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FlimFlamm

The End Game

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I wasn't able to find a good thread on this topic so I decided to make one. Basically the questions is broad. What, if any, should there be in terms of "end games" in DayZ?

 

'End game' is the final or highest activity that a player engages in. Once a game is completely mastered by a player, all that is left to do is more of the 'end game'.

 

The end game of DayZ is rather unique because every life can potentially be considered a new game, but the end game still exists in the context of that life.

 

The current end games (yes, there are, can, and should  be more than one kind of end game) in the standalone are limited because we still lack features, but as it stands the current end games are:

 

Survival. The first game for all players is simple survival. The game is quite hard at first and we all strive simply to make it inland in our Bambi dayz. This end game has recently got a buff in the form of primitive survival/ hermit style living. (loving it)

 

Running and Gunning. This is what I call players who constantly move around on foot perfecting the perfect and ultimate load-out while looking for pvp action. This has always been a mainstay end game in the DayZ mod and will continue to be popular in the standalone. This is your bandit, this is your hero.The real militant guys who have often wrecked your day. :)

 

Camping/Loot stashing. These are the people who prefer to get the loot and then like to sit on it for as long as possible and amass as much as possible. Hide tents and build small camps, often moving them along with their precious loot stores. Vehicles are highly prized by these players because they can move a lot of loot very quickly.

 

This is basically all that exists so far when it comes to end games in the standalone. Some large groups can do great things with their camps and vehicles, but it feels like there lacks something more worthwhile or interesting to invest time into.

 

Here are the end games I would like to see:

 

Base building: I would like to see base building but not exactly in the same way as in the epoch mod (Sky fortresses). With some very basic modular construction elements like fortified doors and boarded windows almost all of the buildings in chernarus can become potential player bases. If we are given something mroe substantial like the ability to construct palisades from trees then players could have the basic requirement for a place of their own construction. I'm not exactly sure what sort of things they should be able to construct, or how, beyond wooden palisades, but I'm sure there is something viable, realistic, and dynamic we can come up with.

 

Actual base-building sets itself apart from the current end games in a big way. the building of a base is something more long term and more permanent feeling than anything else we have so far. It is at this point that when players die, they don't just try to live a new life, they try to recover the shambles of their old one because they have much more invested than just a load-out of gear or a vehicle. It gives players something to constantly play with in creative and functional ways. It's simply essential.

 

Vehicle Modding/construction. If we can get wooden palisades, then we can protect vehicles from the average riffraff. It would be a wonderful end game if there were 101 ways that we could customize, modify, and improve our vehicles. If we could construct our own makeshift vehicles, constantly be upgrading their engines, their armor, their fuel capacity, painting them and finding better tires, we would have a very long lasting way to explore the game and invest our time in functional ways. I envision some players opting to not build a base at all, and instead living out of their vehicle which they constantly move around and improve. Groups of players who decide to live this way would travel the roads, whether benevolent or malevolent, and likely terrify all before them. (Road warrior/mad max anyone?). And yes, before you ask, they would worship guzzoline,

 

Server Domination. Forming alliances and making enemies between groups is when DayZ brings a real feeling of community to individual servers. I would like to see things like CB radio networks being established, and any other possible realistic way that groups could begin to interact and network with one another without bullets being the primary language. A global chat is a start but it's unrealistic and is immersion breaking, some sort of middle ground must be found. Perhaps if players were given a longer range walkie talkie as a part of their standard loadout? This along with more vehicles and base building will be the basic tools required to really see that so called 'emergent gameplay that the devs have previously alleged they desire

 

 

 

 

What kind of end games do you envision for DayZ?

Edited by FlimFlamm

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Nothing. The game should just give you bunch of options for things to do, and then you do them or you don't do them. Complete sandbox experience. But the only objective, the only goal, the only mission of the game should be "Stay alive".

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End games? We don't need no stinking end games?

Why do you insist that DayZ has to have an end game? Clearly you don't like players who create camps and stock up on food. Your prejudice was clear by your description.

You're missing what makes DayZ unique compared to other games. That it can be played in so many different ways. I see people playing combinations of what you list above. You think as if people are going to pick one play style and never deviate. I have never encountered or played with anyone who plays DayZ just one way as you seem to suggest.

DayZ is far from completion. And how it's designed so far gives me the impression it will be around for a long time when it's finally released. Let people play it however they want. Leave it at that. I personally don't see any purpose for a so-called "end game".

