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hekp

there is no "end game"

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But then what?

I've seen tons of posts saying there is no "end game" in dayz and how it gets boring. As much as i dont agree with the previous statment, it got me thinking anyway.Most of the players seem to get geared up and cant find a reason to stay in game. Im sure simular ideas were already mentioned.

 

 

I was thinking of some sorth of an "end game" That would be only availible to the best of the survivors and would not require some heavy unrealistic expectations from the dev team to make it work.

 

When a player would get hit by a zombie at least once and reach a minimum of, lets say xxx hrs of gameplay on said character,

he would start getting infected symptoms. I believe the number of hrs played should be quite high for the obvious reasons.

 

The infected status should be somewhat like disease, but with much slower progression. The symptoms could be random zombie shouts, uncontrolable scratching, loosing off limbs or whatever interesting the devs could think of. 

 

There should be, just like heli spawns, 3 n-random spawns of "Z-cure". Let it be a random broken ambulance car, or a crate dropped from the sky - im leaving this to you. They should be extreeeeemly rare tho.

 

Uppon finding one, survivors would quickly realise the cure failed to deliver; It will not cure you, but it will restart your infected status back to first stage ("funny taste in my mouth"). That's right, it will only postpone the inevitable.

 

I believe this would create somewhat of a race between the best of chernaus survivors in order to get the cure.

The more infected survivors there would be, the merrier.

 

Additional ideas;

 

Maybe, once the survivor would hit the "infected" status, he could get an option to use Walkie Talkie frequency "Z" where he could get a possible hint on cure location; It would be awesome if it was just a landmark tip, maybe even given out in morse code, but the players could still see the translation in text on bottom left ( personaly i dont really need audio instructions or something super complicated that would waste allot of resources.)

 

The "im dying from ..." stage could be "im so ston braindead/my tongue fell off" which would leave a player unable to talk via VOIP.

 

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I realise the "z cure" has nothing to do with much loved realism in this game but honestly, i dont see any zeds walking IRL either.

As i said, i believe this would create some good competition amongst the best, darwin style. Another thing is, this might reduce the bored out people hunting out freshpawns. or not.

 

Wellp, i tried.

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In my book,best endgame for DayZ rather than vehicles and base building,would be electricity.

 

If it was up to me,i would make it so that access to advanced actions,crafting and maintenance,are only achieved by the help of a generator.

So in return the valuable fuel resources to keep them running would become a mean of currency among survivors.

Be it to run your electric fence,your installed cctv circuit,your kitchen,fridge,your welding gear to fully repair and upgrade your vehicle,or to make advanced building a generator should be essential and your ticket to "luxury".

Edited by Damnyourdeadman
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People say the game gets boring once you're geared up. The obvious answer is to make it impossible to get to the this stage, to draw out the gearing up period forever. You should never have enough food, you should never have enough ammo, you should never be totally healthy, energized and hydrated. This doesn't mean you can't work on getting cars and bases too but if you're constantly worrying about your basic needs the aimlessness which leads to death matching in Electro will be much less of an issue.

 

In regards to your idea the 'lore' is that the player are immune to the infection, although its not set in stone.

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Personally I don't need "end-game". You get Game Over when you die, and you start again. That's perfect for a survival game.

 

The only way to have some "end-game" in a survival game, would be to not have to survive anymore, and start "living" instead. Having an evac off the island, short cinematic, the end, would be "end-game" but wouldn't be DayZ anymore for me...

 

Personally I set myself goals to achieve to keep play sessions interesting.

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Personally I set myself goals to achieve to keep play sessions interesting.

Exactly. This keeps me going.

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People are here talking about just two game stages, gear up stage and an end game stage. Why not have multiple stages and or goals?

I do agree that having mid and long term goals are important to keep the game from being just another DM game in a 'survival setting'.

I think it's important the player and other players get attached to current in game characters. The more ways to express your characters, the more meaning it can be collecting.

Though some people (I suspect KOS players) are against a 'ranking' and or reputation mechanism, because they do not want to be judged or unmasked, I think there is value in such a system. The simplest proof of that is when Frankyonpc1080p meets other players, these other players are often shaken by the honour to meet their hero.

 

Having a limited but extendible life, in combination with an in game identification would be cool. With such a feature we would start to appreciate people of old age again :)

Edited by Troll_Hunter

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People say the game gets boring once you're geared up. The obvious answer is to make it impossible to get to the this stage, to draw out the gearing up period forever. You should never have enough food, you should never have enough ammo, you should never be totally healthy, energized and hydrated. This doesn't mean you can't work on getting cars and bases too but if you're constantly worrying about your basic needs the aimlessness which leads to death matching in Electro will be much less of an issue.

 

In regards to your idea the 'lore' is that the player are immune to the infection, although its not set in stone.

I agree with rarer gear and items to make everything a challenge, but that will tend to screw over persistent servers in the long run.

Maybe if loot spawned differently; as in based on time alive and current equipment, loot spawns or becomes visible when you can see it's location on a per player basis. Meaning that someone who's played longer, with better gear is less likely to find loot and that more people travelling together have a higher chance of spawning additional loot when raiding a single building.

Similarly, high-traffic areas (Electro or Military Bases) would generate more loot while players are there, either encouraging teamwork or combat.

When players leave the immediate area, the loots despawn down to minimal amounts. Additionally, the longer-alive and better-geared a player is, the less likely loot will generate for them, making gameplay considerably harder for them as time goes on, requiring more focus on survival goals than simply combat (Of course, killing players for their food would work too. Though it would be more advantageous to join them as protection and leech off the increased loot spawns).

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No end game! Just game. Every life-threatening situation is a possible endgame.

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People say the game gets boring once you're geared up. The obvious answer is to make it impossible to get to the this stage, to draw out the gearing up period forever. You should never have enough food, you should never have enough ammo, you should never be totally healthy, energized and hydrated. 

This is pretty much what the game should be in a nut shell and we all know it :D  

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I agree with rarer gear and items to make everything a challenge, but that will tend to screw over persistent servers in the long run.

It's definitely going to be hard to balance but that's what we the early access players are here for, so the devs can gather metrics and work out  how best to do it. I think once the central economy is in we'll have a better idea of where they're going in this regard.

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