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knawx

Idea: Player earned abilities.

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My thoughts:

 

If you survive for certain amounts of time your character begins to learn helpful abilities.

 

Survival:

*food and water intake is more efficiant

*can sprint longer before getting winded

 

Medical:

*better blood transfusion results

*rags can be used as bandages (new players would no longer start with this ability)

 

Combat:

*melee weapons hit harder

*gun can be steadied more efficiantly

*learn to upgrade weapon attachments

 

Just some examples of how I think it would work. The reason why I think this would be great is because there is an issue with taking people hostage because the worth of your character is solely based on the gear you have. So, if it all gets stolen it's pretty much the same as being killed. However, if you still had some character traits that you earned while playing, it may motivate people to cooperate in these situations, because even if they lose their gear, they still have something to live for.

 

Thoughts?

Edited by Knawx

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No. You must adapt yourself. It doesn't take a survival expert to know that a shirt can stop a bleeding wound partially. And wrong section. Belongs in suggestions forum

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I think it's a good idea. It makes dying more of an exception. No longer will you just lose gear, which can be gotten back easily, but also skills.

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The problem here is people can milk free hours by going prone in a secluded part of the map and never have to actually "survive" to become an experienced survivalist.  I think someone mentioned it already above, but the game requires a 'skill set' that you as a player must move up in.

 

I think you're onto something about giving us a reason to "try to survive" even when everything seems FUBAR.... I just don't think this is the way to go about it.

Edited by GanjaPalooza

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The problem here is people can milk free hours by going prone in a secluded part of the map and never have to actually "survive" to become an experienced survivalist.  I think someone mentioned it already above, but the game requires a 'skill set' that you as a player must move up in.

 

I think you're onto something about giving us a reason to "try to survive" even when everything seems FUBAR.... I just don't think this is the way to go about it.

This actually isn't true, as you would require food and drink which forces you to move about. Also, I'm talking about surviving for 12 in game hours before seeing any of these take effect.

 

Does anyone have any other ideas that would make a player care about not dying while being robbed? Right now, there is just no reason not to care if you get shot in the face. I'd like to have something motivate me to stay alive.

 

Also combat logging is a huge problem right now with this because you can just log out no problem.

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I think there is a place for this but it is a fine line.  Player investment would contribute to a more realistic playing experience in my opinion. I agree right now most people figure they might as well "go for it" in an encounter. Increases in skill shouldn't venture into combat though. Combat should be skill based as far as the direct encounter is concerned. I think the areas where this could be really good is in things like repair, maintenance, medicine, item construction, and building construction. A skilled player could also use their abilities as a bargaining tool in case of a hostage situation, or barter their abilities for gear. I'm sure there are even more possibilities for interesting player interaction. 

 

Here are some examples that might work:

 

 

increased probability of success

  - mending serious injury/bones

  - salvaging equipment like a car tire from another car

  - creating a new item like an improvised explosive

decreased amount of resources to execute ability

  - fixing, repairng, or constructing requires less of the necessary components

increase in item effectiveness

  - item or skill works more efficiently so things last longer. e.g. morphine pen works twice, gun maintenance is required less often, etc.

increased quality of created item

  - low level creation of an improvised explosive gives a random fuse counter from 1 sec - 5 sec. at higher level higher probability of 5 sec. at highest level guaranteed 5 second fuse.

  - at low level pressure mine only has 50% chance of working, etc.

increased ability to repair an item

- low levels can only repair an item 1 level above current state per repair

- highest level can repair a ruined item to pristine in one repair

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with an increase in the available items at our disposal.. better knowledge of the crafting system (create what you need for the situation at hand) could be that valuable asset.. not skill points, but actual skill and knowledge.

 

a bit more realistic then ' i've done this 13 times, and now my t-shirt bandage is twice as effective'

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You are sort of simplifying the idea in a unsophisticated way though. It is realistic that being experienced at something provides you with certain advantages.

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So a stat point that magically makes me better at something is more sophisticated? how?

 

what better way to experience something then figuring it out, not just doing it a bunch..  here friend, hit me with a knife, then let me heal myself.. rinse, repeat, now i'm a super medic.  Just doesn't seem to fit to me.

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This is DayZ. You learn to play with the gameplay and interaction, gaining more skill from just playing. I've been playing DayZ for a long time, I've learned quite a bit down the road.

To be a good DayZ player, you don't need statistics and abilities to survive, you just need to adapt to the game.

All in all, no.

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No

This isn't WarZ or an RPG

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No

This isn't WarZ or an RPG

What could we implement that would give the player value besides his gear?

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So a stat point that magically makes me better at something is more sophisticated? how?

 

what better way to experience something then figuring it out, not just doing it a bunch..  here friend, hit me with a knife, then let me heal myself.. rinse, repeat, now i'm a super medic.  Just doesn't seem to fit to me.

