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Blitzy

Characters' Pre-Zompoc Backgrounds/Professions?

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Alright, before you jump at me because the title implies this is another 'make the sandbox game an RPG!' suggestion, I plead with you to just trust me and go with it. I'm sure it's not as bad as you think!

Also, this is absolutely 100% totally most likely maybe definitely a beta suggestion: this is obviously a low-priority suggestion, and game-breakers will obviously need to be consulted first. I'm merely proposing that this is something to think about when picturing the 'final product'.

With that, here we go:

The problem: Teamwork? Who needs teamwork? When a lone survivor can handle everything by himself with the same proficiency and training as everyone else, what's the point in relying on others?

A single man can:

- Build/repair a car/bike

- Build/repair a helicopter

- Pilot a helicopter

- Give blood transfusions in the wilderness

- Understand medical jargon, and can apply morphine, epi-pen and bandages correctly

- Handle firearms proficiently

- Handle a sniper rifle proficiently

- Handle a rocket launcher...you get the idea

- Sprint like a marathon runner, with endless stamina

- Hunt a wild animal, carve it up and prepare it perfectly for consumption

- Cook anything on a campfire perfectly

- Etc etc etc

By having the proficiency to handle every single problem/situation by oneself, a single survivor can do all of this without any help or co-operation (regardless of how unrealistic that sounds). With no need for teamwork, could this be what's causing all our bandit problems? Could this be why there's little encouragement to band together and tackle this apocalypse as a team?

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The (proposed) solution: Allow people to choose their character's pre-Zompoc proficiencies. Their professions, backgrounds, histories - allow players to select the skills their character had before shit hit the fan.

For example, if a player wants their survivor to be an ex-doctor, then that survivor could therefore be more proficient at applying medical treatments (and perhaps even being able to apply exclusive, complex treatment). However, as a downside, they've received little/zero firearms training - and while they can handle a sidearm, they may struggle with an automatic's recoil.

HOWEVER, for gameplay/sandbox reasons, these should not be restrictive to a class. Perhaps that doctor DID have some firearms training. Okay, sure, but maybe he didn't learn how to hunt his food in the wild. Or get his driver's license.

Allow the player to choose 'traits' (similar to Fallout) that allow for a custom-built character with skills that they are proficient with - but also force the player to pass up skills to indicate they have had little training/experience with them before, and their efforts/labour will not have as much effect as someone who's had the training.

For example:

If a mechanic's repairing a car, he may have the ability to repair 1-2 parts of the car (such as the engine/fueltank) without actually requiring replacement parts. Or, he may be able to repair the vehicle more effectively than a standard civilian - replacement parts installed by a non-mechanic may only repair from red to yellow.

If a pilot/driver operates a vehicle, they may be able to use the vehicle without consuming as much fuel. Bumps and crashes may not do as much damage to a vehicle as someone who 'never had their driving license'. Orrrrr, the car may randomly turn and swerve if operated by said person who never passed their test.

If a doctor applies painkillers or morphine, it completely eradicates the symptom. They may be able to treat broken bones with just a splint/bandage, compared to a standard civilian who may need more items to treat the injury. Blood bag transfusions could be made exclusive to doctors (making them extremely valuable to other survivors alive). Doctors may be able to identify and diagnose illnesses on other survivors - even if that survivor isn't even aware they've contracted one.

If a policeman/soldier operates a firearm, they get less recoil or shake as a standard civilian with no firearms training. They may be able to run faster, or run for longer, due to military training.

A farmer/hunter/butcher may know how to hunt and cook wild animals more effectively than others. Animals that they have slain can be prepared into more slices of raw meat. Raw meat that they have cooked restores more blood/vitality. Perhaps meat prepared by someone unfamiliar with this practice may have the chance of contracting food poisoning, infecting the eater with a selection of various illnesses/diseases.

And again, allow players to 'mix-and-match' to shape out the perfect character that matches their playstyle.

As such, players will be encouraged to scout out and team up with other survivors that complement their skill proficiencies. A doctor may need some security around. A mechanic may need someone to prep his meals more effectively than he ever could. Survivor groups may need to elect (or recruit, if they don't already have) a 'designated driver'.

Everyone will still be able to 'do everything by themselves' if they still choose to operate lone wolf. However, they won't be as effective at the task as someone with the training. Therefore, tasks may take more time or items to complete, or the task may have a higher risk of nasty side-effects - and all of this may encourage some of those lone wolves to lower their weapons and look for help, bringing in that optional (but encouraged) level of teamwork and co-operation that everyone seems to be dying for.

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Bumping for support, as I had a similar idea but didn't feel like typing it out.

A background in something major, as well as a trait or two that enable minor specializations, would add a bit more customization to players repertoire and make for interesting interactions. Someone may be 20% more effective at healing you, but they'd be 20% less effective at a firearm as a result.

Maybe keep the bonuses and downsides a bit more minimal, and allow for a background that is analogous to the current "know it all" class that would enable a player to do everything, just not as effective as a specialization would be. A jack of all trades, master of none, with no ability to pick traits, and a good starter/newb class for someone to get their bearings in the game. I don't think they'd want to restrict players too heavily with a system like this, but it would be nice to consider long down the road.

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or we could all just be Delta/SAS/what have you operators, with years of experience, hence the array of skills our characters possess

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