traps, wire fencing.

You have a cell underground (not necessarily close by) that is created when you put the entrance in the world.

Teleport to that cell when you activate entrance skyrim style.

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I believe it was said that it would have to be instanced.  Goes without saying but the Engine would not support 'minecraft' style building.  My speculation is that there would be a few 'hub points' set up around the map where a player with the right tools and materials could build a base entrance, then from there build the different rooms required, everything would be 'underground' to prevent the map from being cluttered up with half finished/abandoned buildings.  The other way I could think of them doing it is having it set up like how tents/stashes are.  You plop down a 'tunnel entrance' and through both animations (time) and building materials (resources) you build a spider hole, which would act as the entrance.  From there there wouldn't be anything visible other than the entrance/spider hole.

 

 

Step 1.  Collect all Cholera Antibiotics

Step 2.  Pollute water

Step 3.  Give drugs for labor

Step 4.  Command laborers to build a tunnel from Berezino to Chernogorsk.

Step 5.  ???

Step 6.  Profit

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Step 1.  Collect all Cholera Antibiotics

Step 2.  Pollute water

Step 3.  Give drugs for labor

Step 4.  Command laborers to build a tunnel from Berezino to Chernogorsk.

Step 5.  ???

Step 6.  Profit

 

Vindicator for President!! :D

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Vindicator for President!! :D

Nonono... Vindicator for dictatorship! All Hail Vindi!

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Step 1.  Collect all Cholera Antibiotics

Step 2.  Pollute water

Step 3.  Give drugs for labor

Step 4.  Command laborers to build a tunnel from Berezino to Chernogorsk.

Step 5.  ???

Step 6.  Profit

Needs a minecart in it.

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well if you were worried about "missions" being immersion breaking you could have them announced over the radio and only people with radios can hear about it.  I mean thing is it is a game and the whole thing is immersion breaking, you're a t akeyboard and a mouse - the whole immersion topic is lol to me when it is taken so literally.

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Kind of a random post.  Honestly who would be giving missions?  Rocket wants things to be player driven.  They can be player created Events I think set up by clans or groups.  Announce it on one of thosue webradio shows, '(Random Hero Clan) ((sorry if that's really your clan)) Is offering medical treatment, food, and warm clothing in exchange for vehicle parts and building supplies, report to the camp outside of Berezino hospital on US156204134791340randomness184127.'

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...and the game is much different than wasteland imo - it sounds like guns are going to be rare and the focus will be on surviving (fending off zombies, disease and starvation).  Much different than wasteland.  I think getting news broadcasts over the radio that tip you off to potential loot stashes might be a cool way to get people involved, funnel players to an action area and break up the down time.

 

Like I said though, it depends on what you want out of this game.  if you just want a literal survival sim then you won't like those things, if you look at the game as more of an MMO-survival game and appreciate the action adventure parts you will.

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Kind of a random post.  Honestly who would be giving missions?  Rocket wants things to be player driven.  They can be player created Events I think set up by clans or groups.  Announce it on one of thosue webradio shows, '(Random Hero Clan) ((sorry if that's really your clan)) Is offering medical treatment, food, and warm clothing in exchange for vehicle parts and building supplies, report to the camp outside of Berezino hospital on US156204134791340randomness184127.'

 

well I guess you could say the same about zombies - they are just scripted events in the game, not player driven content. 

 

Like I said it depends what you want this game to be; if you like the action/adventure aspects then you might be drawn to the missions - and i agree if they ever were created they'd have to be authentic and make sense in the content of the world.  A mission could be an announcement over the radio that an aggressive horde is running loose in Vybor destroying the town, if you stop it you might find some valuable loot there - just kind of spittballing now, but I think some people got bored with the mod and that's why so see so much more player created content being added in the mod/mods.

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I thought the chopper crashes were a good example of non player driven missions, which they basically were.  A great little challenge with a nice reward potential.  They also funneled people to spots and created drama that way too.

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I thought the chopper crashes were a good example of non player driven missions, which they basically were. A great little challenge with a nice reward potential. They also funneled people to spots and created drama that way too.

100% agree those were like finding treasure Chests lol

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Missions, yes, should be entirely organic. You find a note with the location of a possible stash in a house. You watch a helicopter crash and decide whether or not to investigate. It should always be up to the player, and there should be no artificial interface to organize it. You either do it, or you don't. Even if you do, that note with the stash location could be bogus... or someone could've already looted/boobytrapped/camped it.

 

That should supplement the purely player-driven stuff, and could complement it as well. I've used this example before, but imagine leaving a note in a trashcan dead-drop. Somebody picks it up and it reads "Drop a DMR in this trashcan at 1300 EST. Will trade for a medbag and a backpack. We will be watching you". Both organic events and player-driven interaction has to be provided for. Missions, as it were, isn't really an apt term.

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comon gtuys make this a 200pages long thread today and they will release this weekend

 

its-happening-ron-paul-gif.gif

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I don't know why but I miss HumanBeing25.

 

 

 

bump

 

 

 

Soon we reach 200 pages.

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I would think locked doors would be breakable with crowbar, locked doors that have Padlocks on them would require something more, maybe a blow torch?

Big ass boltcutters. Make a model, turn it into a tool, there you go. Can cut through wire mesh, padlocks, razor wire, etc.

 

And now that I'm thinking about it, what I'd like to see would be locked buildings/loot containers. Let's say, military stashes in camps, cabinets in police stations, locked warehouses, even locked flats/houses. No more free running through every single building in a world where there are no locks and locked doors.

 

IMO this would be much more realistic not to mention it would make looting a harder procedure. Needing a crowbar, boltcutters, tools, in order to gain access into a specific area.

Edited by h3l1x
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In light of the recent posts, I'll retract my former statement regarding "missions".  All of the ideas that were posted after my post have really fleshed out the idea and made it pretty appealing... I was just picturing "wasteland style" missions and couldn't help but cringe...

 

200 page bump

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Big ass boltcutters. Make a model, turn it into a tool, there you go. Can cut through wire mesh, padlocks, razor wire, etc.

 

And now that I'm thinking about it, what I'd like to see would be locked buildings/loot containers. Let's say, military stashes in camps, cabinets in police stations, locked warehouses, even locked flats/houses. No more free running through every single building in a world where there are no locks and locked doors.

 

IMO this would be much more realistic not to mention it would make looting a harder procedure. Needing a crowbar, boltcutters, tools, in order to gain access into a specific area.

Well... realisticly, an axe can open a padlock,  they only stop honest people. An axe would work fine in place o all the tools mentioned bar a gas axe, for a proper steel door, with internal bolt. It would just make more noise than bolt cutters... or shooting it open (yah dont need special breaching ammo, any hp rifle will punch straight through a padlock housing like it aint there, just a case o hitting it in right place)

 

 So personally, it would annoy me no end, if yah couldnt just smash the door/lock if you have an axe, and need all this finicky crap, to open a door/lock.

Edited by KingOchaos

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I like the idea of locked cabinets, lockers, etc...  no matter though if anything like breaking into "locked" areas is ever implemented, it should be a process that obviously disarms the players (making him/her defenseless while attempting to break the lock), take some time to try and have a percent chance to fail (and possibly destroy the item using to try to break in with) and make noise (possibly even attracting zeds)

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