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TheButtSatisfier

Emissions - forces players indoors every few hours

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Did a search in the forums to see if this idea was suggested before, and since I didn't find anything, figured it would be worth submitting to spark some conversation. If anyone has any valid feedback I'll try to monitor the thread and keep a concise list of updates here in the primary post. Furthermore, if this idea was already suggested please let me know and I'll link over to that thread to give credit where it's due.

*** The suggestion ***

First, watch this video.

Now, here's the concept: every (X) amount of time, slightly randomized so that it's not clockwork, an "emission" occurs across the entire Chenarus map. The emission itself happens after a visible and audible warm-up period (usually rumbling and red skies) which lasted about a minute or so, and could be adjusted for DayZ appropriately for balance. The player would have to run indoors in order to avoid being killed. Now while the emission in the video above for Stalker was based on psychic emissions which can kill the player, that mechanic obviously won't work for Day-Z. I'm primarily concerned with the effect and not so much with the backstory, but we could call it a nuclear power plant ejection of fallout, some sort of plague-storm, I don't know - you get the point.

*** How this would enhance the game ***

While playing last night I ran into a building, and as always, was checking every room to make sure that I was alone. It occurred to me: what would happen if some environmental, map-wide factor forced all players to run like hell to a form of shelter? What if this happened in the NW airfield? All the sudden there's a massive face-off in the fire station or control tower or barracks as people flee the carnage outside. Or maybe they negotiate a cease-fire under those conditions over voice chat (unlikely, I know): but it would force people at certain times to group together in a very uncomfortable manner.

People running through the wilderness would have to stick somewhat close to a form of shelter unless they knew an omission occurred recently.

People running in terror would also attract a wave of zombies as they flee to shelter, so as soon as they get in they'd have to deal with the incoming horde in their wake.

*** Some questions regarding balance ***

- A tent as a form of shelter?

- A vehicle as a form of shelter? (bicycles, ATVs, motorcycles, boats would not apply)

- Airborne vehicles would crash once the emission begins?

- Infected left outside die during an emission? (Would had an interesting "reward" factor to emissions, but with a twist - you could run to high-loot areas, but you'd probably encounter others doing the exact same thing)

- As soon as an emission begins to warm up all players get the "shock" status applied to them to deter people from simply quitting to avoid the effects

- The effect itself: maybe a ridiculous amount of lightning? I know it scares the bejeezus out of me at night when I'm not expecting it, so having it happen in high volume without any rain might be indicative enough to run like hell.

*** Other comments ***

None so far; let's hear what you have to say! Even if people think this is a shitty idea I'd love to hear something constructive and mature about why they think that; that way we can at least make a complete thread with all intelligent pros/cons for others in the future should they decide to revisit this idea.

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Not enough buildings that can be entered. The map is mostly forest, there would have to be a significant warning period if you hope to find shelter.

Also what if you join a server right as it happens? You'll die instantly.

The other day I was watching the Silent Hill movie and thought; "What if there was a similar environmental effect?" Loud siren, fog rolls in, Zeds go berserk or a new type of monster spawns. Flares would keep it away, but attract Zeds etc.

Also the subject line is too long to reply easily

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(Yeti)

"Not enough buildings that can be entered. The map is mostly forest, there would have to be a significant warning period if you hope to find shelter."

- Agreed, though I also think this would add to the aspect I mentioned where it would force players into close quarters and reward players with a solid memory of enterable locations in any given town. Most players might run to the barn, but you might avoid that if you jump inside a shed.

What do you think an applicable time frame would be? 5 minutes? 10?

"Also what if you join a server right as it happens? You'll die instantly."

- Good point. Perhaps there's a temporary immunity to this form of damage upon join (additionally, you wouldn't gain the shock status during that same period of time) somewhere along the lines of 10 seconds or so?

"Also the subject line is too long to reply easily"

- Nice catch; I've edited it to be more concise. Noob mistake on my part.

I'll update my original post in a little bit with this feedback.

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i like your idea, but what if your running inside, and as you do a zombie runs inside with you, he wouldnt die either! you would be stuck inside with a zombie...and you dont have the weapons to stop him!

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What's to stop people from just logging when the blast comes?

This sort of sudden artificial impetus doesn't seem in-keeping with Day Z's style.

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horrible idea, destroys the benefits of tactical team work, would DC every time

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What's to stop people from just logging when the blast comes?

This sort of sudden artificial impetus doesn't seem in-keeping with Day Z's style.

This.

Also, why do these emissions occur? They are explained in STALKER, but what's the explanation behind their occurrence in DayZ?

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(Sandy State Phantom)

"horrible idea, destroys the benefits of tactical team work, would DC every time"

- Mind going into more detail here? In what way would it destroy the benefits of tactical team work? Wouldn't a tactical team have an advantage storming a building during an emission?

Also, I don't think this would work whatsoever unless there was DC protection built in. Rocket has said that it's coming, so this feature could piggyback on whatever fix comes though.

(Techercizer)

"This sort of sudden artificial impetus doesn't seem in-keeping with Day Z's style."

- This I can somewhat agree with, but I think that this would apply to Rocket's primary effort to have DayZ evoke emotion. I'd see this being terrifying, but I agree with that point; this feature would feel a bit artificial.

(TheProphecy)

"Also, why do these emissions occur? They are explained in STALKER, but what's the explanation behind their occurrence in DayZ?"

- That's a part I'm also a bit lost on; I feel that this would have a positive impact on the gameplay, but I don't know how to incorporate it in the story. I tossed around a few ideas in the OP but I'm certainly open to suggestions.

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NAh sorry..Thats Stalker world with radiation.Rocket loves realism inside of game or as much realism as the brain can still take. :) Better is more severe weather with heavy jacket skins,camp fires needed when your temps drop too low,heat packs etc.

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GET OUT OF HERE, STALKER.

I loved STALKER, but this won't fit into DayZ. There's no Nuclear Power Plant that has melted down to cause emissions, there's no radiated landscape, there's nothing that suggests an emission could even exist/ravage the landscape. Also, this could be against what Rocket wants with his story.

Sandstorms or Snowstorms or some kind of mysterious fog might be nice, but again I don't think anything like this is what Rocket wants in the mod.

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