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Pille1

Turning DayZ into a real survival game

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DISCLAIMER (Please read):

- English is not my mother language so please forgive me the grammatical mistakes.

- Some of these suggestions may do not fit into the game, are not possible to implement or are too in-depth to be fun. But you should get the overall idea in which direction I think the game should be developed. If the community disagrees with my vision of the game, so be it! It will still be a good game but I think it’s missing out on great potential.

- Some of these suggestions may be (heavily) inspired from others, but are necessary to explain my vision of how DayZ Standalone should be.

- Some of these suggestions should only be applied to hardcore servers, because it could be impossible for new players to get into the game.

- The duration of some actions are only suggestions and need to be balanced properly.

- I’ll try to keep it as short as possible to avoid a wall of text. That’s why I’m writing in note form.

 

So please have a CIVIL and OPEN-MINDED discussion about this topic! (Please ask if something is not explained properly and you don’t understand it. I will try my best and go more in depth.)

 

AIM: Turning this game from a “gearing up as fast as possible, then enter combat” military simulator, into a “trying to survive as long as possible” realistic hardcore survival simulator.

 

Game mechanics:

Making everything more in depth, difficult and skillful:

What:

1. Difficulty: more zombies, more diseases, less loot (all the basic stuff), ADDING realistic drawbacks for almost EVERYTHING (making decisions a lot harder)

2. Depth and skill: 3 ways to achieve making the game more rewarding for skilled players.

Player skill, player knowledge, character progression

Some examples to explain it better:

 Medic:

Player skill:

- I would only suggest a minigame when it has a quality like this one http://imgur.com/a/Ybc3e#0 (e.g. for transferring blood, not for really easy actions like bandaging)

Player knowledge:

- Knowing which plants can be a replacement for medication.

- Knowing that you have to sedate your patient before surgery.

- Knowing how to cure the different injuries and diseases.

- Etc.

Character progression:

- Giving another player a blood bag restores more blood the more you perform this action (you take 1l blood from one player and give 800ml to another because you spill some of it, 810ml the next time).

Marksman:

Player skill:

- The overall aiming with a weapon.

Player knowledge:

- Knowing the bullet drop of each weapon.

- Knowing how to maintain/repair your weapon.

- Etc.

Character progression:

- Slightly but noticeable less weapon sway.

- Slightly but noticeable less recoil from weapons.

- Slightly but noticeable faster reload.

- Etc.

Vehicle specialist:

Player skill:

- Driving a car with manual transmission.

- Flying a helicopter.

- Maybe a minigame for repairing (see medic).

Player knowledge:

- Knowing how to repair a damaged car (judging by the look of the car, the sounds it makes, how it reacts to certain actions).

- Knowing what tools you need for a repair.

- Etc.

Character progression:

- Tools get less damage from usage.

- Etc.

There are a lot more areas where this could be applied, but I think you get the idea.

Why:

- Making the game much more difficult but rewarding for skilled players.

- Almost impossible to be an expert in every part of the game (encouraging group specialization).

 

Character progression:

What:

- Very slow progression of getting better at something you do very often (e.g. blood bag, reduced weapon sway, crafted items are in a better condition, better stamina etc.).

- If some actions are repeated too often in a short period of time the progression of the skill decreases or even stops.

Why:

- Adding value to the character if you lose your gear.

- Encourage specialization in groups (e.g. someone does all the blood transferring as medic).

- Prevent grinding of skills.

 

Shelter system:

What:

- Finding shelter should be a huge part of the game for various reasons:

1. Being secure from bad weather.

2. Being secure from zombies.

3. Storage for the items you need, but you can’t carry them with you all the time. (Different clothes for different weather conditions, tools and repair parts, etc.).

4. A place to rest.

- Customizable environment: locking your door, barricade your doors/windows with wood laths, putting fence or barricades around your home, spray paint on walls, etc.

- Zombies can’t spawn in enclosed areas or locked houses.

- Zombies and players can damage/destroy these player made structures, but they can be repaired again.

- Spray paint fades then disappears after 1 day if you don’t renew it.

- Damaged player structures despawn after 3 days without interaction (no player is in a 100m radius).

- Pristine player structures despawn after a week without player interaction (no player is in a 100m radius).

- Large player structures (communities) attract zombies (hordes) and there is a higher chance to get a disease if you’re in an area with many people in it.

Why:

- Possibility to claim a house and alter it instead of building a base from ground up.

- Introducing a system that is important in a real world apocalypse but not present in DayZ.

