Hendrix (DayZ) 14 Posted June 27, 2012 I have given this deep thought and have a very detailed proposal please take this seriously and read it Rocket it might inspire you in enhancing this rich universe you have created, in part it is your level of creativity that inspired my own idea's here so I would really like to get some feedback on your thoughts on these idea's. Perhaps this thread could help become a community effort to fashion the games crafting system with everyones imput. -HendrixI believe one of the key ways to give the game player interaction is to have a crafting mechanic that requires interaction in a natural way that fits the games style, and unique playstyles, requiring different players to aquire parts or services that will greatly benefit each other and encourage working together for better rewards.This system must be unique to Day Z, original and fun.1. Classes/ProfessionsSurvivor (Community) Engineers, Gunsmiths, Hunters, Electricians, Chemists. Explanation: The survivor classes in the (community) side of things would be designed to need each other to level past certain benchmarks say levels 10,20,30,40,50 they would have buffs/insights that are unique to each class and only persist till the death of the person that applied them, or that were proximity based simulating information that could be related verbally in a short period of time but that is far to complex to be learned without having prior knowledge or remembered without reminders...Buffs could be refreshed, as long as the player was cooperating with you, they can't be stolen or looted and are class specific. Class progress is persistant as it represents what the person did before they were a survivor and they are basically figuring out how to adapt over time using makeshift tools and inspiration.Loner (Individual)Bountyhunters, BurglarsExplanation: Loner classes would be for people that don't want to play with others and so they dont get any of the passive buffs of the other classes instead they just make more unique items focusing around individual survival and fighting off attacks from muliple enemies they gain bonuses based on killing the opposite Loner faction. A bounty hunter killing a burglar gains a level a burglar killing a bounty gains levels....killing non loner professions causes them to lose a level as their skills dull from wasting time......they can however do this and gain normal in game loot. Howerver if a non loner profession puts their cross hairs on them for a period longer then 2 sec they can defend themselves without losing a level. Unlike other classes on death all levels are wiped this is symbolic of the fact that if they die their reputation as a feared criminal or lawman would die with them....so to stay at the top of their game they have to hunt one another continually....This would obviously appeal to the people that like to be bandits or hate them. Their buffs would center around detecting one another and stalking each other. 2.Philosophy in class design. Basically my philosophy is that each of the community classes is a means of augmenting game mechanics allowing players to keep a level of persistance. They can specialize in branching ways that require interaction from other classes along crucial parts of the tree levels 10, 20, 30, 40, 50 so that social interaction is required to get the passive buffs and the ultimate items at the end of the tree that would be unique to the class. The idea is that these classes are not learned now they are what the player did before they joined they became a survivor and as such can level up even when the player dies because they are basically not being learned but remembered /improvised with the tools available in the post apocalyptic society....another key pricipal is the items a professional understands are unintelligble to other players unless they are in the presense of a professional sharing his knoledge represented by a buff the other players could get that would fade on the professionals death and have a 20min cooldown giving people an inventive to keeping each other alive and alow access to some passive skills...also many items a professional carries would just turn to scrap metal on a bandit so robbing a professional will not get you many of his unique loot you need to barter with him in game not kill him.Logging off will wipe all of a loners points and would also wipe all the buffs community classes have or are giving or have given to other players thus discouraging server hoppers. When you log in on any server you must play for 10 min to use a cooldown buff ( you have 5 total 1 for levels 10,20,30,40,50,)after use on any server your buff goes on cooldown for 20 minutes and this persists between servers just as your inventory again discouraging server hopping in a naturural way by making it less valuable caompared to access to the buffs that last from aplication to log off or death. Death resets all cooldowns to 10 minutes.3. The 3 key tenants of every profession that are unique to them...a. Improvosation....the ability of that profession to use items in the game to create a usefull tool for them or another classb. Insights ....also known as buffs are passive abilites that are earned on certain key rungs of the crafting ladder say levels 10,20,30,40,50 and then at 60 the crafter creates an item that only they have the knowhow to use effectively, even if they get killed and you loot it you can't use it without their skill and all buffs would be unique to the profession unless they choose to share them with you and even then some may require proximity and all fade on death....they basically would represent the information I could tell you briefly as we walk together that is too complex for you to understand yet just informitive enough that you could benefit from it although you would likely forget it later without me reminding you.c. Inspiration... These are books, manuels, transcripts, blueprints, CD's