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You guys are missing the point. I have nothing against people who camp and stock up food, I am one of them. Re-read my description without bias :)

 

The point is that I want a lot of things to do. I never said there should be one end game, but we need to actually hash out the features we want.

 

A true sandbox would be great, but we don't have the processing power to simulate sand :(. We need a compromise. The things I have listed are not "The Only End Game". End is a red herring. All I care about discussing is the ultimate functions we should be able to perform at the peak of our experience and ability.

 

What I would like is for you guys to share your vision of your own ultimate playstyle. What features does it include?

Edited by FlimFlamm

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Holding up players and either playing nice or mean, your choice, is easily the hardest playstyle/endgame in dayz. It requires stealth, firepower, and more than a little charisma. It's also a good way to get killed. Especially when attempting it alone.

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I think in order to provide a complete sandbox experience end game elements are necessary. Otherwise you would reduce the game to easily accessible early/mid game features - which is actually pretty far from a "complete sandbox". There should be features only really available if you have the time, resources or manpower needed and that might actually change the environment.

  • Base building/barricading is definitely a thing especially if it actually takes time and effort to pull off in contrast to magically spawning walls or buildings on the map.
  • Vehicles and other machines you need to get your ands on, get going and maintain. This shouldn't be easy and for some machines/vehicles extremely hard or almost impossible for lone survivors.
  • Horticulture should also be more of a endgame feature with crops growing over extended periods of time and needing regular care as opposed to the "quickly generate some food" we got right now.
  • Companion animals were discussed as well. Taming and maybe even training dogs/horses might be interesting.
  • Improved character/player identification features could make it possible to form communities and incorporate improved social elements like renting or bounty hunting.
  • In the same vein advanced player communication options could open up social options: drawing on paper, spraying walls on pinning notes on them, in game photography where you can give the pictures to other survivors or leave them behind.
  • The crafting system could be expanded on so you can create specific valuable items from rare resources (like some types of medicine). The difficulty might be in getting the right resources, the right tools in the right condition or doing it just right.
  • Applying a significant cost to server switching while keeping the connections and introducing items/parts of extreme rarity might allow for trade to evolve where some players loot through servers in search for rare items while others try to get specific parts together. Would also fix the current server hopping issue.
  • A greater variety in environmental hazards and PvE threats might expand on the survival part and allow for a diverse and challenging experience even if you decide to go full hermit.

In any way going beyond the early/mid game elements should be an option and require significant effort all while being vulnerable to loss (destruction, takeover, decay from lack of maintenace). However they should persits enough to be worth putting effort in.

 

Example: Basebuilding - Actually building a base should require quite some investment in time and resources. Otherwise bases would just pop up all over the place and in the end Chernarus would look like it was subject to trench warfare. Now this significant effort should somehow pay off which means base destruction/takeover should require quite some effort as well. Now we basically got two end game elements: Building and raiding where the latter might be closer to burglary unless the owers put in the additional effort of having guards around. A lone wolf who just happens to stumble across a completed base somewhere should usually not be able to get anything off it unless there is a significant weakness. He might come back later though bringing friends and dedicated equipment...

Edited by Evil Minion
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all i need is after the black screen "you are dead" is some statistic sheets, "your toon lived xx days", you can see on the map where you traveled and settled....nothing more is what i need as "endgame"

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I think in order to provide a complete sandbox experience end game elements are necessary. Otherwise you would reduce the game to easily accessible early/mid game features - which is actually pretty far from a "complete sandbox". There should be features only really available if you have the time, resources or manpower needed and that might actually change the environment.

  • Base building/barricading is definitely a thing especially if it actually takes time and effort to pull off in contrast to magically spawning walls or buildings on the map.
  • Vehicles and other machines you need to get your ands on, get going and maintain. This shouldn't be easy and for some machines/vehicles extremely hard or almost impossible for lone survivors.
  • Horticulture should also be more of a endgame feature with crops growing over extended periods of time and needing regular care as opposed to the "quickly generate some food" we got right now.
  • Companion animals were discussed as well. Taming and maybe even training dogs/horses might be interesting.
  • Improved character/player identification features could make it possible to form communities and incorporate improved social elements like renting or bounty hunting.
  • In the same vein advanced player communication options could open up social options: drawing on paper, spraying walls on pinning notes on them, in game photography where you can give the pictures to other survivors or leave them behind.
  • The crafting system could be expanded on so you can create specific valuable items from rare resources (like some types of medicine). The difficulty might be in getting the right resources, the right tools in the right condition or doing it just right.
  • Applying a significant cost to server switching while keeping the connections and introducing items/parts of extreme rarity might allow for trade to evolve where some players loot through servers in search for rare items while others try to get specific parts together. Would also fix the current server hopping issue.
  • A greater variety in environmental hazards and PvE threats might expand on the survival part and allow for a diverse and challenging experience even if you decide to go full hermit.

