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Randy_Pie

Add "quests" (not quests...ummm opportunities)

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And NO I don't mean stuff like "follow this marker and kill x", but "quests" without quest-givers, markers, stages, rewards or anything alike.

Quests may be the wrong term anyway, more like opportunities...

I have already read somewhere that there should be power-plants which you can repair and bring back power to certain areas for a time - I love this Idea. not only will there be light at night, but also you can access electromechanical doors, which were inaccessible before, gas-stations work again and you can access gas-tanks that are linked to the pumps so you can refill your car quickly. Or there's a plane in a hangar, and the only way to open the door is with elecricity. Maybe you can revive broadcast stations and play some music on a certain frequency, or anoy everyone (who has a radio) with your boring childhood-stories ;)
Also, how about a top-secret underground biological testing facility where you can find, or -even better - manufacture zombie-antidote, so you can't get the virus any more (oh - yes, I think you should be able to become a zombie)

Stuff like this should be implemented (maybe you can even get achievements for it)

I got to go now, but I really think there should be a treat where all such "quests" are put together and be tried to be linked...

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Let's finish the "main" game first.

When it's done, we can go on and talk about additional stuff (to implement)

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The powerplant thing doesn't sound too bad, but the rest... mhhhh......

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I actually don't think this is THAT bad of an idea.  I usually automatically shoot down all "quest" type suggestions, but, a few of these wouldn't be so bad.

Power Plant/Gas Station thing... not too shabby.

I agree though, let's get the main game going first.   

Edited by twinturbonet

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"add quests.. but not like quests"

 

you, sir, get the january award for good intentions but horrible execution..mentioning "quests" is like throwing a big lump of lithium into a bucket of water..

 

your idea of interactive environments and persisting player influence on the world we play in though is great in general, and engaging.. as to individual ideas, those surely can be discussed and improved on, but the general concept shouldnt be dismissed

Edited by e47
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ummmm, no 'explicit' quests. DayZ's wonderment is that it is 100% sandbox. There is only one quest that is needed in DayZ, and its already here. SURVIVE. Every action in DayZ is a subquest to that ultimate quest. It is a 'quest' to find food, find water, find a weapon (or two) and ammo for that weapon. The more items/crafting added to the game will add more flavor and color to that quest. We make our own 'quests'. Not to sound flippant, but if you want 'quests' that others design for you to play a nice canned scenario WoW, DayZ lets you walk your 'quest' however you wish, nothing 'canned' save the beans... and spaghetti, and sardines and....

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...like: "Kill 100 bambis get a tank"?

 

more like

 

"repair the diesel generator in the stranded ship. working power generator allows usage of welding tools, needed to return vehicle engine parts to working condition. vehicle engine parts can then be used to repair vehicles on the map. diesel generator remains repaired until server restart"

 

obviously this is a suggestion for far further down the line, when the game is running fine and stable and additional content can be added. but its never too early for brainstorming ideas, and additionally, early consideration of possible features can make implementing in the future easier

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Let's finish the "main" game first.

When it's done, we can go on and talk about additional stuff (to implement)

no shit. nowhere did he say it should be added immediately. it's a suggestion for a reason, with the hope of it being added later on.

 

i'm definitely hoping for those kind of "opportunities" could add a lot to what is otherwise a fairly boring and meaningless game.

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"add quests.. but not like quests"

 

you, sir, get the january award for good intentions but horrible execution..mentioning "quests" is like throwing a big lump of lithium into a bucket of water..

 

your idea of interactive environments and persisting player influence on the world we play in though is great in general, and engaging.. as to individual ideas, those surely can be discussed and improved on, but the general concept shouldnt be dismissed

 

 

I have to agree here the idea is lovely the phrase your looking for rather than quest is 'dynamic environment'. Effectively more ways to interact with the places in the game.

 

May I suggest starting with much smaller ideas like the ability to use the fires in houses and the stoves if they have a working fuel supply. Simple extras like that which would be an interesting aid to survival.

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more interaction is on the roadmap!

 

give the man a break... some good ideas he got, but took the wrong label for it ;)

 

'dynamic environment' which needs teamwork to disstract some of the KOSers :)

Edited by Spearsbeers

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