tapes ect. that contain data that will help the profession create something. All community classes will be able to collect all the items but only the specific classes can use them thus proiding a ruff sort of currency for trade each one equals a point in the leveling process they are rare and extemely valuable to all for obvious reasons. To level past levels 10,20,30,40,50 the community professions must create a masterwork item that requires elements from all of the other professions. These component items are also of great value, they are lootable on death up untill the point they are attached to the unfinished masterwork. Masterworks and unfinished masterworks are not lootable by other players they are persistent on the character. A component not attached to anything is not an unfinished masterwork it is just a component and thus is lootable. The Masterworks appear as scrap metal on dead bodies as they are not understood by other professions although if somone of the same profession loots you they will aquire a point of insight from studying each masterwork you have that is fully completed and they can also loot your profession specific items. Players outside your profession will just see these things as scrap metal unless the profession has constructed them into a finished product then they may loot the item although they will be unable to use it they may trade it with the profession that can. In this way the risk that still exists in the game can remain as peope may want to barter or they may just want to kill you and loot you the tension is preserved while still rewarding cooperation overall as people you kill will be less likely to help you create your masterwork item to continue leveling. 4. Execution:How the professions could function and what buffs or item they could create that would allow for unique play styles while encouraging cooperation while not restricting them from doing whatever they want to do as is the case now.In this section I will only offer some lose suggestions as the point of the thread is to offer inspiration and allow the community to grow the concepts if they like the basis of the idea presented so far. Or to completely take them and create something else even better off of some of the lose concepts presented ultimately it is a brainstorm and as such all feedback and additional concepts are encouraged.Engineer - the engineer was formerly a structural engineer that dabbled in his own personal inventions he worked as an on site supervisor he is intimately familiar with the use of many construction tools and how to use them to create structures that are structurally sound. In a post apocalyptic world he could help with the construction of fortifications ....buildings ...bridges.....craft a riot shield...walls.....reinforcement of vehicles with armor plating....creation of blueprints for other classes items...building of baracks for teams or bunkers and digging trenches or holes for traps ...his ultimate design could be a road warrior esque bullet proof car complete with a bullet proff flak jacket for the driver with sapi plates (slow movement but can stop more body damage)Gunsmith- formerly an armorer in the military he is intimately familiar with every weapon and how to strip them down and modify them in many intersting ways ....he can attach scopes and pec15's (laser sites) ......he can saw off shot guns so they can be used in the hand gun slot......he can clean weapons so they are more efficient ....he can teach his comrads how to do reload drill thus increasing reload time....he can take gunpowder out of any bullet and make his own ammo with the right tools.....he can modify mags (tape them top to bottom so they take up less inventory slots....he can modify rounds for different effects with the help of items from a chemist, thus creating a variety of high impact ammo.....His ultimate could be that he can make any weapon silenced He also gains a quiver that allows for 40 steel bolts to be carried at onceHunters- He was a big game hunter and taxadermy expert he was also trained how to cook and craft items with animal parts he can create a bunch of improvised items and weapons from animals parts.hunters are the best cooks and gain increased health from all food consumption ......hunters are masters at crafting wire traps, they can create trip wires from animal guts and add a grenade for an explosive trap.....hunters can track animals by their footprints (a visual trail can lead them to any animals in the area)..... a hunter can track other players with footprints but only if they have recently passed by .....a hunter can craft a water pouch that takes up one slot but hold multiple gulps of water a hunter can craft the largest bag in the game with leather from animals the hunter can craft his own tent....a hunter can make a long leather jacket that prevents temperature drop as well as a variety of hats.... a hunter can extract scent from animals to attract them to him .....a hunter can make an improvised structure with wood his ultimate is the ability to construct his own guille suit that drops zombies site detection level to zero if he is in grass and proneElectrician-formerly a master electrician that dabled in invention he has worked in every style industrial, commercial, and residential. He has intimate knwledge of what it takes to use and harness electricity and with the right tools he can create many neat gadgets. The electrician can create massive lights to light up a camp at night he can create a generator that would be powered by fuel mixed by a chemist.....he can fix most electronic devices he finds he can craft radios and gps devices ....he can create motion sensors.....create an electrical trap that ties a live wire to a doorknob making the person that touches the door get blown back on their butt ...he can modify camera's and cell phones and create remote survailance camera's up to 10 he can switch