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[frl]myke

DAyZ where are thou

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I like the idea of manuals, but I like the idea of learning through trial and error better. We can currently do that in game without adding new "must have" loot. Some are better at firefights because they have in game experience, it's real skill. In game experience > read a book and gain a skill

For example, If someone simply read a book on how to fly helicopters, would you trust their skills as a first time pilot? I wouldn't. I'd trust the guy that has tried everything through trial and error.

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On the topic of macroing, wouldn't your macro need to target something outside of your character to function properly I can understand if your macroing stuff in your inventory already but at soon as you start trying outside of your character, you'd be running serious risk (almost guaranteed) of getting banned for hacking.  Not exactly smart.

 

 

It's not considered hacking, but a kickable offense for sure and easy to notice from the server. You can have macros built that respond to certain shades of color and

what not, but still none of it will save you if another player is there.

One thing is for sure. Within a year after first beta patch is released, SA will be deader than the mod is now and we will all get an option to preorder Rockets new mountaineering sim. Unless the game gets a skill system that is

Edited by Highlander007

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^ Yeah, I wouldn't want to fly a chopper 'cuz I read a manual on how to turn it on. Good point.

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Another one who can't read. Please refrain from posting if you don't really know about what i was talking. Thank you.

It's clearly about KoS'ing...

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It's clearly about KoS'ing...

"we don't need any restrictions for KoS players, we need optional benefits for those who don't (always) KoS."

*sigh*

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As long as any skill we learn, however we learn it, degrades over time il be happy. We should have to refresh our knowledge by reading a book or something. That way you carnt have many skills maxed all the time, because that would involve carrying a library in your pack lol :)

 

Also a fresh spawn could find a book and have a skill that even a vet player hasn't got (or that the vet player forgot, because he hasn't found a book on it in a while). Then they are valuable beyond just target pratice :)

Edited by Karmaterror

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As long as any skill we learn, however we learn it, degrades over time il be happy. We should have to refresh our knowledge by reading a book or something. That way you carnt have many skills maxed all the time, because that would involve carrying a library in your pack lol :)

 

Also a fresh spawn could find a book and have a skill that even a vet player hasn't got (or that the vet player forgot, because he hasn't found a book on it in a while). Then they are valuable beyond just target pratice :)

The idea does sound cool but I don't really see it fitting just for the type of skills that could be available.  I mean, ya, you could have a list of skills like, cooking, fishing,weapon smithing, tailoring, hunting and various skills for your weapons but really, you don't forget how to do these things.  Oh, better find a book so I can get better at cooking canned beans :rolleyes: .

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"we don't need any restrictions for KoS players, we need optional benefits for those who don't (always) KoS."

*sigh*

Please read the entire post, don't just pick buzzwords to jump on. Thank you.

 

 

On topic: first, thank you all for your contribution, really interesting to read. Also thank you to keep it civil, really appreciate it.

 

I see that in general, people are okay with a skill system if it's well balanced and doesn't privilege one sort of playstyle over another. Such a skill system should clearly not restrict players who decide not to use it. It's like in the real world: everyone regardless his education (speaking about ingame edu, not your real, please don't take offense) can be a important part of a society. Ingame, a "simple" hunter is important since the guy repairing a helicopter might not have enough time to go looting for nutrition.

On the other hand, players who don't want to use such skills may profit anyway. As a complete fictional example: a shoemaker might improve the shoes of a hunter to make less noise, making the hunter more effective in sneaking up his prey. A tailor might make a ghillie suit (was mentioned already once in this thread).

 

This way, the system isn't forced upon players if they don't like it. They still can shoot a player and take the above mentioned ghillie suit.

 

It's just, right now aplayer is only worth his gear which isn't....dare to say realistic? At least it isn't plausible.

 

And about the skill of weapon handling. That's something that shouldn't be affected by some ingame skill system. People are already good or bad shooters, this skill already translates into the game. Only thing that could affect it should be weapon state. Pristine weapons would be more accurate than a damaged.

 

 

Again, thank you for your input everyone. Keep it coming.

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The idea does sound cool but I don't really see it fitting just for the type of skills that could be available.  I mean, ya, you could have a list of skills like, cooking, fishing,weapon smithing, tailoring, hunting and various skills for your weapons but really, you don't forget how to do these things.  Oh, better find a book so I can get better at cooking canned beans :rolleyes: .

 

Yeah, I really don't think that reading a book should give any artificial boost to any skills. Perhaps if the book actually gives practical hints or explains certain mechanics and how to perform certain actions in game, then that knowledge could be put into practice to improve a certain ability. But not just reading in itself.