In any way going beyond the early/mid game elements should be an option and require significant effort all while being vulnerable to loss (destruction, takeover, decay from lack of maintenace). However they should persits enough to be worth putting effort in.

 

Example: Basebuilding - Actually building a base should require quite some investment in time and resources. Otherwise bases would just pop up all over the place and in the end Chernarus would look like it was subject to trench warfare. Now this significant effort should somehow pay off which means base destruction/takeover should require quite some effort as well. Now we basically got two end game elements: Building and raiding where the latter might be closer to burglary unless the owers put in the additional effort of having guards around. A lone wolf who just happens to stumble across a completed base somewhere should usually not be able to get anything off it unless there is a significant weakness. He might come back later though bringing friends and dedicated equipment...

 

all what you wrote is what makes the mod for me as "lone wolf" stopped playing the mod.

 

i only speaking for me, i didn´t want to play with fully geared "M4 and 60rounds mags guys" all around!

those clans "disclaim" this is our new server and you have to do what we say, i don´t and will not like it.

Sure, those clans have the problem which is made from spawning far away from their dudes, but it is not enough, they will join their own server (with no risk) and "spawn together" on their "target server".

 

in my opinion, we don´t need any "endgame" the endgame is "you are dead" and naked at the beach

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all what you wrote is what makes the mod for me as "lone wolf" stopped playing the mod.

 

i only speaking for me, i didn´t want to play with fully geared "M4 and 60rounds mags guys" all around!

those clans "disclaim" this is our new server and you have to do what we say, i don´t and will not like it.

Sure, those clans have the problem which is made from spawning far away from their dudes, but it is not enough, they will join their own server (with no risk) and "spawn together" on their "target server".

 

in my opinion, we don´t need any "endgame" the endgame is "you are dead" and naked at the beach

 

That was when the game was easy, and you could get black hawks and such. It wouldn't be the same unless they had about 30 dedicaded clan mates playing at all times, otherwise their agression would result in their destrution.

 

DayZ players are far better at destroying things than creating them. With a bigger map and more places to hide, more difficulty in everything, the only people who can control entire servers will be massive groups who are deserving of it.

 

I played quite often as a lone wolf on the mods with my autogyro. I liked that there were big powerful morons around. People to rob. All the extra stuff going on around you as a lone wolf, for me, only makes it more exciting.

Edited by FlimFlamm

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I would like it if there was a game mode where everybody logs in as a newspawn and when you leave the server, that life is over. You play til you drop or decide to end it. I don't think this should be the standard game mode but more of a quick-trip if you want to do something different.

 

As the game is right now the exciting part of it is the gearing up part, surviving with very little against all odds and better geared players. Once you get geared, the only challenge that exist is pvp, which isn't working super-great.

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You guys are missing the point. I have nothing against people who camp and stock up food, I am one of them. Re-read my description without bias :)

 

The point is that I want a lot of things to do. I never said there should be one end game, but we need to actually hash out the features we want.

 

A true sandbox would be great, but we don't have the processing power to simulate sand :(. We need a compromise. The things I have listed are not "The Only End Game". End is a red herring. All I care about discussing is the ultimate functions we should be able to perform at the peak of our experience and ability.

 

What I would like is for you guys to share your vision of your own ultimate playstyle. What features does it include?

 

Everyone has biases, the only issue is recognizing them and not over-asserting one's opinion as objective.

 

Your use of end game is problematic, as it implies exactly what it means... an end status. I won't belabor what others have said on DayZ being a "sandbox."

 

All of the items in your OP have been discussed to death, and in most (if not all) cases, outright included on the development roadmap. So discussing their mere existence or inclusion in-game is a bit redundant at this point.