- Player made structures disappear after some time that the world is not cluttered with structures and paint.

- It’s still difficult if you build up a large base with your clan, because you constantly have to repair your structures, you have to fend off more zombies and you have to deal with more diseases.

- If a zombie is inside your base, you know that you have a leak and it didn’t just spawn in there.

 

Respawn timer: (should only be applied to hardcore servers because new players could get into a doom loop)

What:

1. If you die in less than 1h -> worse condition if you respawn

2. If you survive long enough (2h) -> better condition if you respawn

Why:

- Prevent suiciding (if you don’t like your spawn point)

- Prevent going Rambo as fresh spawn because you have nothing to lose (no gear, no advanced skills)

 

Player (de)spawn system:

What:

- The location of a player is saved on only 1 server, if you join another server you spawn on the coast like a fresh spawn but with your full gear.

- If a player logs out he makes a sound and stays in a stance similar to prone on the server (1 min).

- If you get shot/swung at you enter combat mode and if you leave the server you die (warning included).

Why:

- Prevent server hopping, ghosting and combat logging

- When there are vehicle and base building implemented you want to stay on the same server anyway. If this server is full or down, you can still join another server with your character but without the same location.

 

Loot decrease:

What:

- Overall drastic loot decrease (especially weapons, ammo), slowing down the pace of achieving the “end game”.

- Loot spawns decrease to a minimum the more they get looted. If the loot the player has looted despawns again the loot spawns increase again.

- Same goes for animals. If one area is frequently cleared out from animals, there are less animals spawning back in. If the hunting decreases or stops the animal spawn rate increases again.

- Similar system for fuel.

- The minimum spawn rate is enough for fresh spawns to survive.

e.g.

- A player loots the fire station which has 3 loot spawns. He loots them all and the next time the loot spawns only on 2 instead of the 3 loot spawns. If the player dies and the loot is not retrieved from his corpse, all 3 loot spawns can spawn loot again.

Why:

- makes hoarding harder, still difficult to survive in the “end game”

- obtain stuff in a different way than looting (grow plants for food and medical stuff, making bows/arrows out of wood).

- making repairing a big part of the game instead of throwing the damaged stuff away

- Force players to look in different areas to loot or hunt, which may are farther away, more difficult to reach.

 

Stamina system:

What:

- Your character exhaust after a short time of running or fighting (short term stamina).

- Your character needs a break if you run/fight/jog a long period of time (long term stamina).

- Similar to Fifa stamina system (http://www.youtube.com/watch?v=t9hYMXtGlEo#t=10).

- Weight system: faster stamina drain with much weight, slower movement.

- More stamina drain if you have a (gas)mask, motorcycle helmet or too much clothes on (you can’t breath as good), also getting thirsty quicker due to sweating.

- The short term stamina can be restored by stop doing the stamina draining actions.

- The long term stamina can be restored by sitting 1 min (good) and/or lying in a bed 1 min (better) and by eating and drinking something, you can browse your inventory or read a book at the same time you’re resting.

Why:

- Prevents AFK running over a long time.

- Prevents just running back to your corpse, if it is far away.

- You need to find a vehicle to travel longer distances, it takes longer to get to big loot spawns (slowing down the pace of achieving the “end game”).

- You need to first find shelter  where you are.

- You don't take everything with you for short runs.

- Not always wearing a mask -> only for bandit actions, where you don’t want to be recognised etc.

- Not always wearing a motorcycle helmet -> only if you expect heavy combat

- Not always wear five layers of clothes -> only if it's cold (needs a temperature system)

 

Melee system:

What:

- Adding two more strikes to your basic one:

1. A strike which doesn’t hurt your friends when beating a zombie together. A overhead strike (axe, baseball bat, …) or a stab for (knife, screwdriver, …).

2. A strike which allows people to hit a target with blunt force, when they have a firearm or an axe/knife/… (pistol whip, hitting with your shaft,...).

- Only able to block if you time your block right (not just pressing the block button for a long time)

- Stamina system for hitting and blocking.

- Overall learn from the Chivalry Medieval Warfare melee system http://www.youtube.com/watch?v=tfpsoBX3EDk.

Why:

- More skillful and in-depth melee system.

- Being able to knock someone out with a firearm or an axe, when you don’t have the intention to kill them.

 

Night time:

What:

- Making it a bit brighter (maybe more colorful).

- Zombies do not get alerted quickly by flashlights.

- Zombies get sluggish (less alerted by Sound, slower).

