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Whyherro123

Base "things"

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So, what with the reveal of relatively-complex bases incoming in the latest Devblog-Powerpoint-thing, what sort of "things" would you like to see develop in basebuilding?

 

We already have several things "confirmed" (relatively, they were mentioned in the Developer presentation specifically)

-generators

-floodlights

 

For me, I would like to see the following things:

 

  • "Sleeping Quarters"
    • Now, rather obviously, we are most likely not going to be seeing our characters stay "in-game" after we log out. Many players don't like the idea. However, what would be interesting is, instead of / in addition to having tents and shacks serve as storage, they could also serve as "log out buffs". 


Stay with me:

  1. Your clan pitches a tent, or builds a shack, and puts some "sleeping bags"/"improvised mattresses"/"sleeping cots" inside. When you are done playing, you log out inside this structure, and when you log back in, you start out "one step up" the "energized" chain, to represent getting better sleep.
  2. "improvised mattresses" (piles of pine needles, foam ripped from insulation and chairs, cardboard boxes) start out halfway between "normal" and "dark green energized" (improvised mattresses would be something you stick in a lean-to out in the woods)
  3. "sleeping bags" start you out at "dark green energized"
  4. "sleeping cots" start you out at "light green energized"

Note that these buffs are not all that significant, and that hauling some cots from the nearest army base will 1) take time, 2) take effort, and 3) be conspicuous.  AKA "end game" stuff.

 

  • Alcohol still
    • Hard alcohol would be a tremendously useful thing to have in a post-apocalyptic situation. It serves as fuel (any diesel engine can burn alcohol with a filter over the intake), medical disinfectant, water purifier (mix a half-cup [or more, possibly] or so of hard alcohol into a couple gallons of water, let it sit, and the water will be clean), industrial solvent, and trade good.
      • Civilization formed over alcohol. Anthropologists now think farming and civilization formed because of alcohol (aka people built towns in order to brew beer), instead of alcohol forming because of civilization
      • A "basic" still would not be too difficult to set up and run.
  • Water cistern:
    • Having a steady (and large) supply of potable water in a survival situation is probably the most important thing in setting up camp. You can be heavily fortified, but die due to a siege cutting you off from your water. And water is not just important for drinking, but also for bathing (personal hygiene is something many people don't realize is really important in a survival situation), medical purposes, industry, and agriculture. If I had my way, you could take a large tank of some sort and fill it with water to make some sort of "cistern" (https://en.wikipedia.org/wiki/Cistern). If you build your base on top of some sort of hill, you will have water pressure, and can therefore use said pressure to run an (electric?) dynamo. Or, if you don't have a large enough container, string together some 55gal drums (which 1) are already in game and 2) are planned to be able to store water?) in this fashion
    • Personally, I would build a LOT of those. I would want to have as much potable water as possible: not just "days worth", but "weeks worth", just to be on the safe side. The average person requires 2L of water per day, for drinking. Add some more for heavy activity, and for washing, cooking, and other activities, and I would probably try to store around 10L /person/ day. A 55gal drum holds about 208L x 3 (per drum) = 624L in the whole system. 

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One problem with your suggestion is that people would just log out in their sleeping bags or makeshift pine beds, instead of healing up. Which would make large parts of the infection and sickness "fun" of Dayz obsolete. Some mod, I think Origins, had sleeping in it, which basically restored all your blood; you could only do it in your house. It wasn't bad, but I must say these mechanics have this "click-a-button" magic that I think Dayz is trying to get rid of or make more complicated. 

 

As for the water - have you played recently? When it rains, it pours - you can fill a waterbottle and get completely hydrated by the rain alone. Then there are creeks, lakes and wells, so I don't think water is a big problem in Dayz. I would like to store water though, but only for fertilizing plants. Maybe it should be used for machining some parts later on, too. 

