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combatcomm1

You want endgame? How about major projects instead....

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Instead of Endgames in DayZ how about major projects on just absolutely massive scales that take time, effort, lots of supplies, logistics, and teamwork? 

 

Example 1: Light up Chernarus

 

Chernarus at server start is 100% dark. All street lights etc are out. You and a bout load of people have to gather tools, fuel, mechanical parts that need vehicles to carry to bring to the main power plant in Electro. Once various things are done and all the pieces are put together, the power plant is working. But you still have to go to individual towns (survive the zombies of course) and flip breakers on the cities main electrical panel (Im sure there is a more technical term, transformer or something). Eventually you could restore power to all of Chernaruses cities. This would take a lot of time in addition to all the other major projects available. And I believe a similar mod was made for ARMA II where a modder made chernarus have it's own power grid with computer terminals and everything. 

 

For the bandits and anarchists, they can also destroy the repaired generator turbine or whatever that your team managed to fix. Now the team has to protect their "bringing society back online"

 

So in the end the engames are not gimmicky, NPC based mission so to speak but things that can be done based on the game mechanics allowing you to do these great big projects. If you build it, they will come style mechanics. 

 

Example 2: Defend the Base and Infected Wipeout

 

I am personally a fan of  the idea of set zombie spawn limit. So for example, on a server each city has a set limit of zombie spawns. Electro has 20 for example. So once all the zombies are killed in Electro, a timer starts and after set timer, zombies spawn in the woods away from the city. The then hoarde moves back into town. Players can than defend the city in a kind of protect the base way. Setting up booby traps and fortifications not only for the incoming hoarde but bandits and such. This would happen 20 times and then that city is done and cleared for good. Once every city on the map has gone through it's set zombie spawns the server can reset. I mean, think about how long this would take?? Maybe even make the spawn limit random so we never really know. This isnt gimicky or unrealistic because a country only has a set population that would have been infected, so you've essentially beaten the infection. With all the other things going on in the game world this would take a long enough time to be enjoyable challenging and people not think of it as gamey or unrealistic. 

 

All Rocket and Team have to do is make EVERYTHING possible and we'll be set. lol easier said then done.

 

Who can come up with other ideas for major projects that they can let us tackle? If you like this idea let's keep the discussion going so the devs will see it front page next week when they get back to work. Love to hear from ARMA modders and programming savvy folks on engine limitations and such as well as negatives to these ideas.

Edited by VictorM
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I'd make it my mission to stop others from doing these missions.

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How to rage quit DayZ forever:

 

  • Organize massive 40 player team
  • Work for several hours
  • Forget about server resets
  • Permanently lose all progress

 

There's no way to make these things persist without permanently changing a server's files to have "Light up Chernarus Mode" (or what have you), which in itself is annoying, plus what is the point? Zombies are a million times easier to defeat at night!

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I'd make it my mission to stop others from doing these missions.

 

 

And that is absolutely fine! I encourage it because then it causes yet another aspect to the good guys mission. Protect it from you! Some servers wont have anyone doing anything, bad or good. It's just THERE if people choose to do it.

 

 

How to rage quit DayZ forever:

 

  • Organize massive 40 player team
  • Work for several hours
  • Forget about server resets
  • Permanently lose all progress

 

There's no way to make these things persist without permanently changing a server's files to have "Light up Chernarus Mode" (or what have you), which in itself is annoying, plus what is the point? Zombies are a million times easier to defeat at night!

 

 

Eh, you just sound like you are being negative just to be negative. I dont think just because you'd range if the server went down is a good reason to dismiss this. Servers will undoubtedly be much more stable later on AND private hives are known to even more stable. And there is more to power than just light. What if fuel pumps dont work without power, which they dont in real life as far as I know. How about plugging in massive searchlights and flood lights that you can point outwards from the city to illuminate the incoming hoardes and blind attacking bandits. 

Edited by VictorM

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interesting idea....
 

 

 

There's no way to make these things persist without permanently changing a server's files to have "Light up Chernarus Mode" (or what have you), which in itself is annoying, plus what is the point? Zombies are a million times easier to defeat at night!

This is the only issue, however they plan to add a base building feature if i am correct which will exist as underground instances, due to above ground space limit-ability, im sure these do not simply reset with the server, perhaps implementing something similar to these in these underground bases like "light up my hovel" or whatever. Either way the game is just gonna keep getting better

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How to rage quit DayZ forever:

 

  • Organize massive 40 player team
  • Work for several hours
  • Forget about server resets
  • Permanently lose all progress

 

There's no way to make these things persist without permanently changing a server's files to have "Light up Chernarus Mode" (or what have you), which in itself is annoying, plus what is the point? Zombies are a million times easier to defeat at night!

Why would that be impossible? Also,i think newspawns would be very thankfull to be able to play at night without having to rely on the flashlight.

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Why would that be impossible? Also,i think newspawns would be very thankfull to be able to play at night without having to rely on the flashlight.

 

 

Absolutely! Hell I could see a group of bandits or death matchers working together to light up Elecktro or Cherno just to have an epic and atmospheric night time battle. 

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I have to admit the thought of having some sort of objective or common goal would be nice, but it would be very short lived in a world so open ended. People would probably light up Cherno a few times and then it would fizzle out like the lights would from an fueless generator. Powering lights in towns or defending a base aren't a necessity for survival within this gaming environment. 

 

Not that I would totally write off someone's thought out suggestion it would be nice if you could splice it with my suggestion of fluid progression. These are common goals that we all need to achieve to progress further to improve your odds of survival, but to do that you have to risk your life to do so. 

Here's my fluid progression thread: http://forums.dayzgame.com/index.php?/topic/158264-fluid-progression-suggestion/

 

If you could some tailor your suggestion to fit with this kind of fluid progression then it could work. Same goes for any other goal based/objective based suggestions. Perhaps the need for power would be more suited to get all fuel stations working to pump gas out for vehicles and generators. This would then encourage cooperation to some extent, I mean bandits need fuel for their vehicles too, right?

 

I think the bottom line here is, we can't add objectives that have no real causal effect. Putting the lights on a night, yeah so what? Not really a big deal to be honest, people actually live better without them. I think big towns and cities should be areas that we avoid at night. There should be more dead there. It's night fall and you're starving, and the town is full of the dead at night, fcuk going in there, but you have to because you're starving. Night times need to stay dark, especially in these places. 

 

Your second suggestion is quite nice though. Not sure about the whole fortification thing but I think if any city or town is cleared then there should be a time limit on how long it becomes repopulated by the dead. I love the idea of the zombies spawning from outside of the city/town and reentering it, perhaps even having the time reduced due to gun fire or conflict within an area. The more noise we make as survivors the quicker the place gets repopulated by the dead, attracted by the noise and the smell of fresh blood/corpses. 

Edited by Ammo

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