 

For example, when you find a wrecked-up vehicle you go looking for parts to make it run - but you don't know which parts you need, or how to combine them with other parts in the correct way. You could find a book that explains what does what, and thereby gain the knowledge to fix up your vehicle - but until you actually do it, your skill doesn't improve.

 

Similarly, when the medical system is fully fleshed out, it's hopefully going to be complicated enough that your average player won't be able to effectively help an injured or unconscious player without knowledge of how to apply the various medical actions, and in which cases each is appropriate - you'd need to read a medical manual to get this knowledge, or else learn by trial and error (error in this case being the death of your patient!)

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It's not considered hacking, but a kickable offense for sure and easy to notice from the server. You can have macros built that respond to certain shades of color and

what not, but still none of it will save you if another player is there.

One thing is for sure. Within a year after first beta patch is released, SA will be deader than the mod is now and we will all get an option to preorder Rockets new mountaineering sim. Unless the game gets a skill system that is

Okay so I can use any esp "macro" and thats all legit then? I've never seen a macro that runs based on the color on screen, can I make a macro that will make me look at the nearest player and shoot him for me?

Edited by Window Licker

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 Good points above. I have a question. Should the book actually be read somewhere "safe" (hopefully a short manual, not Moby Dick) or should the book simply be clickable like in Fallout? I.e., open the book and the player skill set gets a small (maybe 5%) upgrade? And a finite one at that.

 I think we're all settled about soldiering skills--they shouldn't be upgraded by "reading"... like many have said, that's a skill the player brings into the game. I can live with that.

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 Good points above. I have a question. Should the book actually be read somewhere "safe" (hopefully a short manual, not Moby Dick) or should the book simply be clickable like in Fallout? I.e., open the book and the player skill set gets a small (maybe 5%) upgrade? And a finite one at that.

 I think we're all settled about soldiering skills--they shouldn't be upgraded by "reading"... like many have said, that's a skill the player brings into the game. I can live with that.

Personally i would like it if there would be a little test (quiz) after the read to check if the player really read it. Anything else seems just ridiculous to me. The question don't have to be very hard, just a check.

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Please read the entire post, don't just pick buzzwords to jump on. Thank you.

 

 

On topic: first, thank you all for your contribution, really interesting to read. Also thank you to keep it civil, really appreciate it.

 

I see that in general, people are okay with a skill system if it's well balanced and doesn't privilege one sort of playstyle over another. Such a skill system should clearly not restrict players who decide not to use it. It's like in the real world: everyone regardless his education (speaking about ingame edu, not your real, please don't take offense) can be a important part of a society. Ingame, a "simple" hunter is important since the guy repairing a helicopter might not have enough time to go looting for nutrition.

On the other hand, players who don't want to use such skills may profit anyway. As a complete fictional example: a shoemaker might improve the shoes of a hunter to make less noise, making the hunter more effective in sneaking up his prey. A tailor might make a ghillie suit (was mentioned already once in this thread).

 

This way, the system isn't forced upon players if they don't like it. They still can shoot a player and take the above mentioned ghillie suit.

 

It's just, right now aplayer is only worth his gear which isn't....dare to say realistic? At least it isn't plausible.

 

And about the skill of weapon handling. That's something that shouldn't be affected by some ingame skill system. People are already good or bad shooters, this skill already translates into the game. Only thing that could affect it should be weapon state. Pristine weapons would be more accurate than a damaged.

 

 

Again, thank you for your input everyone. Keep it coming.

That quote I posted was the "bottom line". Lel

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That quote I posted was the "bottom line". Lel

You're obviously not interested in serious participating in this discussion. Please refrain from posting, thank you.

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Personally i would like it if there would be a little test (quiz) after the read to check if the player really read it. Anything else seems just ridiculous to me. The question don't have to be very hard, just a check.

Answers would be on google in under an hour of launching the system.

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Answers would be on google in under an hour of launching the system.

As said, the questions shouldn't be complicated, just to cheack if the player actually did read it. Such books also shouldn't consist of 100+ pages. Instead of google, one could just simply seek in the book. It is not that the player should have real knowledge of the matter, it is just to check if he justed picked up a book or if he actually put some effort in it. That said, even if the player looks on google for the answers, he had to put effort in it.

 

I know, i suck in explaining things since english isn't my native language but i do hope my point come across.

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Ironically even if it was faster to do it ingame I bet people would still google it.

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Ironically even if it was faster to do it ingame I bet people would still google it.

hehehe...probably. ;)

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You're obviously not interested in serious participating in this discussion. Please refrain from posting, thank you.

Very well, I've proved my point.

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