 

If you want to discuss how they should be implemented, what capabilities these things should have, what boundaries, what advantages/disadvantages, then I'm all ears.

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"End game" as a phase doesn't really imply an end as in "you won". It simply implies there is no phase after it which mean no matter how well you do and many resources you amass you will still stay in this phase. Keeping this in the current "now what?"/"yolo lets fight to the death" state does not make for a good and diverse survival sandbox. There should always be a reason to not die. And at some point "satisfying your basic needs" and "improve your gear" does not cut it anymore. Then you should have the tools to get creative.

all what you wrote is what makes the mod for me as "lone wolf" stopped playing the mod.

It's about providing reasons to cooperate and things to do/goals beyond basic survival. It's not about causing a global power creep. That's why the "loss", "effort" and "maintenance" parts are so important. Playing with a bunch of buddies should by no means give you a ticket and basically free power. Average groups/clans (and especially those mainly focussing on PvP) should still be "stuck" in what I would call "mid game".

 

Now the public hive/server switch part is twofold. There are positive effects in having a greater loot economy and in being able to "change your island" and even groups popping up togther can be a good thing as it prevents one group from dominating one server without having to fear competition. There is always the risk the resident clan might be victim of some kind of "viking raid" if they are doing too well. And the "vikings" won't have the same impact if they aren't allowed to bring their base/vehicles/farms etc. (as those things are server-bound). Now the issue with server switching is how fast and easy it is right now (and meeting up on a low pop/empty server and then jumping to your "target server" is actually quite close to ghosting). This can be solved by simply adding a significant cost to "changing your island" - something like "wait for X hours or start anew". This would significantly nerf hopping for loot and add some more required effort to starting a raid as it's no longer "meet up and go" but more "meet today, raid tomorrow, return the day after".

Edited by Evil Minion

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I would like it if there was a game mode where everybody logs in as a newspawn and when you leave the server, that life is over. You play til you drop or decide to end it. I don't think this should be the standard game mode but more of a quick-trip if you want to do something different.

 

As the game is right now the exciting part of it is the gearing up part, surviving with very little against all odds and better geared players. Once you get geared, the only challenge that exist is pvp, which isn't working super-great.

I would give that a go or a server that keeps your guy in game when you log off. Meaning that you have to find a great out of the way place to hide or risk logging back in to a dead player. That would make logging in at off-peak times more fun knowing you might stumble upon an offline player. Tieing them up and robbing them so that they get a surprise the next time they log in lol

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-snip- the only mission of the game should be "Stay alive".

 

This is lost on sooo many people who paid into this that it is staggering....

 

:facepalm:

 

Edit: but yeah, that's my end game.

 

Having characters (not "toons", I don't know why I hate this term other than it's WoW origins but it's awful) for over a month that I had played for 4-8hrs a day made me super proud in the mod and made everyday I logged in more and more tense and scary!

Edited by BioHaze
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Nothing. The game should just give you bunch of options for things to do, and then you do them or you don't do them. Complete sandbox experience. But the only objective, the only goal, the only mission of the game should be "Stay alive".

helicopters?

 

having the only huey on a server was a real blast in the mod

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Agreed. Thing is, End Games, whether people like it or not, are impossible to NOT have, no matter how much you try, there will always be an End Game. But like the OP said, MODDING VEHICLES. That needs to be a priority. I would find a Ural or something, and then take doors, hoods, trunk panels, quarter panels, every metal sheet I could find, and slap it on the Ural as armor, and make a plow in the front, wheel guards on the sides, windshield guards, fuel tank armor, etc. The people who made the Origins mod for the DayZ mod had the right idea, Bohemia should take a look at that and see if they can get some ideas.

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Two words: Global Causality. Basically let the players communal actions define the outcome of loot distribution/quality and possibly even if the server (or 'world') survives! It could do many interesting things >> see this >>http://forums.dayzgame.com/index.php?/topic/105714-global-causality-within-the-scope-of-dayz/?hl=%2Blife+%2Bdeath+%2Bcalculator#entry996539

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Agreed. Thing is, End Games, whether people like it or not, are impossible to NOT have, no matter how much you try, there will always be an End Game. But like the OP said, MODDING VEHICLES. That needs to be a priority. I would find a Ural or something, and then take doors, hoods, trunk panels, quarter panels, every metal sheet I could find, and slap it on the Ural as armor, and make a plow in the front, wheel guards on the sides, windshield guards, fuel tank armor, etc. The people who made the Origins mod for the DayZ mod had the right idea, Bohemia should take a look at that and see if they can get some ideas.

