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zymoclean

Suggestions for EndGame - GitHubWorkInProgress

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I've generated a paper on suggestions I'd like to mail to the developers on penflip (github for writing):

https://www.penflip.com/zymoclean/dayz-endgame-research-continuation

 

Take a look, and let me know what you think. Please contribute as I'm trying to work towards a comprehensive design document, and any help would definitely speed things up.

 

The basic ideas are for endgame quests which would involve a lot of scavenging, traveling across Chernarus, and staying alive (all in the spirit of dayZ). Ideally, multiple quests would be active at the same time, and the game would end once one endgame quest is completed. The quests would be tied to the server, so once you manage to fix a generator or cure machine than anybody can stop by with the next required quest part and contribute. Some quests will be easier for loners to acomplish, while others would take a long time and are preferred for groups. The first quest to be completed will list the final participants in a hall of heroes or something.

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It's a form of salvation limited to only 3 people. I wasn't sure of a boat idea given that this epidemic probably spread around the globe and you'd just be leaving one zombie country to another. Mars colony is just a story that can be changed later on.

WTF. A rocket to Mars?

 

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oh look some more stuff for modded private hives.....

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End game in dayz should be another survived day, and than another, and another. 

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This isn't survival. There is no endgame in DayZ, in that way. Playing the game should feel like being trapped in a hell that you can't bear to free yourself from with a bullet to the head. It should feel desperate.

Edited by scriptfactory

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End game in dayz should be another survived day, and than another, and another. 

Depending on your playstyle you might come to a point where this is getting easy and monotone. I think its reasonable to provide some features beyond simply surviving to the next day. Finally "endgame" depends on the player:

  • The survivalist just wants live another day, his endgame is staying alive, healthy and out of trouble.
  • The architect wants to build a base - the bigger the better and defend it against intruders.
  • The sniper wants to find a good position to shoot other people.
  • The collector wants to own the rarest guns and pieces of equipment.
  • The manhunter wants to stalk and finally kill other players.
  • The squadplayer wants to experience and win group vs. group fights.
  • The mechanic wants to assemble a Helicopter, fly around and maintain it.
  • The lone hero wants to find others and help them in any way possible.
  • The sheriff wants to enforce his code of law (maybe in a certain area).
  • The trader wants to improve the loot economy and provide people (and himself) with gear.
  • The psycho wants to kill all of them and destroy their work.
  • ...

Countless options and I think its a good thing to provide hooks for potential goals and potential rewards (why build a base if it doesn't have any use). I don't see "endgame" features as quests but rather as personal goals that are pretty hard to achieve - something to work towards and that might require you to get the basics first. As lone wolves should struggle to survive on their own most "endgame features" should probably be called "group cooperation rewards" instead but a very skilled and lucky solo player might still be able to accomplish some of them.

 

For example "building a base", "keeping a base", "conquering a base" and "destroying a base" should be viable goals that ultimately also improve your chances of survival (or decrease the chances of your rivals survival).

Edited by Evil Minion

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How dare you say endgame in a sandbox game of survival lol.

Lack of a better word. And maybe a little enjoyment of causing a shitstorm simply by using it.

 

Seeing people go full berserk over some simple word without even thinking about semantics is kinda funny.

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Depending on your playstyle you might come to a point where this is getting easy and monotone. I think its reasonable to provide some features beyond simply surviving to the next day. Finally "endgame" depends on the player:

  • The survivalist just wants live another day, his endgame is staying alive, healthy and out of trouble.
  • The architect wants to build a base - the bigger the better and defend it against intruders.
  • The sniper wants to find a good position to shoot other people.
  • The collector wants to own the rarest guns and pieces of equipment.
  • The manhunter wants to stalk and finally kill other players.
  • The squadplayer wants to experience and win group vs. group fights.
  • The mechanic wants to assemble a Helicopter, fly around and maintain it.
  • The lone hero wants to find others and help them in any way possible.
  • The sheriff wants to enforce his code of law (maybe in a certain area).
  • The trader wants to improve the loot economy and provide people (and himself) with gear.
  • The psycho wants to kill all of them and destroy their work.
  • ...

Countless options and I think its a good thing to provide hooks for potential goals and potential rewards (why build a base if it doesn't have any use). I don't see "endgame" features as quests but rather as personal goals that are pretty hard to achieve - something to work towards and that might require you to get the basics first. As lone wolves should struggle to survive on their own most "endgame features" should probably be called "group cooperation rewards" instead but a very skilled and lucky solo player might still be able to accomplish some of them.

 

For example "building a base", "keeping a base", "conquering a base" and "destroying a base" should be viable goals that ultimately also improve your chances of survival (or decrease the chances of your rivals survival).

You know things you mention are quite different type of "endgame goal" from what the OP suggested. 

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End game in dayz should be another survived day, and than another, and another. 

couldnt agree with you anymore!

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Lack of a better word. And maybe a little enjoyment of causing a shitstorm simply by using it.