 

Finally, I think your post belongs in the suggestions thread, where you will find many similar and equally interesting or ambitious attempts to add new camps and other stuff to Dayz. If I could, I'd probably make 90% of it a reality ingame. But a lot of it seems really like additions the game doesn't need yet. I'm sure with the mods we will see some new maps, perhaps one that is more diverse or mostly desert. In a situation like that water storage would be crucial and probably camps would rather mass up water than weapons in such scenario. But in Chernarus with all its forests and rivers, storing freshwater will not play a role.  

Edited by S3V3N
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  • Sleeping quarters would be virtually useless. Really dislike this idea.
  • Alcohol could provide the basis for a new player-driven economy, especially if alcohol was needed for the endgame (e.g. each player you kill decreases your sanity, alcohol increases it.) There would have be a game mechanic expressly made as an "alcohol dump" (like the MMO currency dumps) for this to work.
  • Water cistern. Unoriginal idea. Boring and doesn't advance gameplay in any way.

 

p.s. Like 7 said; this topic belongs in the suggestion forum.

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I like the idea of getting bonuses for logging out in a 'comfortable' place, rather than just any old where in the middle of some bush. I'd rather it had an effect on your stamina, rather than your Energised status, though, given that we're getting stamina mechanics later.

 

Alcohol is also a good idea - quite likely to make it in, I think, given that we appear to be getting cannabis. Contrary to scriptfactory, I don't think it should increase your 'sanity'! (I don't think any kind of 'sanity' status is a good idea at all, come to think of it.)

 

I like the idea of generating electricity - using water power or whatever else might be believable to the scenario. Less likely to get in the game, though, I think.

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Something else that might be easy for people to abuse the sleeping system, is server hoppers. Hop a server, get some health back. Unless your character only regens the health over a certain amount of time?

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Something else that might be easy for people to abuse the sleeping system, is server hoppers. Hop a server, get some health back. Unless your character only regens the health over a certain amount of time?

 

 

Or... you don't get a bonus for doing it, but you get a malus if you don't. Simulates sleeping rough and feeling shattered in the morning.

 

It's not that important, I don't think, but it would be quite a nice addition. Encourage people to base themselves instead of roaming around like a psychotic hobo.

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I figured you would only get the sleeping "buff" if you 1) "owned" the area and 2) do it over a period of time, like 8 hours or so of realtime. Sort of like an "anti-poopsocking" kind of thing. 

 

Some scumbag logging in and out of his tent won't get the buff, but he would if he logged out, then logged back in 8 hours later.

 

The whole point of you getting a "buff" from "sleeping" in a special place (you wouldn't get it from just logging out), is multifold: 1) to encourage players to stay on the same server 2) to encourage "communities" to form (if your lean-to is located north of Svetlo, you will learn very quickly where other peoples bases are, and you will probably interact with them more if you have to move back to Svetlo to log out) and 3) to give the game a sense of permanence and immersion. Not including the fact that players wouldn't be staying in after they logged out ( I don't know if this was apparent in the OP or not)

 

What sounds better?

"so, new guy, this tent is where we store all the gear. After that, we all run for the nearest tree and log out"

or

"so, new guy, this tent is where we store all the gear. After that, this tent with the sleeping bags is where we all log out, so we all stay together and can be near the base"

 

As for the people so adamantly against "storing water/ water cisterns", you do realize that fortifications (ie "castles") in Europe would often have large (and multiple) water cisterns? Precisely for the reasons I mentioned above? And they would often be surrounded by fresh untreated water? Remember: just because the water is there, doesn't mean it is safe to drink. And, on top of that, treating what you need "now" is foolish and shortsighted.  Same thing with any other supply of material: you try to get enough so that you don't have to worry about supply for the time being.

 

"Nah, we don't need to harvest all those crops for winter, we've got enough to eat for right now, and if we leave the crops in the field, we can get them later -sudden early frost-"

 is literally the same thing as 

" Nah, we shouldn't have a couple of days of potable water inside the base, there is a stream at the bottom of the hill -cue weeklong enemy siege"

 

Plus, having a cistern or two of water at the top of a hill would be incredibly useful, and not just for drinking. Use the water pressure with a hose to put out fires, or set up a piped irrigation system with your garden plots so you don't have to run around like an idiot with a canteen of water watering all the plots by hand.

