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landfish

Classes in DayZ

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Alright, this is not the typical classes like in Battlefield or Cod. This is a more realistic version.

 

So basically what I'm suggesting is more like occupations surely survivors had a job before the apocalypse? But that doesn't mean, if you choose a class, you're lock out from all other classes. So for example if you choose the option:Doctor, you won't magically be able to throw med packs that heals other players. But you'll be able to bandage yourself and other people 20% faster than other occupations, but you'll also have less ability with a firearm than someone who chose something like law enforcement, who in turn have less medical knowledge.

 

But to prevent god-like virgins from mastering all occupations and becoming the ultimate OP loner, it should bar mastery to only one class, so for example a doctor will never be a better shooter than a soldier. The doctor can only reach 60% of firearm mastery(reduced recoil, faster reload times) While the soldier can have 100%. Same goes for all classes. There shouldn't be any indication to other players on what class you chose. 

 

This also makes it harder for any group to dominate a server because if your group is only made up of soldiers, it'll be a bitch to survive diseases and gunshot wounds. If its only doctors, it'll be harder to fend off bandits and zeds. It also reduces KOS because if you're suffering from malaria, you will think twice before shooting anyone because for all you know they might be doctors and can cure you, and if you've been stripped naked by bandits, you'll need a soldier's protection.

 

For public hives this will greatly reduce KOS because you'll never what the most famous occupation on a server is, this will encourage co-operations among everybody if you want to survive for long. 

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Fuck no ... I want Juggernaut PERK!@!@!

 

hNEDDtq.png

Edited by Aussie Bogan

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I remember this mentioned before and the general consensus was it wasn't a good idea because you shouldn't have any sort of advantage over another player in any aspect unless you personally put that effort into it. So you all start out as identical people, as even as possible, and if you want to specialize in something, you have to do it yourself. If you want to be a medic, go scavenge the medical supplies yourself. Mechanic? Get the car parts and store them somewhere. Sniper? Practice your aim. You get the drift. It's just not what DayZ is going for.

Edited by Rage VG
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Iknow this has been discussed before but i think Rocket want to stay away from classes and levels as much as possible so i don't think this will ever be a thing, though i agree it might help reduce KOS it's bound to create some inbalance (aka nobody picks soldier because they will be shot immediately since everybody knows they are not friendly etc..)

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What if you worked at Google as a IT specialist ;) Then what good would you be at? Apart from when the power would come back on. :P

 

We all start blank, but we become a class by picking our kit or by what we collect, as the fact is you can't collect everything.

So you would have a medic in your group, an ammo guy a food&water guy, an urban combat guy, sniper etc.

Edited by MCRoadkill
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I remember this mentioned before and the general consensus was it wasn't a good idea because you shouldn't have any sort of advantage over another player in any aspect unless you personally put that effort into it. So you all start out as identical people, as even as possible, and if you want to specialize in something, you have to do it yourself. If you want to be a medic, go scavenge the medical supplies yourself. Mechanic? Get the car parts and store them somewhere. Sniper? Practice your aim. You get the drift.

 

Well I think, this just gives DayZ some kind of a more sophisticated food chain. My suggestion doesn't necessarily give someone an advantage over another, each class should have its own pros and cons. To counter-act those cons players will have to co-operate with each other and cooperation and communication is something DayZ so sorely lacks. Also, advantages are very natural, humanity survived by combining each of our individual knowledge, a hunter is not gonna be able to identify a poisonous plant like a botanist and a botanist is not gonna be able to provide food like the hunter.

Edited by landfish

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We're all survivors tho we chose our role based on the items we choose to have think of it like an mmo with limited move slots but instead of moves you have gear! :P

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nah keep the freedom dayz has, nether has that lvl thing and it reset every time you day. like others said you spec your self according to what you loot and your own skills.

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nah keep the freedom dayz has, nether has that lvl thing and it reset every time you day. like others said you spec your self according to what you loot and your own skills.

I'm against restricting freedom in games like this and I don't think my suggestion is has anything against freedom. Its just that, you can't walk the world as hazardous as DayZ all alone and expect to survive for long and DayZ needs to take that into account, and don't you think this will give some sort background for your character so it isn't just a walking gun?