the makers of the origin mod did it way to far, vehicles with thick metal plates everywhere won't be able to move as well anymore and would have a terrible gas consumption

do you really want flying fortresses in DayZ standalone? i guess you have to wait for modability then, the origin team sure will do its part on that then

 

you need a LOT of metal to stop a 7.62 round, or a 5.56 round, these are very high velocity and can punch a hole through a few centimeters of steel plate, and how likely is it to find a steel plate 1x1 meters that is thick enough to stop a bullet?

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'End Game' content does need to be in, and implemented well. As much as it is a survival game, most folks don't want 'berry picking simulator'. While it shouldn't be forced upon you there should be lofty goals and reasons to work together once the basic needs are met.

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This is a good topic to talk about.

 

End game will be just what we make it to be. There is no end game boss mob, there is no "Flawless" victory like we are used to in MMO games.

 

These games are molded into something we do, we decide do we want to be a bandit trying to kill as many people, and steal the loot from them, or do we want to be a bush man trying to survive in the woods.

 

Do we want to join a group of players and make a community. This is where clans come into the picture like the movie "Walking dead" you form larger groups and compete against others for territory and resources.

 

Some people feel as though this is grieving but in the end its exactly what will happen in any survival environment.

 

This is not Farmville, this is not Donkey Kong like some try to pretend it to be. This is a survival game of what would happen in an open world alone.

 

You make the choice of how you want to live your life. Only you can make that decision what your end game will be like. If you live 1-2 years without one death then you have done well.

 

What might happen, don't quote me or expect me to comment on it. What will happen is dayz will turn into arma hosting software, and we mod it for ourselves. This is my predictions. I will wait for further information from BI about it. I hope it goes this way to mold the world we want. I just hope we can host it using our own servers and not rented limited abilities, servers.

 

Either way it can be loads of fun for the community. Allow us to lock it, or open it to the public. Install and monitor our own services against hackers.

 

Sneaks

 

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After reading this thread I come to a conclusion that the whole debate is due to varying interpretation of the term "End Game".

 

1. I noticed that to some it basically means character development, which by all means will always be a finite progression and have a specific "end" to it, e.g. there will always be a gun/clothing/vehicle/building material considered best in a given class. Then again DayZ gives us the ability to play as you and you can hone your real skills at playing the game indefinitely.

2. To others "End Game" means some kind of plot/gameplay mechanism that is lacking in the current stage (no forced goals). This is unlikely to happen.

 

It would be best to just state more clearly what do we refer to when saying "End Game". I think that most "lack of End Game" cases are about those complaining being dissatisfied with the amount of activities one can do and that the world is in fact too limiting. Whatever you choose to do, you will very quickly end up doing it over and over and over again. E.g. [future build assumptions] Once you built your base in the most desolated place possible, start your own garden, gather rain water with X amount of barrels it basically would become unattractive to even log in to the game (to most players it will) - the game environment lacks the amount of external factors the real world posses.

 

In the end, without question the game is mostly a sandbox game and its entirely up to the player what he/she makes out of it.

Edited by retro19

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the makers of the origin mod did it way to far, vehicles with thick metal plates everywhere won't be able to move as well anymore and would have a terrible gas consumption

do you really want flying fortresses in DayZ standalone? i guess you have to wait for modability then, the origin team sure will do its part on that then

 

you need a LOT of metal to stop a 7.62 round, or a 5.56 round, these are very high velocity and can punch a hole through a few centimeters of steel plate, and how likely is it to find a steel plate 1x1 meters that is thick enough to stop a bullet?

Theres a limit, I agree on that. But heres the thing. Vehicles with think metal plates, and their maneuverability, that depends on the vehicle and the metal. We could be talking Urals with multiple-spaced aluminum plates. Lets say 2 plates, 1 welded directly onto the chassis of the car (lets say a door), and another plate spaced 1 inch from the attached aluminum plate. The average weight of the Ural wouldnt increase that much, and its suspension would definitely be capable of taking the load, while still keeping much of its mobility. However, the 1st plate of spaced armor would slow the bullet substantially, not to mention if it hit at an angle (we'll assume that the bullet is hitting perpendicular though) the space between the armor means the slowed bullet has to travel further, lessening its speed and energy even more, and then, it has to pierce the welded plate, and the door itself. The bullet would likely not make it through at this point, due to its energy not being sufficient to pierce. 