- Maybe shorter the duration of night time.

- Forcing players to set their brightness 1 time, when they install the game, then do not make it

changeable again.

Why:

- Making the night time enjoyable to play.

- Give night time a purpose of going on dangerous loot runs which are too risky on daytime.

- Prevents players to change their brightness at night time and turning it back down at day time but still let's players adjust their brightness to their own Monitor.

 

First Person optimization: (On hardcore servers there should be no third person because it’s too easy in PvP and PvE situations. Instead focus on improving the situational awareness in 1st person view).

What:

- No HUD, it only displays if you press a specific key (similar to Red Orchestra 2).

- Your HUD-view should contain icons (hungry, bleeding, stance icon, restrained/surrendered icon etc.), a stamina bar, a body of your character which shows your physical condition (maybe even everything merged into one).

- The icons of your HUD view pop up for a short time in your non-HUD view, if they change (hunger icon pops up if you are hungry, stance icon if you change your stance, handcuffed icon if you’re restrained, etc.).

- Mouse movement should be at 100% speed (no negative mouse acceleration), fast mouse movements decrease your accuracy.

- Your character should immediately react to your commands (I have the feeling of having a smart delay between pressing W and my character moving forward).

- Implement all the stuff Arma 3 has (stance adjustment, tactical view, …) http://www.youtube.com/watch?v=G8vrbzNYEwM&feature=c4-overview-vl&list=PLQEd6zRLOafX53dmxxugEoVNaJyC307fi also this seems so much smoother and less clunky than Arma 2 first person.

- Maybe a control to peak over walls, which are slightly higher than the player.

- Keep the dot crosshair, but make it less reliable for shooting.

Why:

- 1st person more enjoyable to play, less clunky.

- Giving more situational awareness in 1st person.

- Aiming on sight is much more precise than hip-shooting.

 

Mental health:

What:

- Positive emotions (happiness, feeling secure, relaxation, joy …) have a positive effect on your mental health.

- Negative emotions (panic, stress, guilt …) have a negative effect on your mental health.

- If you are repeating the same positive actions too often, the positive effect gets less or you don’t get any positive effect anymore.

- A bad mental health will have a SLIGHT bad effect on your physical health, need for food and drink more, more vulnerable to disease, it takes longer to heal an injury, etc.

- A positive mental health will have a positive effect on your physical health.

- There is a limit for positive and negative mental health.

- You can take antidepressants to neutralize your bad mental state for a short period of time.

Positive Influences:

- Sharing (decreases if applied to the same persons over and over).

- Medical assistance (decreases if applied to the same persons over and over).

- Finding shelter.

- Being healthy.

- Doing luxury stuff (eating a hot meal, taking a hot bath).

- Maybe even stuff like playing a guitar.

- Etc.

Negative Influences:

- Killing (less stress if the player is armed, shoots at you or you are in a desperate situation)

- Cannibalism

- Robbing (if you steal from a surrendered or handcuffed person).

- Combat (If you get overrun by zombies and can’t them down quickly).

- Getting injured or sick often.

- Being close of dying to starvation, thirst often.

- Etc.

Why:

- Prevent grinding for a positive mental health.

- You’re not an instant kill, if you run around at night with a flash light.

- Adding another difficulty to the game which you have to keep track of.

e.g. You can’t just run into a horde of zombies with your fists up and when you bleed you just bandage yourself and maybe take a blood bag and everything is fine.

e.g. You can’t just ignore the “hungry icon” until your starving and then eat five cans of beans.

- Reward realistic behavior which players would never do if there would no reward.

e.g. In real-life you would get sick of a cold can of beans, if you’re eating it the whole time. So there has to be a reward if a player is “wasting” electricity or wasting time to make a fireplace to make a hot meal.

- Adding realistic drawbacks for almost everything (making decisions a lot harder)

e.g. If you’re very hungry and you see a player it’s the easy way out to shoot him from a safe distance and get his food (low risk, most stress). But you could also decide to rob him (more risk, less stress) or just talk to him and ask for food (most risk, no stress).

- Balance KoS and banditry to a realistic level. (Note: I’m a KoSer myself and I don’t want the removal of it but I want more survival in the game and less deathmatching)

e.g. You kill a player and take all his gear and then you decide to eat him (Cannibalism is confirmed) because you’re hungry (easy). Otherwise you would have to search for your own gear and food in a zombie infested town (hard). In real-life the first option would be the last resort, but in DayZ it’s the easiest and most common option.

