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Magnusveritas

Base building as leveling system.

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I think the only "leveling" type system that should be implemented would be the ability to lock 1+ per level (definition/terms up for discussion) base items. I.e:

Level 10: ability to lock tent, I.e. cannot be crushed or stolen.

Level 15: ability to lock first base building item.

And this could continue on to some max level. Also maybe implement the crafting of different storage buildings at higher levels, such as a shed etc. They should be made fully burglarable (not a word but you get my point) like tents in mod but with the added base items perhaps add locked doors and even later the ability to hire NPC guards?

So much could be done with this and it would be freaking amazing. The only issue besides coding i see would be servers getting overloaded with bases but that could be mitigated by only allowing X number of total building items per server while also allowing them too be destroyed through some means and reset upon restart.

There is so much I want to write about this but I am getting on a plane so give me your thoughts and I will extrapolate further.

Edited by Magnusveritas

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I am against both locking stuff and tents that can't be looted from. I don't like the idea of leveling either, but the latter is a personal opinion, whilst the former two go straight up against the concept of DayZ. A tents safety should be its location and camouflage, and that's it. The game will have instanced bases if Rocket gets what he wants, which will allow you to code your own defense or something similar. I never really got that part. I'm sure someone else here can explain further. 

 

Tents in the mod were too easy to find, though. Stashes were great, but too limiting, and still too large (the largest one) It should be possible to bury a locker or a crate or something similar. Once client side settings get locked on the server, that should help a bit too, as I imagine most hosts would ramp up tree details, providing better camouflage.

Edited by Ratiasu
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You see there is this little game called minecraft, you should try it, you will like it.

Sounds right up your tree...

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While there are going to be new features in the full game, I think they would have made some announcement back in the development of the mod if they were planning to do anything like this. The same goes for NPC traders, bases, or anything else of that kind.

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Not sure about the OP's ideas.  I definitely don't want any sort of leveling system or anything that strongly dips outside the realm of reality for DayZ.

 

But Rocket did mention that his idea of end game for DayZ will be something like subterranean dwellings and bases for players.  We'll see where he goes with that.

 

 

I've also heard we'll have vehicles that we can lock and potentially store stuff.  Sort of a mobile base. 

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Not sure about the OP's ideas.  I definitely don't want any sort of leveling system or anything that strongly dips outside the realm of reality for DayZ.

 

But Rocket did mention that his idea of end game for DayZ will be something like subterranean dwellings and bases for players.  We'll see where he goes with that.

 

 

I've also heard we'll have vehicles that we can lock and potentially store stuff.  Sort of a mobile base. 

 

How do skills dip outside the realm of reality ? In real world, if you keep doing something, you are getting better at doing it. Skills are a must-have for me if we want to make this game good, not locking your tents tho. 

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How do skills dip outside the realm of reality ? In real world, if you keep doing something, you are getting better at doing it. Skills are a must-have for me if we want to make this game good, not locking your tents tho. 

 

Because in reality, I either know something or I don't.  I can either figure it out, or I can't.

 

It's not some meter that fills up and then *ding*, I learn a skill.

 

In DayZ, "skills" are a players knowledge base.  Like opening a can with a kitchen knife.  Some players might not even know that until they read this sentence.

 

But imaginary numbers and meters (outside of our hunger/thirst system) are not realistic, in my humble opinion.

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How do skills dip outside the realm of reality ? In real world, if you keep doing something, you are getting better at doing it. Skills are a must-have for me if we want to make this game good, not locking your tents tho. 

 

A huge NO to skills from me. You get better by playing the game, learning the map, best ways to approach locations, moving tactically, where the best loot is, how to interact with players, what items are craft-able, etc.  The whole idea about DayZ is that you are the player and you level is your gear. Creating artificial farmable skills will create a separation layer between you as  a player and your in-game character.

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 The whole idea about DayZ is that you are the player and you level is your gear.

 

And you call that realistic ? The only thing I should care about is my gear ? Ok, let's think about a situation where I set up a tent somewhere in the north, I put everything I had in my tent, all weapons, camos, supplies, backpack etc, and I have 0 gear now, and I'm going back to the coast to loot even more. At this point my life means NOTHING, somebody kills me, I wouldn't care at all because I can respawn and still get my stuff from tent, so is this realistic ? Not caring about your life ? Or should we add something to the game that would make players care not only about their gear but also their lives. 

 

If we don't, then sorry, but this game will get boring much faster, just like the mod.

Edited by Gdaddy22

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I think the only "leveling" type system that should be implemented would be the ability to lock 1+ per level (definition/terms up for discussion) base items. I.e:

Level 10: ability to lock tent, I.e. cannot be crushed or stolen.

Level 15: ability to lock first base building item.

And this could continue on to some max level. Also maybe implement the crafting of different storage buildings at higher levels, such as a shed etc. They should be made fully burglarable (not a word but you get my point) like tents in mod but with the added base items perhaps add locked doors and even later the ability to hire NPC guards?

 

Im sorry but i really think this would be a bad idea. It would take away the "realism" the game is trying to make. I would just like a system where you could build anything if you have the materials, and maybe the blueprint.

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Good points. I was simply thinking that this would be the best way to flaunt your skill. Gear is one thing but a base would be truly awesome. Perhaps I should have added that I think if something like this was implemented all base items except the main ( ie tent, shed whatever) would reset upon death. Thanks for your thoughts though.

Edited by Magnusveritas

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