Edited by landfish
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ATM you don't have any skillpoints or whatever, if you would then they should be simple.

If you make it to much like an MMO with skill tree's and lvls up to 125 or whatever then you character is not equal to an other and if you character dies you feel really bad. or you would need to have tier lvl zombies that match your lvl...nah to complicated.

 

Now it's simple you die, you recollect your stuff, join your mates and go on with your business.

Your skills are the skills you give your char. Maybe in the future with what clothes, shoes you wear. Wanna be a heavy packer or a light runner/scout etc.

You should leave it open, but what if you want to change your "class" now you get other stuff and your good to go. I like it, it's simple and you can do whatever you want or want to be.

 

"Sandbox" remember?

Edited by MCRoadkill

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Classes are no use at all.

The human can learn new things all the time.

Locking him on a few certain abilities only takes away a huge part of realism and of the DayZ feeling.

 

You learn abilities for yourself while you as a player actually play the game. You learn how to avoid zombies, you learn all the crafting recipes, how to use weapons and all the other stuff.

 

What I would agree to is slight character improvment such as muscles that build up over time (running all the time etc. will increase your leg muscles if you keep being fed), growing a beard if you dont shave, getting dirty clothings, getting folds over time (fighting all the time and near death experiences will affect the characters brain and give him worries all the time etc.)

 

but no "chose your ability" like features.

Edited by =GS=Quobble
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Sounds like an idea that Rocket apparently has which was essentially to have characters "specialise" in things that they did a lot. Give a lot of blood transfusions and administer drugs and you become passively better at doing it. Run a lot, and you become faster. Shoot a lot of things and you become more accurate.

Not massively so. Just enough to make it realistic and worthwhile. 

 

In such a system, you can freely allow players to become as proficient in as many of the specialisation as they like, because its all related to how long your character has been alive, which is, after all, the main goal.

All buffs lost on death though.

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In such a system, you can freely allow players to become as proficient in as many of the specialisation as they like.

My post is a little bit vague in its motives. Perks and advantages is not what my suggestion is all about, but balance and cooperation. It makes the players like tools if you will, a hammer is better at indenting a nail into a wall then a pliers. Both those tools can never be one and the same as that would make player artificially too overpowered in terms of a game. But that doesn't mean the pliers will never be able to hammer in a nail, it will just take more effort. That doesn't put natural player abilities aside, if a man with pliers tries to kill another with a hammer, the man with the pliers can still outsmart the man with the hammer despite his disadvantages, it still depends on player skills, only in potentials do they differ like all humans on Earth compared to one another.

Edited by landfish

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i dont get it how its more realistic than cod/bf classes

atleast in bf in makes sense- guy was trained to be a sniper so hes a sniper

some random restrictions or pros dont belong in dayz, i wonder why doctor wouldnt be able to shoot like soldier

also id say 100% soldier group would kill anything

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i wonder why doctor wouldnt be able to shoot like soldier

I want you to put a random soldier and a doctor on a shooting range, now tell me, who is the better shot? It's not really rocket science. 

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I would like to see a similar skill tree added here (if skills get added) like what EVE Online has. Any character can train any skill, which allows you to experience anything in the game without having to make multiple characters (although people still do anyway due to the nature of eve). The equalizer is train time. If you have all of your personality attribute points even and no implants then you will train at a set rate in real itme in the background, whether you're new or old. A low level skill may take 20 minutes or high level skill may take 20 days to train, but it will take the sme amount of time for everyone. Skills also don't have to be trained very high to be useful to you.. so a guy that is a week old can have just as much fun as a guy that is a year old.. and depending on circumstances, maybe even kill the older guy.

 

The 2 games mirror each other quite a bit in overall game concept and my group of DayZ friends are ALL from my eve alliance. Both games are a sort of "survivalist" game where new players are dropped into a HUGE game world with only their wits at first with real time assets that you have to work for and that you lose when you die, and die you will.

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I want you to put a random soldier and a doctor on a shooting range, now tell me, who is the better shot? It's not really rocket science. 

You're implying the Doctor isn't a redneck, or maybe even a sporting clay shooter..