You’re forcing me to another playstyle:

- No, I’m trying to balance the different playstyles to a realistic level. I’m not suggesting that you would shake uncontrollable, see or hear things. That would ruin this playstyle for me. You only have to deal with minor drawbacks in your physical health, but you still have the advantage of getting easy access to gear.

In real-life there are people who can kill others without having to deal with mental instabilities:

- Yes I know but you’re playing an average person in DayZ and these people are a minority. There a people in the real-life who can run 42km, hold their breath for 10 minutes. If we let every player decide what they want to play, everyone role-plays a super soldier, who kills without remorse, is a pro in sports and so on. That’s why I’m suggesting that everyone is an average person in the beginning.

The game gets much easier without that much KoS:

- No because other players are the only difficulty right now. If it is way harder to survive with zombies, diseases, food scarcity, etc. the game won’t be easier.

In an apocalypse it’s realistic that everyone kills without remorse:

- You can’t say this and be 100% certain.  Of course it will be more common to kill someone to survive, but it still would be your last resort and you would probably avoid it.

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honestly most of these seem unnecessary. I really dislike the idea of adding emotions or mental states to the game

 

personally, I think the main thing that needs changing is difficulty. Food should be much rarer. Zombies should be far more plentiful. Currently workable strategies like ignoring/outrunning zombies should be less effective. Currently, the game is extremely boring until you get some guns and start looking for other players (either to help or murder). For dayz to be truly successful, just surviving needs to be challenging and engaging

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NO SKILL SYSTEM

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honestly most of these seem unnecessary. I really dislike the idea of adding emotions or mental states to the game

 

personally, I think the main thing that needs changing is difficulty. Food should be much rarer. Zombies should be far more plentiful. Currently workable strategies like ignoring/outrunning zombies should be less effective. Currently, the game is extremely boring until you get some guns and start looking for other players (either to help or murder). For dayz to be truly successful, just surviving needs to be challenging and engaging

I agree that the main thing, that needs changing is the difficulty of the game and survival should be the purpose of the game. If the change of difficulty is enough to bring this game near a real survival game then I'm okay with leaving out the mental heath system, but I think it's also a nice system to increase the overall difficulty.

Edited by Pille1

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TL;DR.

 

Did you copy paste everything?

You could find out by reading it ;).

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NO SKILL SYSTEM

Can you give me some arguments why you think there should be no skill system?

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Can you give me some arguments why you think there should be no skill system?

 

Sandbox.

 

YOU should get better at the game, not your character.

 

We both have fully geared characters, you get to sit home and play all day, I have a job, should you have an advantage over me because you played longer?

 

Is that enough?

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Sandbox.

 

YOU should get better at the game, not your character.

 

We both have fully geared characters, you get to sit home and play all day, I have a job, should you have an advantage over me because you played longer?

 

Is that enough?

 

So if you want to repair your car go to the car, you press one button and the car is fixed like in the mod? Same with bloodbagging, building etc. ?

 

Simple skill tree is not game breaking and it won't make people better than you because they played longer, we talked about it multiple times.

Edited by Gdaddy22
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Sandbox.

YOU should get better at the game, not your character.

We both have fully geared characters, you get to sit home and play all day, I have a job, should you have an advantage over me because you played longer?

Is that enough?

I agree, that YOUR player skill and knowledge should be the main progression you should have in the game, but also that your character should have a SLIGHT progression in game. This adds value to your character beside of your gear. It wouldn't be game changing if you would only transfer 800ml blood instead of 1l blood to another player if you can play less.

Also if I am playing longer than you, I am also more likely to die more often and starting all over again.

A lot of the ideas are very good... very complicated but good.

However, you have made a glaring omission - disabling VOIP during game play.

Yes I agree it's somehow annoying that someone can talk with another player behind your back even if he is standing right next to you, but I don't think a game should restrict someone using third party communication programms.

The only solution I see is that your VOIP in-game could be always on, so even if you speak over a third party communication software, it is also hearable in-game.

Edited by Pille1
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Can you give me some arguments why you think there should be no skill system?

Because DayZ isn't a MMO.

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So if you want to repair your car go to the car, you press one button and the car is fixed like in the mod? Same with bloodbagging, building etc. ?

 

Simple skill tree is not game breaking and it won't make people better than you because they played longer, we talked about it multiple times.

 

How so? You play longer to get those skills. You could go play on an empty server for a week and then go to a full server where no one's been alive for more than a couple hours. No one could bloodbag or repair a vehicle but you? That would be a pretty big advantage. 

