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One thing I think would add a bit more depth to this game is character skills.

 

Before you go '"stupid idea, noob!" I know there are no plans to introduce grinding or levelling up, but what about fixed, random skills which are assigned on spawn?

 

 

 

 

Some skills I can think of might be:

 

'Handyman' which would give you a chance to get a sink in a house working so you can drink (maybe not all sinks, but a random %), or once cooking is implemented, the cookers.

 

'Weapons', which could cause any weapon they are handling to work as if it was better maintained (so a 'worn' weapon would appear 'pristine', a 'damaged' one would be 'worn' etc)

 

'Bushcraft' which would cause any food hunted and prepared by the player to have more energy, or maybe once weather is implemented, the player is less affected by the cold and wet.

 

'Mapreading' which would place a player marker on any maps found.

 

'Medical' which would make any medical equipment use have less chance of causing sickness/infection

 

 

 

This would help replayability, as you'd need to alter your playstyle slightly depending on the skills you spawned with, and also make working in a group more fun as you could pool your skills together to help each other. You'd have a random chance to get none, one or maybe two skills so it would never make a player gamebreakingly OP, but just enough to add a bit of variation to each new spawn and to add some value to a character beyond just 'who has made it to the airfield and got a big gun'.

 

 

What do people think?

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People will kill themselves over and over to get the perk that they want.

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all skills exist inside brain of player >:(

 

rocket give tools :)

 

what we do how we use for solving problem in game is depend on us :thumbsup:  ;)

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No. Not now. Not ever. There's enough rpg's with random number generators. The only 'skill' should be the player himself.

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Maybe the "skills" of the player should improve WHILE PLAYING.

Like, cooking a lot could make prepared food better in regard of energy given.

 

Stuff like that.

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all skills exist inside brain of player > :(

 

rocket give tools :)

 

what we do how we use for solving problem in game is depend on us :thumbsup:  ;)

 

 

Thank you. That's exactly what I want.

 

To explain My thoughts about the topic, I think that a LOT of things in the Standalone should be extremely complex, for instance helicopter flying with the Take on Helicopters startup and flying physics. Same goes for medical procedures, repairing, crafting...

 

This way, experience you get in-game is permanent. YOU get skilled at the game, and also more valuable to people who would otherwise kill you- they probably need you because it'll be very difficult to know all the things in-game, so you'd need specialists.

 

 

The player should have to get skills, not the character.

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Sort of similar to the suggestions I've made in the link in my signature, but I do want all traits to be hidden.

 

And in my suggestions there I don't want to give some players possibilities that not everyone can do, just slight improvements/disadvantages on already existing skills that everyone has.

 

Because in my mind, adapting to your weaknesses and strengths is one of the most crucial aspects of survival, especially so in an apocalyptic settings.

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If we talk about the skills. I would love them to be 'time based' - the longer your survie, the more skillfull you become. Until you die of course. That would make people be more cautious, cause there is something to lose - that is time. Nobody likes to lose time. 

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A Skilltree with perks that influence gameplay is imo not suitable for Dayz. its a mmo survival game that needs your own witts and interaction with other players to survive. also the priority for fixes and new features lie in much more needed areas.

 

i have played Fallout New Vegas with tons of singleplayer content and endless mods for those RPG perk elements. but DayZ doesnt need that, but other features that do not influence balance caused by unlockable skill persk, but rather tools and loot that help you survive and defend yourself and will be lost once you die! in Dayz its the loot and what you make of it that counts.

 

i suggest you read this post that porposes survival time as an achievement with a possible title unlock over time, this is the kind of feature that would fit very well with Dayz imo:

http://forums.dayzgame.com/index.php?/topic/163066-name-of-the-game-survival/

Edited by Spearsbeers

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Dont like the idea of skills trees myself, but it does make sense in a way. So ok you learned to fly a heli....great, but when you die how is that knowledge magiclly transferred to this new toon?

 

We already loose all ur gear and stuff, but thats not too valuable. The phrase  "Knowledge is power" comes to mind.  If we did have to gain the skills required to do that thing again, after death, i could see value of life going up tenfold.

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The point is that in a survival situation, people WILL have different skills, (in the example I gave in the OP, some people WOULD be able to get a sink going to get a drink, some people wouldn't have a clue), many of which are impossible to implement through the game interface in a way that would make it possible to get better with practice. I'm no doctor but I'm sure there's more to a blood transfusion than standing next to someone whilst holding an IV bag and pressing 'F' ;) , and you'd struggle to find an example where a player got better at administering one in-game just through repetition. 

 

For complex tasks like that, no amount of 'gameplay experience' is going to make you better at it, unless you start adding something like ridiculous mini-games to represent tasks which require skill (which I'm guessing no-one wants).

 

Fixed skills would be a way of representing the varied skillset that the general civilian populace would have, which may or may not include skills applicable in a survival situation ("great, I rolled a mime-artist.."). As I mentioned too, it would help to solve the 'ok, now what?' feeling you get when you finally make your inevitable way to the airfield and get all the best equipment, and make multiple play-throughs more varied. 

 

 

I agree though, that you'd have to find a way of people just suiciding until they get the skills they want.

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Some skills I can think of might be:

 

'Handyman' which would give you a chance to get a sink in a house working so you can drink (maybe not all sinks, but a random %), or once cooking is implemented, the cookers.

 

There are no working power plants, so it won’t be any water in the pipes. Same with the cookers, no power and no gas.

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Thank you. That's exactly what I want.

 

To explain My thoughts about the topic, I think that a LOT of things in the Standalone should be extremely complex, for instance helicopter flying with the Take on Helicopters startup and flying physics. Same goes for medical procedures, repairing, crafting...

 

This way, experience you get in-game is permanent. YOU get skilled at the game, and also more valuable to people who would otherwise kill you- they probably need you because it'll be very difficult to know all the things in-game, so you'd need specialists.

 

 

The player should have to get skills, not the character.

 

DayZ -- Everything Simulator : 2014

 

I do like the idea!

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