between at will on a handheld smarphone ....craft an IED using wires and different ammo , complete with the ability to hide it in a dead animal carcus .......he can create filaments for different light spectums allowing all kinds of flashlights or black lights that pick up blood trail allowing him to track any body to the kille He can create filaments only seeable by night vision goggles. His ultimate is that he can create his own NVG's and a stun gun that is non lethal but knocks the player hit back 3 feet on their back unconcious, has a 10 minute recharge time ....Chemists-a former school teacher that was on the fast track to sucess at a pharmacutical company till they blew up the lab....after a disgraceful departure they moved into the independent market they worked in 3rd world contries when not in the normal school season on many projects...some not so legal.....A chemist can make his own drugs....epi pens, morphine, and pain pills with the right items....a chemist can craft chemical explosives... a chemist can spike a canteen with a sleeping agent or poison so that then whoever drinks it will be passed out or die .....a chemist can dope or poison meat so that it will knock a person unconcious or make them die if they eat it.....a chemist can use herbs gathered in the wild to dye clothes furs and leathers and create different clothing colors.....breaching charges....improvised flash bangs ....a chemist can make powerfull acids that eat through any metal.....a chemist can make molotov cocktails...a chemist can make a variety of smoke bombs .....for his ultimate a chemist can create tranquilizer darts that can be put into different weapons for non lethal ordinance allowing bandits to rob you while your asleep without killing you max 10 can be created then they go on a 60 min cooldown, he also makes smoke pellets that explode into a very large clowd of white smoke and allow him to escape with vision unhindered because of his chemist goggles special inserts,cooldown of 30 minutes smoke blocks all zombie vision 100% and even prevents nvg's from detecting him when he is in the cloud...For the loner classes they just gain levels based off of killing one another and the items they gain are more in line with hunting each others class and stealthier movment when running .....ability to track each others movements ....ability to randomly discover powerful weapons on each others corpses.....ability to map any terrain they have been through into a map (basically the game map but with fog of war for unexplored area's) they can put motion trackers on weapons that detect the opposing faction they can handcuff each other and escape with the right tools and take each other hostage or prisoner allowing for player generated gametypes.....they have a higher rate for weapon ammo and rare item discovery ....their ultimate makes them run faster and crouch run completely silently as well as offers them either investigation or burglary skill items investigation allows a bounty hunter to tag any burglar in the player menu for incarceration and allows him access to a scent tracking attack dog that will pinpoint the burglars location anywhere on the map and track their scent there if dog dies it goes on cooldown of 15 minutes if not it can be comanded to attack an enemies groin slowing their movement speed or rip off a zombies head killing it instantly and not aggroing the player whatsoever. The dog can be fed and healed with health items. A dog can also be distracted with doped or poisoned meat if a burglar aquires them . A burglars ultimate burglary makes him completely invisible to zombies when in shadow and 100% imune to all zombie aggro while in burglary ...it also allows him to pickpocket zombies and other players by crouch walking up to them undetected he can select any item he wants in their inventory and take it for his own. Burglary is an activated ability it lasts 30 seconds and causes all players in a 30 yard aoe of the burglar simulating a tazer stun the affected parties are forced into 1st person camera mode and stunned while unable to pan the camera at all or move when being affected by burglary you are imune to zombie aggro or death or damage...any effects on you will pause for it's duration .... and this effect persists for 5 seconds after it's effect wears off.... Bounty hunters are immune to burglary....a player may only be affected by burglary once every 15 minutes a burglar can detect those immune with an icon over their head.So there you have it my massive brainstorm if your as obsessive about this game as I am toss me some feedback so I don't feel quite so insane for this rantacular ranting..... Share this post Link to post Share on other sites
Zeromentor 169 Posted June 27, 2012 Classes are a big No. Sorry.Crafting under classes won't even be looked at, outside of mild mockery topics. Share this post Link to post Share on other sites
Hendrix (DayZ) 14 Posted June 27, 2012 Classes are a big No. Sorry.Crafting under classes won't even be looked at' date=' outside of mild mockery topics.[/quote']I didn't say anything about individual classes I called for professions with specific names. If there is ever going to be community in this game that persists outside of clans or people jumping on and using this like GTA 3 multiplayer mode for a few hours at a clip.... then people need to do unique things. If I can do everythig you can do why do I need you weighing me down?It is not reasonable to believe that people with differnt jobs before a zombie apocalypse would have the same skillset...so a doctor, lawyer and marine special forces captain all know how to fire a SAW? I don't think so. If I took the average person off the street and asked him to reaload a SAW he would be there for 30 minutes trying to figure it out.Individuality is key if people bring unique mechanics to the game it can florish if not then we are all just shooting each other because we are bored and have nothing unique to do.....I think Rockets philosphy is more orgnic in that he wants people to create the individual layers but it will still come down to people specializing with in game items or making themselves unique with their loadout. It all could be called class if you want to break it down into it's root form....What is a bandit....pk class...what is a non pker...pve class...problem is atm past those 2 choices nothing exists in the game.....thats why more individuality and customization is required for evolution into the post alpha game. You don't have to call it a class or a profession but the options themselves need to exist. Share this post Link to post Share on other sites