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No skill system,not in the mod not in the not in the standalone,we don't need it.

You are Bob the builder in this game.If you have the materials(and the talking buldozers) you can fix it.

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How so? You play longer to get those skills. You could go play on an empty server for a week and then go to a full server where no one's been alive for more than a couple hours. No one could bloodbag or repair a vehicle but you? That would be a pretty big advantage.

You play longer to IMPROVE not get these skills! When someone wastes a week on an empty server, he can maybe run 100m longer, transfer 500ml more blood and his tools get less damage from repairing than a normal fresh spawn. That wouldn't really be game changing.

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no skill system

 

the game is complex and should be more so. The skill is understanding how things work and using them effectively in the game.

 

Like healing, its dependent on having the right tools and knowing how to use them in what situation/condition, understanding the medical/health system. Its not about buying a skill or ticking a box.

 

IMO a skill tree or system has no place in this game.

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I think a lot of the nay-sayers here have missed the point - this wouldn't be implemented on all servers - there will still be the regular servers where you FPS fans can run around being super awesome spawn killers and where you can acquire really easy loot with only a few noobish zoms to worry about.

 

This idea would only need be played by people with an interest in survival games.

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Lots of well thought out, great ideas... I reject them all. DayZ is popular, unique, and amazing because it doesn't have those progressions. a player with 'end game' gear is just an overdressed spawn. I understand what you mean about making your character himself more valuable and better to preserve, but it just isn't needed. Food doesn't need to be less common, there just needs to be more varieties, much of which need cooking, or can go bad. Add a sort of nutrition system, not too complex mind you, but enough that eating the same thing only will lead to sickness. You can hunt for game to feed you, but you'll need other foods in order to stay healthy. condition also needs to play more of a role. a badly damaged can of beans should for instance, be leaking. It loses quantity over time, or can be found nearly empty. Eating these things also has chance for sickness.

Make bleeding not as terrible and not as common. more hits to get one bleeding wound, but make them much harder to fix. slower bleed out but more materials required to properly fix it would add difficulty. Sure a new player can rip apart his shirt to help fix the bleeding, but that would should get infected 80% of the time. make it necessary to clean bandages and wounds more than just bandage and that wound is gone forever. And a huge difference? if you get shot even a few times, leave a minimum blood level where a bullet does much less damage (you are unconscious by this time) but it leaves you alive for a bit longer so a friend has a higher chance to save you. (obviously a bandit can just finish you with a shot to the head) This doesn't mean a 30 round mag into you and you still live, it just means that a non-lethal hit like 3-4 to the legs isn't a death sentence just because each bullet did X damage and you had X health which lead to 0 meaning death.

 

and NO HUDS... EVER. Its the last thing you need. sure, there could be a few indicators on your inventory player model showing past wounds you may still need to treat, but the whole character telling you thing was clever. These things need to be less certain. Force a player to try and deduce what you need over the game telling you.

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No mental states, no xp. I don't see how those have anything to do with "survival." They're just game gimmicks.

A character progression would be greatly benefit your will to survive. The only two things why a player wants to survive in the current state is his gear and his location.

So let's say you are being robbed. Why should you surrender to them and let them steal your stuff, when it's all what you have? If you are afraid of losing your location, you just have to run afk for 15 min and you are there again. Thats why it adds to survival in the game because you don't want to lose your character progression.

A mental health suggestion only adds to survival, if you can't shift this game from a open-world shooter to a survival game with other game mechanics. Don't get me wrong I really enjoy playing the game like a fps because I'm having the most intense firefights in my gaming career, but it think it ould be even greater as a real survival game

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1. Difficulty: more zombies, more diseases, less loot (all the basic stuff), ADDING realistic drawbacks for almost EVERYTHING (making decisions a lot harder)

Totally with you on that one. And I think most of these things are already confirmed to be built in in the future.

 

2. Depth and skill: 3 ways to achieve making the game more rewarding for skilled players.

The word "Minigames" sounds horrible in DayZ context, BUT i can see it could ben useful and interesting - e.g. taking blood: You see the arm of the person and have to chose where to put the needle in - finding veins is a classic along med students ;) Or maybe when bleeding wounds need to be stitched... Aside from that, I have no problems with "player skill" and player knowledge" but Character progression...well most of the comments here are going around that issue and I have to say I'm with creature et al. on that one.

Shelter system:

Well. Not that bad imho but not totally on your side. Building and so on: Nice ideas, should be merged with the other suggestions that are in this forum, to give the devs some inspiration if they need it.
 

