Qayin (DayZ) 1 Posted July 8, 2014 (edited) well - been playing DayZ since the first version of the mod, on and off, ive taken a big break so some of the things i suggested may be ingame so bear with me *building sanctuary's: i think that a big step in making this game "real" would be the ability to hunker down, in the face of a zombie apoc people would seek a place to go to, to stay in. the way i imagine this is this: when you discover a big structure such as one of those keeps/forts, a gas station or a big store (for example) or even a mansion if there are any ingame, you are prompted with the ability to improve it, lets say (for example) "collect 500 woods pieces, 300 bricks. x whatever". once you do, the more people with the right work tools working on the place, the faster its built. and OFC you can upgrade it and NEED to repair it constantly which will keep people searching for things. once it IS build, depending on what it is (each structure should have bonuses, for example, in a gas station youll have gas which u can cook with. fuel cars etc) u are safer from zombies, but u have something to maintain and hold on to! you can assign rooms to be storage rooms, a room for food where u stockpile it, a room for ammo and weapons. after a while it will create a BIG sense of accomplishment and an overall "real world" feeling. because this IS what you would want to do if zombies come. advanced versions would allow u to build and sustain small crop/vengtebles growth. this also makes the game dinamic and real because people would go scouting for other peoples forts to take over, its a risk to raid it and take over because they are fortified, but if u are well armed maybe u can do it! u can destory the fort or take it over. and who do u kill? do u keep the doctor and cook alive? you do because u need them. (my take on the professiosn suggestion here:http://forums.dayzgame.com/index.php?/topic/183479-perksskillsprofessionsstats/)*gained professions: alright so, it only makes sense that if you have the above fort as i suggested, you're going to need rules, right? so ull have someone that cooks, someone that patrols and keeps watch, some guy that tends to everyone's wounds, someone that repairs. each of these should EVENTUALLY become skills they are BETTER AT, and if a portion of that lasts through death, it could give a tiny sense of progression in the game. i know that isn't entirely in the tone of "the only thing that carries is your (the players) experience) so that's fine too. but the person that makes the food every day, should have a bonus that means he makes better food, needs less ingredients , it tastes better, more nutritious etc. - if you fix the fort and build the fort all the time, u SHOULD be better at it, work faster, less resources are wasted etc.this also adds another aspact to the game... if/when the doctor wonders of, for example, to tend to a fellow fort memeber that *born profession: well, seems really strange to me that everyone is a nobody when they spawn instead of having random bonuses. some guy WAS a doctor, one was a lawyer (no useful skill) one was a hunter, you see where im going with this. if you add this to the game, maybe in combination with the above, it could lead to a more profound game experience.even if these would be super rare and even provide a tiny bonus (perhaps the better u are at the game and survive longer, ur next spawn has a higher chance to spawn with a skill) because lets assume there are forts inplace, u could come asking to join saying "i used to be a doctor, i can be usefull" it would also add an aspect to the game we dont have yet, someone comes to kill you "wait wait, im a trained doctor (gained profession), he can spare you, have you heal him, take you to his grp i know these are long term but i think thats fine, DayZ has been here for a while but hopefully itll be here years to come, and i think that things like these can improve it drastically.כדכ Edited July 8, 2014 by Qayin 1 Share this post Link to post Share on other sites
germandude 0 Posted July 8, 2014 barricading and advanced housing system is fine but everything should be destroyable by grenandes or other explosives and not presistent downvote on professions since its not an RPG but an open world sandboxy style surival gamebuilding reparing and upgrading the enviroment is faster and efficentely done with multiple players doing the same task exp: one guy is woodworking tree trunks in to wooden boards one is moving the trunk into place and the other one puts them together to create a shed/shelter whater ever. since dayzSA inherited the enginge from booth arma2/3 series wood is no good protection agains 9mm and UP, anyone with an akm or m4 could just float an entire shelter with bullets within seconds....You Are Dead! Share this post Link to post Share on other sites
UltimateGentleman 355 Posted July 8, 2014 I still don't get why people are so against any kind of profession system but complain when anything isn't realistic enough in the game, like, lol. Everyone having different skills IS realistic, so long as we can eventually learn all the skills there's nothing wrong with it. Anyway I like the sound of it but I don't think we really need anything that advanced, I mean what's enjoyable about staying in the same place all the time? And what if you get killed by bandits and they take over? They could just sit in the bushes nearby and watch you build a base for them.It's better to just take an existing building like a small hut hidden away somewhere and make it your own. I'm not sure how they could keep it persistent though, maybe if you go on another server you spawn in with your house upgrades, since every house in the game is going to be in the same place on every server.So if nobody happens to have made a base there, your base spawns in. If someone has made a base where yours is, you can't join the server. I doubt conflicts like that would happen so often that it wouldn't work out, with 64 bit servers I doubt spawning a few bits of wood and a safe would be too much hassle Share this post Link to post Share on other sites
