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iknowi

Creating End-game whilst staying sandbox (pve)

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When you're all geared up there isn't much to do other than pvp/join a clan/kos etc.

 

So from a pve perspective, I was thinking of maybe creating zones that require you to be fully geared up to explore safely, and you need a team.

 

For example, a forest. You think there is life beyond the woods and so you risk going through the woods with your teammates, in the hope of finding a civilzation; it's not a normal forest, there'll be special obstacles along the way. This would add subtle story elements since you hope for life on the other end, it's not over the top, remember this is a sandbox, you ultimately make your own story.

 

The forest could be far away, so you'd need to run with your teammates to the location (dayz is a large map). This obviously requires trust, lots of water and occasioanlly stealth. I really like this idea, it feels like an adventure.

 

Obviously we don't want to have a Looking-for-group system, where you instantly pair up with people from different servers and are teleported to a dungeon; this is not World of Warcraft.

 

 

 

 

 

 

 

It'll definitely give people something to aspire to and influence their decision if they want to kill the person, since there's HOPE for other life they might want to team up with you, adding another level of depth to player interaction. Or maybe they're just another KOS'er who only plays the game for lolz/pvp, which is also fine.

 

With my idea we're challenging the age old saying: don't trust anyone.

Edited by iknowi

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I like this idea, and I think it's in the works. It is in alpha stage, so you never know.

 

But now lets see who comes in here and says "nope" or  "This is not a MMORPG" or "GTFO noob! kos forevarz" or something that I've come to expect. :P

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I think there should be tank like creatures roaming certain high yeld locations.

Something requiring a group to overcome. Tyrannosaur?

Edited by SteenRNS

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i think the biggest issue with such suggestions is, that they are founded on the premise that gear progression is the core of the game. it isnt though. so the goal isnt creating an endgame for "max itemlevel" characters.

 

if you pay attention to the stories from dayz, you will notice that they do not depend on that end-game gear. the best experience in DayZ isnt only found in heroic-level difficulty encounters. its the axe-swinging pantless maniac in elektro, or that one guy who shares his only can of beans with a stranger, who make for the best DayZ stories. this is the gameplay element we need to focus on, not the military-gear and beyond.

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i think the biggest issue with such suggestions is, that they are founded on the premise that gear progression is the core of the game. it isnt though. so the goal isnt creating an endgame for "max itemlevel" characters.

 

if you pay attention to the stories from dayz, you will notice that they do not depend on that end-game gear. the best experience in DayZ isnt only found in heroic-level difficulty encounters. its the axe-swinging pantless maniac in elektro, or that one guy who shares his only can of beans with a stranger, who make for the best DayZ stories. this is the gameplay element we need to focus on, not the military-gear and beyond.

 

I completely agree, but you make it sound like MMOs with the gear progression. Who knows, maybe you could venture through the woods with crappy gear, there is no one stopping you. You might not even need to fight, you'd just need lots of supplies like water, defibrilators etc.

 

There are many oppurtunities. For example, when it becomes night time in the woods zombies begin to crawl out of the ground, in which case you'd want to find a place to hide for the night and possibly log out. This can create lots of nostalgic player interaction like 'sharing a can of beans' whilst hiding in an abandoned caravan in the middle of the woods with your new found friends.

 

 

 

There are many, many oppurtunities for mechanics which are realistic and non-MMOish.

Edited by iknowi

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I think there should be tank like creatures roaming certain high yeld locations.

Something requiring a group to overcome. Tyrannosaur?

 

I don't like that idea. Maybe something big, but it's unkillable; you'd have to sneak past it.

 

This to me is more realistic.

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High risk good loot zones (ie airfields, bases) with many, very durable and aggressive military zombies that need a group to overcome. No need for Trex or tank mutants lol. It can be kept realistic like it is.

Edited by DontGoToBalotaAlone

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I wouldn't like the whole 'tankish' creature or other zeds with influences from for instance L4D.

I don't mind them in that game, but I don't see this as a zombie-shooter game. Could just be me, but this feels more like 28 days later and not some Resident Evil T-virus mutation.

Could just be me, but it just doesn't fit the theme that well. Neither do I see gear progression as an end-game thing. Not sure that I see an end-game thing (not particularly fond of the term itself). In terms of having things to do, I think that once or if all the things Dean seems to want from Frostfall mod, is implemented there seems to be a lot of things that you need to do or think about just in order to stay alive.

I have a hard time to see 'end game' scenarios really, it somehow clashes with my definition of sandbox.

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I wouldn't like the whole 'tankish' creature or other zeds with influences from for instance L4D.

I don't mind them in that game, but I don't see this as a zombie-shooter game. Could just be me, but this feels more like 28 days later and not some Resident Evil T-virus mutation.

Could just be me, but it just doesn't fit the theme that well. Neither do I see gear progression as an end-game thing. Not sure that I see an end-game thing (not particularly fond of the term itself). In terms of having things to do, I think that once or if all the things Dean seems to want from Frostfall mod, is implemented there seems to be a lot of things that you need to do or think about just in order to stay alive.

I have a hard time to see 'end game' scenarios really, it somehow clashes with my definition of sandbox.

 

Read my reply (post #7). It's not about gear.

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I was thinking along the lines of something like a chemical plant. After it was abandoned all sorts of nasty stuff leaked out. So to explore the place without losing health you'd need a gas mask or atleast a respirator (would provide different levels of protection, or perhaps the respirator wouldn't protect your eyes making your vision blurry). Inside you could find various loot. Perhaps the most interesting of loot would be gasoline.

 

Basically making the environment more dangerous and having a requirement for certain gear to explore the area safely.

Edited by Griaumedis

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I think there should be tank like creatures roaming certain high yeld locations.

Something requiring a group to overcome. Tyrannosaur?

Thats why they need some kind of fat zombie. Takes about 20 or 30 bullets to bring down one.

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I was thinking along the lines of something like a chemical plant. After it was abandoned all sorts of nasty stuff leaked out. So to explore the place without losing health you'd need a gas mask or atleast a respirator (would provide different levels of protection, or perhaps the respirator wouldn't protect your eyes making your vision blurry). Inside you could find various loot. Perhaps the most interesting of loot would be gasoline.

 

Basically making the environment more dangerous and having a requirement for certain gear to explore the area safely.

 

Imo this is not good, I think it is better to have the typical-DayZ universe and THEN a non-typical-Dayz universe (the forest). The non-typical dayz universe will attract a different demographic, people who are interested in adventrue and are less likely to troll-kill you, they'd want to team up with you since you'd probably have similar ojectives. Each of the two universes have completely different trust economies.

 

To have trust-based mini-zones like a random chemical plant situated in the typical-DayZ universe is not healthy for the game since it will just create confusion.

 

That being said, your chemical plant could be situated in an isolated area in the forest (non-typical DayZ universe) and it can interact with the forest, for example some of the radiation from the plant could leak into the forest making some areas of the forest dangerous to explore; one team mate could have a Geiger counter (measures radiation) equipped in his hand.

 

 

So many possibilities.

Edited by iknowi

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