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omgwtfbbq (DayZ)

Isn't item permanence counterintuitive to permadeath?

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All the stuff you put in a tent had to be looted from somewhere and carried back there. Its like having money in the bank (that other people can access). When you run out of money (die) you can use your savings (tent stash) or make some more money (loot more gear) which I only like to do when I have nothing of real value on me.

 

The tents were a big part of what made the mod great but some of the people in this thread would not know about that......

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All the stuff you put in a tent had to be looted from somewhere and carried back there. Its like having money in the bank (that other people can access). When you run out of money (die) you can use your savings (tent stash) or make some more money (loot more gear) which I only like to do when I have nothing of real value on me.

 

The tents were a big part of what made the mod great but some of the people in this thread would not know about that......

 

I played the mod. I still didn't like the tents then. DayZ strives for realism, so why can I die, then get stuff from a now dead version of me? With tents, DayZ doesn't involve death so much as it has reincarnation. Death should mean permadeath. One of the big points of DayZ is that when you die, you're permanently dead. There is no true compromise to having tents with permadeath other than giving items player IDs that expire on death. Because this is difficult/impossible, the solution is to not have tents. However, I am in the minority on the strive for realism over fun. Sure it isn't fun to suffer from starvation desperately looking for food in a wasteland, but it gives tension...atmosphere...immersion, any you'd like. Yes, it's more fun to go back to Elektro firefights without the two hour gearing time, but as mentioned endlessly, DayZ is supposed to be an "anti-game", take that for what you will. It doesn't play by conventional video game rules, so it's questionable when they introduce them.

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I played the mod. I still didn't like the tents then. DayZ strives for realism, so why can I die, then get stuff from a now dead version of me? With tents, DayZ doesn't involve death so much as it has reincarnation. Death should mean permadeath. One of the big points of DayZ is that when you die, you're permanently dead. There is no true compromise to having tents with permadeath other than giving items player IDs that expire on death. Because this is difficult/impossible, the solution is to not have tents. However, I am in the minority on the strive for realism over fun. Sure it isn't fun to suffer from starvation desperately looking for food in a wasteland, but it gives tension...atmosphere...immersion, any you'd like. Yes, it's more fun to go back to Elektro firefights without the two hour gearing time, but as mentioned endlessly, DayZ is supposed to be an "anti-game", take that for what you will. It doesn't play by conventional video game rules, so it's questionable when they introduce them.

Well, good luck convincing them to remove content that they spent a good amount of time working on, and are very passionate about.

 

Dean: "Sorry artists, we have to remove your tents from the game"

Artists: "But... but, why!?"

Dean: "A couple of players feel that they personally violate DayZ's ULTIMATE 100% REALISM SIMULATOR ANTIGAME RULE"

Artists: "But..."

Dean: "Nope, sorry, the next patch is removing persistent items from the game completely, that goes for you too, programmers"

Programmers: "But we've been working on this since the Alpha was released"

Dean: "Well, when I stated that I'm not going to cater to the majority, I obviously meant that I am going to cater to the minority. Artists, delete the models from your computers, programmers, get rid of that code. Now."

 

 

The game doesn't need to be as realistic as possible, to the point of completely violating "fun", in order to add "immersion" (which is completely subjective). I'm able to feel immersed in the game as it stands. Sure, there are things that can break it, but I don't think the fact that people can place tents and store items in them is going to ruin my experience.

Edited by Chaingunfighter

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How about upon the player dying, any items that they possessed in tents or other various containers drop 2 condition levels. So pristine items become damaged, and damaged items become ruined. This would reduce clans' glaring advantage in gear hoarding capabilities.

With this mechanic, players with large stashes of gear would be hesitant to get into a death matching cycle as all of the items in their stash would become ruined if they died even twice before retuning to it.

I'm not sure how demanding this kind of connection between players and their stashes would be on the engine, but it's a thought.

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There are a percentage of players who fight for your cause by seeking out said tents and relieving them of their booty.

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What do you think people did on the mod? Get a tent, put it full of backup loot, fix a car, put it full of backup loot. It is the same story, just with high res textures now :). Also keeping a stash and hoarding is kinda human's nature. It is baked into the brainz.

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I feel like you've posted this topic before. The dev team obviously does not share the same vision of DayZ that you do. They feel that tents and persistent storage are a big part of the game and I don't see that changing. 

 

I play with a squad of friends and a big part of mod (for us) was building big camps and hoarding a bunch of loot. Some of you might find that boring or unnecessary but it was a nice, and fun, hobby. Eventually they would be discovered and looted/destroyed but that's part of the magic, starting over!

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How about upon the player dying, any items that they possessed in tents or other various containers drop 2 condition levels. So pristine items become damaged, and damaged items become ruined. This would reduce clans' glaring advantage in gear hoarding capabilities.

With this mechanic, players with large stashes of gear would be hesitant to get into a death matching cycle as all of the items in their stash would become ruined if they died even twice before retuning to it.

I'm not sure how demanding this kind of connection between players and their stashes would be on the engine, but it's a thought.

Only problem is, what if you killed someone at their stash? Then you basically get poor quality gear that was completely unrelated to the firefight.

Or worse, what if someone abruptly dies across the map while you're looting it, should the stuff all just randomly become damaged?

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Waaaaait a minute.

Warp back 3 months ago, the community voice was WHERE ARE THE FRIGGIN TENTS?

Now they give us tents and you complain.

PUT YOUR BIG BOY PANTS ON AND QUIT COMPLAINING.

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Waaaaait a minute.

Warp back 3 months ago, the community voice was WHERE ARE THE FRIGGIN TENTS?

Now they give us tents and you complain.

PUT YOUR BIG BOY PANTS ON AND QUIT COMPLAINING.

 

I never asked for tents. Tents were never in my favor, even in the mod.

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In the DayZ mod I was apart of a clan that essentially "white listed" AKA only allowed clan members in the server and was also connected to the public hive. If you weren't part of the clan, it kicked you. 

 

In the clan server we were performing mass duping, and spawn farming the heli crashes and barracks which is shameful when I look back on it.

 

Hopefully whitelisting doesn't become a feature/thing later on in the StandAlone because I don't want the same turmoil to happen.

that is not a private server, that is a locked public server. there is a difference. you can not load a character from a private server onto a public one.

Edited by hellcat420

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i dont think characters should be able to transfer to another server at all. you should be forced to have a seperate character for every server you play on. all this server hopping for vehicle parts and global loot economy is a bunch of ridiculous crap, server hopping should be impossible, not encouraged. the way the servers in this game are set up that allow characters to move from one server to another is by far the largest design flaw in this game imo.

Edited by hellcat420

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There are solutions to mitigating the conflict between persistence and respawning characters.

 

None of which are perfect, but many of which are worth a try.

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