But the "possibility to claim a house"...oh no. That will go down like hell.

 

Respawn timer: (should only be applied to hardcore servers because new players could get into a doom loop)

Well...if its only on hardcore servers, and i spawn and i dont like my spawnpoint I go on a non-hardcore, kill me until i spawn where i wanted to and join the hc server. Or maybe just sit it out on the non hardcore server with 0 pop. until i spawned where i wanted to and change after that...
 

Player (de)spawn system:

Seems like a nice idea but I dont like it because a) incredible increase of dead bambis because of fully geared spawners b) play together with some friends, log out and than run again to the place where you left off c) against DayZ philosophy (You don't spawn again after you are dead...you start with another character.)

And also as it was mentioned before, the devs are onto the topics of combatlogging, server hopping, ghosting etc.

 

Loot decrease:

An overall drastic loot decrease is not that necessary (but it will happen) in my opinion, and I would delay that discussion until the respawn of loot and zeds stops happening at server-restart, but I think something like the "loot spawns decrease" / "Loot spawns value decrease" will be implemented...

Stamina system:

Hm...worth a thought I'd say, especially the weight system  and the getting thirsty quicker thing. But when I hear my char gasping for air after a sprint, I think something like this is planned...

 

Melee system:

 

Chivalry melee system is awesome. But there is a reason, that no other game has it...yeah for mouse-movement-strikes and blocks ;)
 

But a strike that doesn't hurt your friends is just nonsense.

Night time:

No. Just no. Why should Zeds not be alerted by flashlights or get sluggish? I don't see a reason for that...And you know you can set your screen brighness also outside the game, so allow them only to set it once won't hinder them...

 

First Person optimization: (On hardcore servers there should be no third person because it’s too easy in PvP and PvE situations. Instead focus on improving the situational awareness in 1st person view).

Just my opinion: No HUD. Never.
 

- Maybe a control to peak over walls, which are slightly higher than the player. - Yes. like Q/E ,ust like standing on your toes...^^

- Keep the dot crosshair, but make it less reliable for shooting. - Ah, to hell with the freaking dot.

- Implement all the stuff Arma 3 has - would be nice. But well, lets see...

 

 

Mental health:

No action will cause the same emotions on two different people. You shoot somebody, you feel guilt. Another one shoots somebody, he feels relieved as he thinks he is more secure now.
 

And for killing unarmed persons or unprovoked...well there are 500 threads or so in New player disussion, general discussion and here, so...meh. Every argument has been said dozens of times...

With that being said, now here are the things I actually find interesting:

- "Stress" as a state of sickness. The more stress, the harder to aim, the hungrier you get etc. Stress goes up when shooting (well, i dont know if it stresses you to shoot with a mosin at 500m at somebody that hasbn't noticed you..), getting shot at, handcuffing someone, cannibalism etc. and goes down with Relaxing or "Luxury" things 

- Reward realistic behavior which players would never do if there would no reward.

e.g. In real-life you would get sick of a cold can of beans, if you’re eating it the whole time. So there has to be a reward if a player is “wasting” electricity or wasting time to make a fireplace to make a hot meal.

 

Thanks for the ideas anyway :)

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Because DayZ isn't a MMO.

 

The DayZ trailer clearly has "MMO" advertised on it.

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Can you give me some arguments why you think there should be no skill system?

One simple reason, you should not have to "level up" any skills to do anything in game, its not an RPG.

What will happen when you die and cant do anything again?

Take repairing vehicles for example, if we needed some skills, aka levels, to do this, nobody would be able to do it, because people die all the time lol.

This is not an RPG, so no xp, no levels, no skills please :)

And please dont use the "we can do it on another server" argument, thats exactly what killed the entire mod off and split the community completely.

That is why Rocket is very hesitant to give people the option to mod and have private server, like the mod had, and im betting he has a different version of private servers in mind :)

 

 

Because DayZ isn't a MMO.

Lol...

MMO = Massive Multiplayer Online

So if its not a MMO, just what the f*** is it mate? Its massive, its multiplayer ONLY and its online ONLY :)

Sounds like a MMO to me lol, but just remember its not a MMO-RPG :)

More like MMO-Survival.

Edited by Byrgesen

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The DayZ trailer clearly has "MMO" advertised on it.

 

It isn't that kind of MMO.

And it can't really be classified as an MMO; by definition there has to be a large player count per server, not just 1 million players on different servers.

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