 

Seeing people go full berserk over some simple word without even thinking about semantics is kinda funny.

 

yes - its called "trolling" (work out the semantics, big boy)

you and me had a discussion about "endgame" on http://forums.dayzgame.com/index.php?/topic/210199-anti-tank-rifles/page-3#entry2109675

and over there ... I really thought you were trying to make sense and you were just not quite up to it.

But now we know what orifice the shitstorm is blowing from. Why not put your brain in gear instead of crapping on the others who are making a contribution?

 

For instance - "hooks for potential goals and potential rewards" might be interesting, explain a little please ?

And read the OPs contribution, because he's taking a very different line.

 

For myself, some objects that only spawn only in one georgaphical area of the map (and not in the same building all over the map)

would already be enough to start "quests", without needing much else at all.

Let's keep well away from "levels" "quests" " endgame conditions " and "acquired skills".. all that baggage is the dregs of 100000 games, throw it away.

DayZ does not need that, it needs a RANGE of environments and possibilities that are always present, right from the beach.

 

Example for OP zymoclean  check out - http://forums.dayzgame.com/index.php?/topic/210699-machine-shop/#entry2109607

This is not a "quest" at all, except you might have to travel a distance to get there, you might need help, there are dangers and rewards involved, but it's something that always exists, not a "set up special adventure". This is in the direct line of DayZ, like e.g. raids on NWAF in the Mod when the zombies were a serious threat

 

xx pilgrim

Edited by pilgrim
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A cure for the infection have been mention few times... was a brilliant thread in the Steam forum about it, but it got lost in cyberspace and eaten alive by trolls...

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How dare you say endgame in a sandbox game of survival lol.

Sandbox games have an endgame too.. just not in the "traditional" way. Running around killing things over and over again for no reason is not fun in the "long term".

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Sandbox games have an endgame too.. just not in the "traditional" way. Running around killing things over and over again for no reason is not fun in the "long term".

 

Guess you threw away your CoD collection then ?

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Guess you threw away your CoD collection then ?

I guess you never played a sandbox game before, huh ? Best example is The Elder Scroll games... which are "Sandbox" games, you can play how ever you want, do what ever you want, be who ever you want, and they don't really have an "end"... but they have an "endgame". 

Edited by Cpanther
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Running around killing things over and over again for no reason is not fun in the "long term".

1397180141938.jpg

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1397180141938.jpg

 

Hey, i just travel to the future and i found a picture of you in DayZ many years from now...

 

crazyGuy.jpg

 

Looking good....

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Hey, i just travel to the future and i found a picture of you in DayZ many years from now...

 

Looking good....

You're a funny guy Cpanther

I like you

That's why I'm going to kill you last

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You're a funny guy Cpanther

I like you

That's why I'm going to kill you last

If you find me... :P

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If you find me... :P

3476687-tumblr_mwx20s00zx1ry8rcwo1_250.g

Edited by General Zod
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Running around killing things over and over again for no reason is not fun in the "long term".

 

Which is why the game needs more items that enhance gameplay, not endgame stories and shit.

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Which is why the game needs more items that enhance gameplay, not endgame stories and shit.

I wasn't talking about stories as such.. i use The Elder Scrolls because is a good example of how a Sandbox game should feel. More like... giving people a "direction" to follow, or an "objective". 

Edited by Cpanther

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I wasn't talking about stories as such.. i use The Elder Scrolls because is a good example of how a Sandbox game should feel. More like... giving people a "direction" to follow, or an "objective". 

 

Do you really feel that is necessary for DayZ? I mean, if we are given the correct tools with mechanics that significantly alter gameplay new scenarios will create themselves automatically.

For example (just using your first idea):

  • Add virus sample extractor, centrifuge and virus analysis device to game.
  • Use the extractor (x) amount of times and then stick everything into the virus analysis device. Doing this will result in a blueprint for an anti-virus.
  • Using the blueprint as a guide, pick up a list of random items. These items can be combined in a centrifuge to make one antidote that cures a zombie.
  • Use the antidote on a zombie and your friend can spawn in as that zombie using an "invite to game" popup in Steam. He loses any other characters he had on the same shard. Meaning, they are just deleted.
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Do you really feel that is necessary for DayZ? I mean, if we are given the correct tools with mechanics that significantly alter gameplay new scenarios will create themselves automatically.

For example (just using your first idea):

  • Add virus sample extractor, centrifuge and virus analysis device to game.
  • Use the extractor (x) amount of times and then stick everything into the virus analysis device. Doing this will result in a blueprint for an anti-virus.
  • Using the blueprint as a guide, pick up a list of random items. These items can be combined in a centrifuge to make one antidote that cures a zombie.
  • Use the antidote on a zombie and your friend can spawn in as that zombie using an "invite to game" popup in Steam. He loses any other characters he had on the same shard. Meaning, they are just deleted.

 

That IS a direction.. and an objective.  ;)  We are in the same page.. trust me.

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