Rigor Mortis (DayZ) 141 Posted July 8, 2014 While it's true that in the real world people would band together and try to build safe zones, in this game that would be very dull unless the dynamics of the game changed drastically (ie zombie hordes wandered the wilderness and you had to defend against them or hide from them). The persistence issue is also a big problem as UltimateGentleman mentioned. I think what will make the game more interesting is simply adding some kind of threat more often -- here's a brief list: - dangerous wild animals (snakes, wolves, bears, big cats, spiders, etc)- disease (stagnant water, decomposing bodies, rotten fruit etc)- more zombies and roaming hordes of them, not just a few scattered through towns- more players I believe most of those are already planned for the game... and once they are included, you will have more than enough stuff to keep you busy just surviving. Share this post Link to post Share on other sites
Qayin (DayZ) 1 Posted July 9, 2014 in no way do i think they should be permenent! and that is why you can upgrade them slowly - you start with weak wood... eventually u can strip car parts and use those. yes more threats are needed but forming a society will be SUPER HARD and getting to that point where u have a small field to grow things and big stockpiles will also be hard since the better ur shelter is the bigger target it will be. so ull need to take new people in to defend it, but who do u let in? how do u know that person wont kill everyone by surprise? thats just the way i see it. Share this post Link to post Share on other sites
TinUKCS 20 Posted July 9, 2014 I'm not sure how they could keep it persistent though, maybe if you go on another server you spawn in with your house upgrades, since every house in the game is going to be in the same place on every server.So if nobody happens to have made a base there, your base spawns in. If someone has made a base where yours is, you can't join the server. I doubt conflicts like that would happen so often that it wouldn't work out, with 64 bit servers I doubt spawning a few bits of wood and a safe would be too much hassle I think, with all the dev messages about persistent items and base raiding for parts, your base only stays on the server in which you've built it. It won't carry over to other servers. in no way do i think they should be permenent! and that is why you can upgrade them slowly - you start with weak wood... eventually u can strip car parts and use those. yes more threats are needed but forming a society will be SUPER HARD and getting to that point where u have a small field to grow things and big stockpiles will also be hard since the better ur shelter is the bigger target it will be. so ull need to take new people in to defend it, but who do u let in? how do u know that person wont kill everyone by surprise? thats just the way i see it. Well your boarded up home should be permanent in my eyes. That is, if you maintain it. But I don't want the wear and tear to be so progressive that I have to work on it everyday. Although upgrading it to a certain extent wouldn't be bad imho, I think Rocket stated something along the lines of player bases being safehavens against zombies, but not so much against hostile players. On professions: Meh, I don't know. When it comes to building faster, cooking better or healing someone faster, I won't be against it or for it. Might be a nice touch, but I won't miss it if the devs decide not to do it. Share this post Link to post Share on other sites
UltimateGentleman 355 Posted July 9, 2014 I think, with all the dev messages about persistent items and base raiding for parts, your base only stays on the server in which you've built it. It won't carry over to other servers. Hmm, not sure I like that really. I mean I'm all for reducing server hopping but staying on one server would be annoying, what if nobody is playing or if they're not the kind of people you want to play with? Or what if the admins change the time so that it's always going to be night when you get a chance to play. The way I suggested it I think it could solve more problems, other than when it glitches out and two peoples bases are slammed together or totally deleted but if it was working fine I think it'd be the best way. People would just need to be smart about where and what they make a base, nothing high profile like barracks or piano houses. Actually with that things like barracks with good loot drops should be off limits so you can't spawn everywhere and get loot or remove it. Share this post Link to post Share on other sites
TinUKCS 20 Posted July 9, 2014 Hmm, not sure I like that really. I mean I'm all for reducing server hopping but staying on one server would be annoying, what if nobody is playing or if they're not the kind of people you want to play with? Or what if the admins change the time so that it's always going to be night when you get a chance to play. The way I suggested it I think it could solve more problems, other than when it glitches out and two peoples bases are slammed together or totally deleted but if it was working fine I think it'd be the best way. People would just need to be smart about where and what they make a base, nothing high profile like barracks or piano houses. Actually with that things like barracks with good loot drops should be off limits so you can't spawn everywhere and get loot or remove it. Well, the thing with moving bases across servers, it's extremely exploitable. That and there are some problems, like who owns the base? I mean, it's probably going to take several