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FlimFlamm

The End Game

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"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."

This is my take on DayZ as well. And that's how I hope it turns out. Laden with choices and a variety of experiences. But it will still be up to me what I make out of the game. Which is fine by me. ☺️

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This game is not deep enough. There is little thought currently given to character progression. After playing ARK non-stop for the past 4 days I've realized that DayZ is missing that crucial little push component that drives players to make conscious decisions.

 

Zombies should work. They should affect all aspects of gameplay. Weather should be a dominant force. We shouldn't be running around through thunderstorms like nothing is wrong. New spawns should feel forced to occupy cities, scrounging for supplies before making the trek west for safer areas and rare loot. Loot should have meaning and be fucking awesome. Barricading supplies should be common. World containers should work. Food should rot. Endgame should be a clan-controlled, barricaded apartment building near NWA with a rooftop greenhouse and helipad.

 

No fucking airplanes or tanks.

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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...

Yeah, as I said before, there is a limit to what you should be able to do. You shouldn't be able to find a Ural, get it in working order, and then slap on like 4 inch thick plating all over it and make it basically a tank. Your perspective is good, a few minor upgrades such as window bars, some cross-bars for strucural integrity, and probably a plow, so zombies wont destroy the engine when you run them over :P

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The end-game will just be achieving what's most difficult but still possible to achieve when you've gotten to the maximum potential of your character and other characters alongside them.

 

Whether that's building a large headquarters at a former military base, chock full of vehicles and aircraft and a big perimeter wall with machine guns and traps, or finding a CR-527 (that would be the rarest gun in the game), and three 7.62x39 bullets to kill some animal that might allow you to live another day if you can avoid the zombies, predators, players, and stave off disease, weather, and the cold, it's still the 'end-game' of survival. People here seem to be assuming that "end-game" means it'll be to the point where everyone is operating a full combined-arms force and engaging in ArmA-style mass clan wars, but it's not.

 

Though personally I think the end-game should lean more towards the "Big base and aircraft" side rather than the "You found the one gun in the entire game" side.

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"This game is not deep enough. There is little thought currently given to character progression."

Huh? Why do people keep complaining about DayZ as if it were a completed game? What part of "under development" is confusing or not clear?

Character progression? What kind of progression are you looking for? Why do you assume the character's "progression" is incomplete or insufficient? Based on what?

"Zombies should work."

Yea. Like when all the game content has been added, the renderer has been completed and implemented, and when it's ready to sell to the general public. You know, when it's been developed past alpha and beta. Better yet, wait for its final release when most games are expected to...what's the word?...work. Yea, work. Oh wait...Battlefield 4 worked like crap when it was released. Call of Duty: Ghosts didn't work well when it was released. Yet both games had millions of dollars in development funding.

But, hey, zombies should work.

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..snip..

 

I am talking specifically about the end-game and game as a whole. Some thought should be given to the gameplay and how all of the different parts of DayZ work together. The game is not fun right now, but it used to be.

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Part of the reason why I made this thread was to help people see the light at the developmental tunnel, and to perhaps contribute some ideas about what the destination should be.

 

Some things I really want personally in terms of end game play styles are indepth archery which requires careful practice to master. Difficult to master aircraft, and even more difficult to upgrade/construct vehicles. I'm also keen on indepth primitive living, primitive medicines, and primitive camp making.

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".

This is it really.

For me it will be a permanent base. Living off the surroundings.

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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".

 

much of a sandbox with 98.5% of all "interaction" is bullets. But yeah, we do need a long range scope now.

I'd propose the devs introduce a hyper range scope, so your efficient range can go up to 5 kilometers. why not just hang out in one town and snipe people two towns away. Definitley enhancing game experience :D

 

In all seriousness, this game has a real long way to go, if it ever becomes sandbox. most of the additions currently are just asking for more loot and shoot. The downside is, that mapsize and gear time will not make the game a decent first person shooter on the long run, thus people looking for sandbox will leave first and people looking for PvP will leave thereafter, once the remaining people are all just boring themselves to dead with some hunting scope on a hill.

You could still cater for PvP by significantly enhancng player load per server, but then we're getting to the engine trouble.

So DayZ currently is indeed in a tough spot and I doubt adding new weapons and scopes currently is helping a lot. Focus should be on making the sandbox game a sandbox, with incentives for a wider variety of activities than gear and snipe or loot and shoot only.

 

 

 

This game is not deep enough. There is little thought currently given to character progression. After playing ARK non-stop for the past 4 days I've realized that DayZ is missing that crucial little push component that drives players to make conscious decisions.

 

Zombies should work. They should affect all aspects of gameplay. Weather should be a dominant force. We shouldn't be running around through thunderstorms like nothing is wrong. New spawns should feel forced to occupy cities, scrounging for supplies before making the trek west for safer areas and rare loot. Loot should have meaning and be fucking awesome. Barricading supplies should be common. World containers should work. Food should rot. Endgame should be a clan-controlled, barricaded apartment building near NWA with a rooftop greenhouse and helipad..

 

Pretty much this. The game's current design make the most important choice for 98% of the people, where to shoot from and which weapon to shoot with. In ARK you can tame animals and use them for various purposes. So for how many purposes will you use a long range scope for? And let's not kid ourselves, we are all basically just looking for weapons, the rest is .... "gap filling stuff". Then dinos have different characteristics, from threats (zombies are no threat, thus reducing it even more to PvP here) to crucuail support and so on...

In ARK teamwork serves some purpose. In DayZ "teamwork" is just having more guns to fight, little else (apart from the odd saline bag which you only need after....? PVP, KOS, exactly ;) ) .

 

I hope DayZ will make progress towards sand box, but I doubt it.

Edited by Noctoras
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