Zeromentor 169 Posted June 27, 2012 Okay, many people on these forums label ANY kind of class based system (crafting, spawning with different gear, full-blown classes) as a Class System. They don't want it, it isn't going to happen unless Rocket changes his mind completely.Have fun ingame, classes aren't happening.And by the way, I'm a computer nerd, sociopath, correctional offcier (resigned). You can actually be a lot more than JUST a doctor, or JUST a marine special forces captain. For all you know our 'Survivors' we play with are an Ex-Army Medic with hobbies in Mechanics and Flight Simulators. Share this post Link to post Share on other sites
Dreganius (DayZ) 55 Posted June 27, 2012 And by the way' date=' I'm a computer nerd, sociopath, correctional offcier (resigned). You can actually be a lot more than JUST a doctor, or JUST a marine special forces captain. For all you know our 'Survivors' we play with are an Ex-Army Medic with hobbies in Mechanics and Flight Simulators.[/quote']For an example to support this point:I've played a lot of shooters in my life, as well as racing games, sniping games, and most of all, sneaking games. When it comes to playing ARMA2, I excel at sneaking, sniping, driving and shooting.However, I've never played flight simulators, and every time I've approached the helicopter/plane flight tutorial in ARMA 2, I've crashed and died, or fucked up without even managing to take off. Without fail. Every time. So I'm definitely not a pilot, and that's reflected in my in-game character. Share this post Link to post Share on other sites
naizarak 41 Posted June 27, 2012 classes are a bad idea. everyone should be able to craft everything - the rarity of required materials is what encourages teamwork. Share this post Link to post Share on other sites
Hallker 20 Posted June 27, 2012 Well crafting is a good idea but i rather would do it like you have some choices which directions you can go... Like skill points and talent tree.... you can be really a master in one profession (guns) but suck in others or you can know basics in all.... or you can learn some basics stuff from one and than focus on another... Share this post Link to post Share on other sites
Hendrix (DayZ) 14 Posted June 27, 2012 Okay' date=' many people on these forums label ANY kind of class based system (crafting, spawning with different gear, full-blown classes) as a Class System. They don't want it, it isn't going to happen unless Rocket changes his mind completely.Have fun ingame, classes aren't happening.And by the way, I'm a computer nerd, sociopath, correctional offcier (resigned). You can actually be a lot more than JUST a doctor, or JUST a marine special forces captain. For all you know our 'Survivors' we play with are an Ex-Army Medic with hobbies in Mechanics and Flight Simulators.[/quote']I think your missing my point...a class is just an artificial term for choise or a word for the game design mechanic where people can specialize in the game in a certain area. Wether professions are allowed to be emergent meaning that you crate them yourself by new content randomly being added that allows for your individual customization or if there is an artificial barier that only alows you to pick so many things to specialize in or if it's just somthing so banal as an inventory slot restriction limiting how many items to pick forcing you to make the choise it is all the same thing. Ultimately no matter how non class based you want it people will either specialize or min max and you have to nerf certain strategies as a game developer to allow fairness to others which invariably makes the min maxers go to the next most OP combination in the end what do you end up with? A suggested loadout? A best in slot item? a website like elitest jerks telling you this is whats most effective? Most times they refer to these as loadout or class sugestions right? All of those terms just mean the same thing weather you want to get there through emergent gameplay or call a spade a spade it is class based gameplay it is inevitable. All gaming is class based. Once you offer a choise other then choise A.... you have a second category or class of options. The name you give it in game is irrelevent. Call it choises if it makes you feel better. Call it emergent gameplay but it is an option that quickly becomes a best in slot loadout which inevitabley becomes what ? yeah now you get it....I don't care about the tag you give it I just want the options. I also wanted to offer the community suggestion and get feedback on idea's I think if people discuss their desire to make the game better we can guide it. Thats what happened in the patch notes forums.First Rocket posted the notes then people were griping certain issues like amplified sound in fog then he just came out and aked what we wanted that is how I think things should go....of course if you never ask what are you gonna get? Share this post Link to post Share on other sites
Hendrix (DayZ) 14 Posted June 27, 2012 Looking for genuine feedback not arguments on symantics pls only post if you actually read what I said and understand teh difference and have genuine suggestion sto improving teh game. Share this post Link to post Share on other sites