 

 

Still again your are simplifying the mechanic in a way that isn't really honest.  Experience = increased skill in real life = many similar results to what I described

 

Lol at stat point and "magically". Just because you don't understand something doesn't make it magic. Your implying that providing someone with a bandage wrap somehow creating a super human medic is not relevant to the mechanic I'm describing.  Please attempt to stay within the realms of reality in relation to the game.

 

You already have to figure out the mechanics. This goes beyond pure mechanics, and memorizing recipes. My idea does not trump your idea it merely adds to it. There is no need to defend the current game mechanic as it stands because that is the same learning curve that exists in every game.

 

Firstly, I didn't flesh the mechanics out for the idea completely. I'm just giving examples of possibility. The actual mechanic would be designed to be authentic while adding positive depth to the game. Which might I add will be necessary to provide a rewarding long term experience. So, everyone should be looking to support as much depth to the game as possible unless they want pvp war to be end game again.

 

To further explain the mechanic so that you might understand it better I will describe some possible scenarios where experience = skill = positive results, but first I have to add that in DayZ resources are scarce so abusing a skill mechanic by stabbing your friend would not work in your best interest.  For instance, there should be a probability that you get an infection each time you are stabbed. As this is realistic especially considering the lives of these survivors and the environments they are experiencing.  It also costs bandages and blood each time you are bandaged. So grinding out an increased bandaging skill doesn't really have a lot of upside.  You also have to consider that just playing the game you tend to do a lot bandaging anyway so this seems to be a waste of time.

 

But in the interest of your bandaging skill being experienced in bandaging would only decrease the probability of infection if the wound is treated immediately and would also increase the efficiency of using bandages. So, a bandage roll would last you for 5,6, or 7 uses before it runs out instead of 4 and give you an 15% chance of infection instead of 25%.  This is realistic in a lot of cases because when you've applied a bandage 1000 times I'm sure you would increase in your skill at applying.

 

This can realistically be applied to a lot of things in the game though. If you were to attempt to steal the windshield glass from a car you would likely suck at it at first and your skill and success rate would increase as you did it more often.  

 

If you were to attempt to fabricate anything with no skill in doing so, for example, an improvised explosive. the quality would be much higher after the 1000th explosive you made vs the first. And the first one might even explode in your hand.

 

Anyway, these are not original ideas really. These mechanics already exist in other mods for DayZ, and I am only suggesting them.  I would also like to add that this is passive leveling. No skills trees.

Edited by xInfinityx
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What could we implement that would give the player value besides his gear?

Again .............

This is an actual real survival game not WarZ or some mmorpg ....

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I've been agreeing with these sort of ideas for awhile. I don't like the particulars of your post, but I like the idea in general of having an invisible system of acquired skills to give a character value instead of value being on the gear itself.

 

People saying things like "Just no." and "No." simply hear the word skill system and think WoW MMO skill trees and that is simply not the case. Whatever is added needs to be invisible. It IS NOT a bad idea. Get off your high horses and lets try to not restrict this game to what the mod was. This is our ultimate game, and without feature like this it'll become dull and boring just like the mod did..

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I don't like the idea of these kind of skill trees. You should only gain actual skill through playing the game and learning from mistakes. I don't want to see "level 36 medics" or something like that.

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Being alive for a long time makes you better at eating food .... yeah makes sense ...

Don't know about you guys but I still eat the same way I did when I was 4.

You can't level up common sense. This is supposed to be a real life simulator you don't level up skills in real life. It's also years after the outbreak occurred if you're still alive you already have learned everything u need to know to survive.

Edited by Weedz

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I would prefer to leave survivability and skill to player knowledge and player skill.

Something that has no real use other than fun misc activity like a song you learn for an acoustic guitar or along those lines.

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I don't like the idea of these kind of skill trees. You should only gain actual skill through playing the game and learning from mistakes. I don't want to see "level 36 medics" or something like that.

 

No one said skill trees. I even said specifically no skill trees.

 

 

The people who are so adamantly against this idea obviously didn't play the other mods for DayZ. Things like this already exist in those mods.

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No one said skill trees. I even said specifically no skill trees.

 

 

The people who are so adamantly against this idea obviously didn't play the other mods for DayZ. Things like this already exist in those mods.

Those mods happened to be shit and populated with boisterous children. I ain't naming names

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Being alive for a long time makes you better at eating food .... yeah makes sense ...

Don't know about you guys but I still eat the same way I did when I was 4.

You can't level up common sense. This is supposed to be a real life simulator you don't level up skills in real life. It's also years after the outbreak occurred if you're still alive you already have learned everything u need to know to survive.

 

 

lol you most certainly do level up in real life.  skill in eating is not a logical or relevant mechanic for the game. Try again please.

 

 

Please go home and manufacture something. For instance, a hemp bracelet. Now make 1000 hemp bracelets. Compare the quality of the first to the last. The last will be of much higher quality.

Edited by xInfinityx
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