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The player is free to role play as any "class" they wish. If you want to work with a team you can dish out roles to your members. One guy carries the first aid kits, another guy is the sniper, another carries ammo and so forth. The game doesn't force any of these upon you.

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I naturally agree with this suggestion as I've hinted at similar concept. 

I am not the best at putting my thoughts on paper but I still believe this is the most subtle, natural and realistic idea. 

 

 

 

I remember this mentioned before and the general consensus was it wasn't a good idea because you shouldn't have any sort of advantage over another player in any aspect unless you personally put that effort into it. So you all start out as identical people, as even as possible, and if you want to specialize in something, you have to do it yourself. If you want to be a medic, go scavenge the medical supplies yourself. Mechanic? Get the car parts and store them somewhere. Sniper? Practice your aim. You get the drift. It's just not what DayZ is going for.

 

 

I see where you're coming from but as OP said, there is nothing unrealistic about this. Just as IRL peoples life's aren't equal either.

I stand by this suggestion as it does't put anyone at massive disadvantage or advantage if implemented and tested carefully / successfully.

 

Maybe if someone helped to expand on this idea we could have mechanics that would require player interaction on whole new level in dayz and kill on sight would be rather unbeneficial and stupid as it would be IRL scenario.

 

 

 

http://forums.dayzgame.com/index.php?/topic/158609-sa-suggestion-introduction-of-microskills/?p=1590219

 

 

Posted 25 December 2013 - 03:41 PM

Not sure of this approach...

 

IMO we should have each unique ability from fresh spawn which server would randomly assign. What I mean by that is if I were to spawn as a doctor, ( the life I'd have had before Zeds ) 

I'd have the ability to heal and help sick players. Just as IRL, not everyone can heal them self, let alone diagnose the sickness. 

 

If I were to spawn as a machinery - handyman, I should have the ability to repair damaged parts to workable extend ( from ~ ruined ) and the knowledge to change tires or fix cars. 

 

Other people / players should be able to repair shoes, clothes and so on..

 

Why would they do that if somebody ask them to? TRading purposes of course and hopefully offering different interactions than ...KoS.

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You're implying the Doctor isn't a redneck, or maybe even a sporting clay shooter..

 

No doctor would have the same ingame skills as anybody else. Only on top of it he would have the ability to diagnose sick players with much better accuracy and probability than a mechanic. He would be the one to recommend the pills to get you up and he would be the one to provide a blood transfusion without infecting you any further and he would do it for trading purposes or other benefits.

 

 

I mean everybody can take painkillers when they've got a flu but would it really help? 

 

 

 

 

I want you to put a random soldier and a doctor on a shooting range, now tell me, who is the better shot? It's not really rocket science.

 

I understand where you coming from but I believe this is one of those skills that should be the same for everybody, simply left to players mouse and aim capabilities. Soldiers say, would have lasted longer without water and food and in cold environment. They could carry bit more weight as an example...

Edited by Colonel-Wicked
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but no "chose your ability" like features.

 

Also just to clarify; one doesn't get to pick his or her role. It would have to be the server to randomly assign these professions. It could be as not every single player has a specialized profession and be just a new spawn.

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Only thing i would condone is if they introduced books that might make you more effective as a doctor mechanic or weapons maintenance. Say you read a gun nut journal, would leave you able to maintain your weapon at 0,2% better efficiency. Same goes for all "professions" make series of 10 journals in each and can only read each journal once. Buff lost on death.

 

The only thing i wouldnt mind to see in the ways of "skills"

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I see where you're coming from but as OP said, there is nothing unrealistic about this. Just as IRL peoples life's aren't equal either.

I stand by this suggestion as it does't put anyone at massive disadvantage or advantage if implemented and tested carefully / successfully.

Yes, but if I spent 10 years studying first aid, why would that suddenly stop me from learning how to be a good cook or marksman? It pretty much takes away from the whole "Take what you're given and make it work" aspect of the early-game as I'm now limited myself to a specific playstyle for the duration of that life, and also means that if there's one class that's generally better than another class then everyone will be using it. I don't think having a couple hundred thousand medics/mechanics/whatever hypothetical class that happens to be the meta running around is very realistic either.

Edited by Rage VG
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