Let me make another point though, the bullets we have in DayZ are not specific AP nor HP, so penetration amount is lower. So heres the thing, not only will the armor be facing non-AP rounds, chances are it'll be facing 9mm pistol, .45 or .380 auto, maybe a shotgun or .22. None of those should be able to pierce a 1/2 inch aluminum plate (the plates aren't that heavy, I work with them all the time)

All this is assumed that at some point we can modify vehicles.

All of this is also based on current items, not future.

Also assuming that the vehicle is a Ural, and that we managed to find one.

Again assuming that people will attack on sight.

In that case, we'll assume that we haven't already run them over.

And we'll assume that they're jealous.

And that they're dicks for shooting anyway.

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I like the idea of joining different servers where the owners have modded it to be a different experience. As long as it's not modded to give them the upper hand, such as allowing hackers to intervene in their favor. Believe me, this would happen if it doesn't already.

The mere use of the phrase "end game" suggests limitations. You can't deny that. By suggesting there are only three end games you're implying DayZ is limited. And this it what bothers me about many of the posts I read regarding what people want in DayZ.

For one, vehicles are already hard to find. Really hard to find. I've played DayZ for 130+ hours and I've found TWO vehicles in that time. Despite my visiting towns designated to having vehicles at least once a day over those 130+ hours. At this point, vehicles need to be more accessible. Interestingly enough, I'm coming across more fuel cans these days. Which is good. But hardly ever finding a vehicle. Which is bad. There needs to be a better balance between fuel availability and vehicle accessibility. But this is an alpha - as SO many people keep forgetting. So I'm more then happy to wait for this aspect to improve before DayZ is released. Patience is rare in these forums.

1. Modding will help increase the variety of possible experiences in DayZ AFTER it's released.

2. Asking for the ability to mod DayZ before it's release, is like placing your cart before the horse. And it's just plain selfish. This isn't YOUR game to mod when you please. Remember, you're not the only one DayZ is being designed for. Hello?

3. If you don't like the current state of DayZ then take a break from playing it.

4. If you really care about the development of DayZ then please share your ideas.

5. Stop whining about DayZ being in alpha. That's its current state. Live with it or stfu.

6. Stop telling everyone what a REAL apocalypse would be like. None of us have lived through one.

7. Despite what your head tells you, your ideas may seem better then mine but they're just ideas. I have suggestions. But don't worry, I won't ask you to join a religious cult. We're just here to share our ideas. Not convert the masses.

8. In the meantime, I will play DayZ while I'm enjoying it. Or stop if I'm not.

Happy looting.

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I will have different types of "end game" each with its own type of stashes.

1. Survivalist:

This will be a lone wolf and focused on hunting, farming and gathering.

Will use a bow, maybe a revolver for protection.

If bored he might go out to distribute some food and water.

2. Sniper:

This guy will try to have several stashes with sniping gear all around the map.

Since you can't run a lot with a full ghillie suit it'd be better to have a few sets hidden in tactical places.

He will either snipe for support or for fun (murder?).

3. Assault:

He might stash some weapons to be able to gear up quickly after a death.

Will most likely die rather often.

I love to change up the game from time to time and therefore play different play styles.

Of course there will be even more to do than that, like base building. Looking forward to that, too.

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*snip*

yes, it could work of course, still, if we talk "barely able to find a car and being able to make it working" - like the devs post suggested, they don't want to make cars ready-to-go at all when finding them like it is now, and much harder to get them to run, i doubt big aluminum plates are just laying around somewhere, and the tools to craft aluminum aren't that easy to get, and even then, aluminum is good against bullets for it's weight, yes, and getting a nail through it isn't exactly easy either, but welding might be possible

 

stiill, bullet proof cars are a no-go in my book, definitely should limit the players view to first person if you start armoring the windows, and i don't like it for realisms sake

 

minor mods i would enjoy, once zombies will be able to attack your cars, steel grates on windows would definitely be an option to hold them off for a bit, still i am not expecting it to be able without modding

 

that said i would enjoy flying a helicopter in dayZ, and thats not really likely once they are broken and you aren't a teached pilot...

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