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shawnm7722

Future of Standalone and it's potential

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Hi,

 

This is yet another What I Want The Game To Be post. It will be concise and hopefully articulate, but you've been warned anyway.

 

I really dig this game, I'm very excited by it's potential, and like many of you I have strong opinions on what the creators and devs focus should and should not be.

 

1) Scarcity & Survival

My biggest point of emphasis for what I feel drives the gameplay and can make Dayz SA different / new / better than everything else out there. I see the two components as interdependent and equally important.

How can it be done? There's already a bunch of suggestions on this very board and others, I wont bog down too much with repetition, stuff like-

   =deadlier and/or higher qty of zombies

   =less vital resources in general

   =environmental threats cold, wet, etc

   =hostile wildlife (unlikely anytime soon I know)

 

2) Residence / Vehicles

I'm tying these two together because referring back to my Grand Vision of Scarcity they are all conceptually linked.

VEHICLES - I see them as a necessarily evil, I'm not particularly excited about having them in game because it conflicts with how I (selfishly) want the game to be- about difficulty, survival, resource mgmt. and the excitement of threats to your life / time investment.

  But I recognize that without them traversing the map is just a giant pain in the ass and at some point after months of playing even the most masochistic hardcore Realism nuts of us would get disgusted with the idea of a 30 minute run from the Northwest to Coast regions.

SO my hope is that in terms of vehicles they maintain a theme of rarity and undersupply. I'm hoping the most we ever see are bicycles, motorbikes, and potentially a couple old beaten Eastern Bloc cars. Nothing military grade. Also I hope that maintenance and acquisition would be legitimately difficult- keeping in line with verisimilitude and scarcity.

 

Same principles for "player housing", except in this case I am not against in it in any way. What I'd like to see are:

 

setting authenticity: keep it to tents, shacks, and/or boarding up existing infrastructure. NO grandiose forts / towers please

scarcity: back in line with the above. let's make the resources for building these dwellings hard to get and let's make them somewhat hard to repair

 

Ok at this point I'm in danger of violating my promise of being concise so I'll wrap up by saying I realize this entire post is both selfish and quite possibly a giant waste of time in terms of it being feedback that ever reaches anyone who has a say in the matter.

 

Surprisingly I don't care about the latter, and for the former I just hope I'm not as completely in the minority as I think.

 

Thanks for reading

Edited by foxarrows
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I don't think DayZ has any big future after Dean announced that he's leaving the project next year.

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I don't think DayZ has any big future after Dean announced that he's leaving the project next year.

 

Then you obviously doesnt know anything about Bohemia Interactive mate :)

Just because Rocket is leaving, does not mean they are dropping the game at all.

Im having abit of trouble understanding why they would stop developing it, simply because Rockets wants to do something else tbh.

Heck, BI is one of the few developers left who actually support they're games with patches and more content, many years after release.

 

 

@OP

100% of what you have mentioned have either been confirmed or already talked into the ground.

Use search next time and add your thoughts to the already existing threads.

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Hi,

 

This is yet another What I Want The Game To Be post. It will be concise and hopefully articulate, but you've been warned anyway.

 

I really dig this game, I'm very excited by it's potential, and like many of you I have strong opinions on what the creators and devs focus should and should not be.

 

1) Scarcity & Survival

My biggest point of emphasis for what I feel drives the gameplay and can make Dayz SA different / new / better than everything else out there. I see the two components as interdependent and equally important.

How can it be done? There's already a bunch of suggestions on this very board and others, I wont bog down too much with repetition, stuff like-

   =deadlier and/or higher qty of zombies

   =less vital resources in general

   =environmental threats cold, wet, etc

   =hostile wildlife (unlikely anytime soon I know)

 

2) Residence / Vehicles

I'm tying these two together because referring back to my Grand Vision of Scarcity they are all conceptually linked.

VEHICLES - I see them as a necessarily evil, I'm not particularly excited about having them in game because it conflicts with how I (selfishly) want the game to be- about difficulty, survival, resource mgmt. and the excitement of threats to your life / time investment.

  But I recognize that without them traversing the map is just a giant pain in the ass and at some point after months of playing even the most masochistic hardcore Realism nuts of us would get disgusted with the idea of a 30 minute run from the Northwest to Coast regions.

SO my hope is that in terms of vehicles they maintain a theme of rarity and undersupply. I'm hoping the most we ever see are bicycles, motorbikes, and potentially a couple old beaten Eastern Bloc cars. Nothing military grade. Also I hope that maintenance and acquisition would be legitimately difficult- keeping in line with verisimilitude and scarcity.

 

Same principles for "player housing", except in this case I am not against in it in any way. What I'd like to see are:

 

setting authenticity: keep it to tents, shacks, and/or boarding up existing infrastructure. NO grandiose forts / towers please

scarcity: back in line with the above. let's make the resources for building these dwellings hard to get and let's make them somewhat hard to repair

 

Ok at this point I'm in danger of violating my promise of being concise so I'll wrap up by saying I realize this entire post is both selfish and quite possibly a giant waste of time in terms of it being feedback that ever reaches anyone who has a say in the matter.

 

Surprisingly I don't care about the latter, and for the former I just hope I'm not as completely in the minority as I think.

 

Thanks for reading

1-Choke the residantal areas with a huge ammount of zombies and the forest areas with less,but implement a variaty of predators.

(Wolf packs would be awesome IMO).Minimize the canned good number to almost not existant/luxury item and depent mostely on

the (good) hunting system to survive.Enviromental-wise,the night should be freezing cold (-0C ),make the survivor that moves in the forest at night turn into a popsickle after some time.Force them to find sanctuary and heat sources.it would be nice to see snow too,but

that's something that is heavy development wise.Maybe in the future.

2-Considering vechicles,the team said that you would make them out of diferent parts and weld them together.

They would be considered a luxury item,and would need significant resources to run along with breakdowns that will require maintance.

3-Basebuilding-wise i want to see a system like Wurm IMO.But that's my opinion.

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Hi,

 

This is yet another What I Want The Game To Be post. It will be concise and hopefully articulate, but you've been warned anyway.

 

I really dig this game, I'm very excited by it's potential, and like many of you I have strong opinions on what the creators and devs focus should and should not be.

 

1) Scarcity & Survival

My biggest point of emphasis for what I feel drives the gameplay and can make Dayz SA different / new / better than everything else out there. I see the two components as interdependent and equally important.

How can it be done? There's already a bunch of suggestions on this very board and others, I wont bog down too much with repetition, stuff like-

   =deadlier and/or higher qty of zombies -will happen with optimization of the servers work in progress

   =less vital resources in general - IDK

   =environmental threats cold, wet, etc -Already on experimental, although it has no effect as we can't light fires etc to dry ourselves will cause sickness in the future

   =hostile wildlife (unlikely anytime soon I know) -Was mentioned as something wanted in the game by Dean when he initially kicked off the plans for hunting/animals system, he also horses and dogs as friendly animals, but this all remains to be seen  I dont care about friendly animals but having something more then zombies and players to worry about is awesome imo.

I didn't write anything about residential or vehicles as they are (imo) too far in the future to be overly concerned with, but that's just me.  Considering the time and effort that's going into this product and the "stupid" design decision as far as the deathmatch with zombies crowd goes I say he's on the right track and isn't going to ruin this project at the last minute.

Edited by Window Licker

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