 

I literally don't understand why people can't think of one reason why having ample water safely stored away wouldn't be useful. The #1 issue in a survival situation is a supply of drinking water.

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I'm with you on the water situation. I cant believe that the Devs are going to release the game with water so clean and so plentiful. It's everywhere. If water wells can be spiked with disease (I thought this was talked about by Dean), I will do it every time I can. I don't even have that type of personality, I just think the game needs it.

 

Things for bases: how about firewood stand that doubles as a tire stand. This would need to be persistent container. Storing a stock pile of tires is going to be a bit of a problem, with their size.  

 

This would be a visual type of storage container, which they don't really have yet. I would like this in different formats, another example would be a pallet.

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Jails: banditry and PvP would be interesting if there was actually an incentive to capture people alive, at least for purposes other than torture. Perhaps if there's no guard nearby, the jail will eventually allow escape - this would force a player to stay behind and guard the jails, thus providing the captives with roleplay opportunities instead of just sitting there bored, which is what would happen otherwise.

 

Printing Press and Radio Transmitter: I'd like to be able to disseminate propaganda, or maybe just entertain the other survivors with a regular radio show or something.

 

Traps: I recall an old book series written by a man claiming to be a mercenary from the '50s, under the name Ragnar Benson. It was titled 'Mantrapping' and included a lot of traps and triggers that would be familiar to many trap-hunters, modified to be useful against people. Perhaps a good source of inspiration for base-defending traps.

 

Siege Weaponry and Other Advanced Weapons Crafting: it would be totally goddamn bitchin' if I could build a deployable ballista in base. And then me and a buddy could carry pieces of it into the field, and lay siege to our enemies' bases. Flamethrowers would be great, too, especially as base-killers. All kinds of catapults, preferably with the ability to launch bovine corpses. Perhaps this would also be a good place to re-purpose ammunition for guns you actually have.

 

The Porn Room: really just a fancy name for a toilet with lots of magazine racks. Enough said.

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An important thing to think about when talking about base building in Dayz is that if the game is to maintain a sense of realism (in opposition to "10 c4 needed to blow up this wooden wall") even the Hesco barrier bases will be far more transient than what you see in other survival games (rust etc).  Even surrounded by mines and tripwires it will most likely be pretty easy for unwanted visitors to gain access. What this implies is that the facilities within a base are unlikely to get very complex as they could very easily be destroyed and it therefore wont be worth making advanced mechanical constructions.

 

I have always liked the idea of some kind of sleeping mechanic (+ sleeping bags) if only for the immersion factor.  

 

Making alcohol should definitely be possible, Cider is very easy to make and there's certainly an abundance of apples. I don't know much about distilling but as long as it doesn't require a lot of specialist equipment to set up a jury-rigged distillery then it would be a great addition.      

 

As you say the barrels in game already do a good job as water storage (while combining that use with many others), don't really see the need for a larger container which would also have transportation issues. Irrigation systems and plumbing are unnecessary in my opinion, watering plants with a canteen is perfectly fine however i would love to see agriculture become more complex in general: soil type, sunlight and shade, water content of the soil and pests all being factors to consider.  

 

A bicycle powered electricity generator would be quite interesting to see (once/if we get bikes) and the same kind of motor required for that could probably be used in a windmill or waterwheel.

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You know why I want water cisterns and why I think its a glorious idea?? Because if we can poison them, it will add a lot of fun in fucking other people's bases and it would be glorious. I would pour zed juice all over people's cisterns tbh. Adds a lot of sabotage possibilities, you fake being friendly and once inside the fortress, POISON THEIR CISTERN HAHAHAHAHHAH

Edited by Avant-Garde

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I agree with your ideas. Sleeping quarters is a good idea, but I'd like to expand on the "energized" status; it'd be great if it had a "rested" sub-status that would let you sprint slightly further (~10% or so), and maybe reduce your weapon sway (nothing too drastic, again, ~10%) for an hour after logging in. As you pointed out, this buff should only be attainable after eight hours of being logged out to avoid abuse (not that the buffs would have enough of an impact to drastically affect PVP anyway - they'd just be there to give people at the end game something to work toward).