people in order to make one. Do all the contributors have to move to a different server in order to move the base? Or does the game assign a "owner"? About the exploitable part: Let's assume for arguments sake, the game assigns the base to one "owner", like me. I see a group of bandits , looking for my base and precious loot. I log out and go to a different server. Poof, gone is the base. Now, before anybody calls me out on the obvious 'Eventhough it's exploitable, that doesn't mean it shouldn't be added', you're absolutely right. Exploits are in the game right now, even with basic and necesarry stuff and exploits will/should be fixed. However, I do think the problems with moving bases are bigger and thereby more detrimental to the game than non-moving bases. As for not making bases in high profile buildings: when dynamic lootspawns get implemented, I think the system should be able to detect if a certain building is "player owned". If that's the case than the system won't spawn loot in that particular building for the duration of the base being present. If the base is gone for an X amount of time, the building can be put back on the list of lootspawn locations. Having said all that, nothing is set in stone. I too wonder how they will combat empty servers. It would be quite irritating if you pay for a server, play on that server and nobody gets on it. Though you can always advertise for it: MUCH LOOTZ FOR EVERYONE1111!!!!!. Those servers always tend to be quite full, eventhough it isn't different from any other server. Share this post Link to post Share on other sites
UltimateGentleman 355 Posted July 9, 2014 Well, the thing with moving bases across servers, it's extremely exploitable. That and there are some problems, like who owns the base? I mean, it's probably going to take several people in order to make one. Do all the contributors have to move to a different server in order to move the base? Or does the game assign a "owner"? About the exploitable part: Let's assume for arguments sake, the game assigns the base to one "owner", like me. I see a group of bandits , looking for my base and precious loot. I log out and go to a different server. Poof, gone is the base. Now, before anybody calls me out on the obvious 'Eventhough it's exploitable, that doesn't mean it shouldn't be added', you're absolutely right. Exploits are in the game right now, even with basic and necesarry stuff and exploits will/should be fixed. However, I do think the problems with moving bases are bigger and thereby more detrimental to the game than non-moving bases. As for not making bases in high profile buildings: when dynamic lootspawns get implemented, I think the system should be able to detect if a certain building is "player owned". If that's the case than the system won't spawn loot in that particular building for the duration of the base being present. If the base is gone for an X amount of time, the building can be put back on the list of lootspawn locations. Having said all that, nothing is set in stone. I too wonder how they will combat empty servers. It would be quite irritating if you pay for a server, play on that server and nobody gets on it. Though you can always advertise for it: MUCH LOOTZ FOR EVERYONE1111!!!!!. Those servers always tend to be quite full, eventhough it isn't different from any other server. I think a building should be classified as a "base" whenever someone has put some kind of barricade down, whoever has started making it a base first owns it. Any friends that join you are just guests.It's not perfect but it still works out, ideally you should have your own base and only visit friends(who can be sure they're trustworthy after all) And with that if you barricade building A for the night since they're changing the day night cycle so you might play through it, when you barricade building B either it deletes A's barricades, stops them being yours or makes them drop to the floor. That way people can't claim like 40 houses or anything. As for the disappearing base exploit, if you're in your base or near it maybe you should have to go through an animation like sleep before you log out?So you can't sit with a sniper/binocs watching over your base and think oh shit bandits better log out it will just say "My base is nearby I should rest there"Something like that.As well as that perhaps there could be some sort of delay between you leaving a server and your base following you, if it's going to add to the spawn timer then that's going to reduce server hopping a bit. I guess dynamic loot spawns could work but then you could just get clans claiming all airfield buildings and killing people who come trying to find the loot, that's a perfect killing farm right there. Also if you're killed within a certain radius of your base I think there should be a huge respawn timer, like 300 seconds just so as a reward people get to loot your base instead of you spawning in another server and keeping all but what you had on your person. Although what I said about the spawn time increase could factor in to that anyway. Share this post Link to post Share on other sites
Qayin (DayZ) 1 Posted July 9, 2014 see guys?its needs fine-tuning but i think this really could be an awesome thing (well as long as the devs can create it i mean) Share this post Link to post Share on other sites
Bings (DayZ) 6 Posted July 15, 2014 I think barricades should be a defence against zombies but not other players. They should be able to be destroyed by melee weapons like axes (people aren't going to be able to build Brick fortresses after all, it's likely going to be wooden barricades) . If people start buildings forts of loot, it's basically a big sign saying "hack me". Plus the idea that players can long term section parts of the map for themselves is quite silly. Share this post Link to post Share on other sites