I'm unsure as to why people would be against these ideas - they all make sense - and more importantly, their reasons for being critical.

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I agree with your ideas. Sleeping quarters is a good idea, but I'd like to expand on the "energized" status; it'd be great if it had a "rested" sub-status that would let you sprint slightly further (~10% or so), and maybe reduce your weapon sway (nothing too drastic, again, ~10%) for an hour after logging in. As you pointed out, this buff should only be attainable after eight hours of being logged out to avoid abuse (not that the buffs would have enough of an impact to drastically affect PVP anyway - they'd just be there to give people at the end game something to work toward).

I'm unsure as to why people would be against these ideas - they all make sense - and more importantly, their reasons for being critical.

 

Seems sensible. Certainly I'm against 'needing' sleep or sleeping while offline. Receiving a small, temporary buff for bothering to put together somewhere to sleep seems pretty fair to me.

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Whoever suggested making hard cider from all the apples around, you have my vote. Tasty, easy, and a good way to store sugar for the winter.

 

http://www.gameofbrews.com/wildling-cider/

 

I would also love to see a wind turbine as "end-game" power generation. Diesel/ethanol generators work fine, but make noise and use fuel. A wind turbine would work next-to silently, and provide power so long as there is wind (which, if you build your base on top of a hill, there will be). Plus, a wind turbine can be easily (relatively speaking) made from scrap metal and bicycle gears.

 

https://en.wikipedia.org/wiki/Wind_turbine

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An important thing to think about when talking about base building in Dayz is that if the game is to maintain a sense of realism (in opposition to "10 c4 needed to blow up this wooden wall") even the Hesco barrier bases will be far more transient than what you see in other survival games (rust etc).  Even surrounded by mines and tripwires it will most likely be pretty easy for unwanted visitors to gain access. What this implies is that the facilities within a base are unlikely to get very complex as they could very easily be destroyed and it therefore wont be worth making advanced mechanical constructions.

 

I have always liked the idea of some kind of sleeping mechanic (+ sleeping bags) if only for the immersion factor.  

 

Making alcohol should definitely be possible, Cider is very easy to make and there's certainly an abundance of apples. I don't know much about distilling but as long as it doesn't require a lot of specialist equipment to set up a jury-rigged distillery then it would be a great addition.      

 

As you say the barrels in game already do a good job as water storage (while combining that use with many others), don't really see the need for a larger container which would also have transportation issues. Irrigation systems and plumbing are unnecessary in my opinion, watering plants with a canteen is perfectly fine however i would love to see agriculture become more complex in general: soil type, sunlight and shade, water content of the soil and pests all being factors to consider.  

 

A bicycle powered electricity generator would be quite interesting to see (once/if we get bikes) and the same kind of motor required for that could probably be used in a windmill or waterwheel.

 

Take a look at my response in this thread

 

https://forums.dayzgame.com/index.php?/topic/227970-can-we-agree-this-is-feesable/page-6

 

on the last page, for my feelings on basebuildings and fortification

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Take a look at my response in this thread

 

https://forums.dayzgame.com/index.php?/topic/227970-can-we-agree-this-is-feesable/page-6

 

on the last page, for my feelings on basebuildings and fortification

 

Some very good points made over in that thread, I can definitely agree that making it 'not worth it' is the best way to deter intruders.

I think people valuing their characters life more (through the implementation of new mechanics and ramping up of the difficulty in general), will be one of the most important pieces of base defense. When dying to a random landmine means more than just a 30 minute run back to your body it's safe to say people are less likely to risk it.

 

Cant say i can quite imagine people organizing a 24hr guard rotation system for their base, although it would be pretty cool.   

Edited by B4GEL

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I figured you would only get the sleeping "buff" if you 1) "owned" the area and 2) do it over a period of time, like 8 hours or so of realtime. Sort of like an "anti-poopsocking" kind of thing. 

 

Some scumbag logging in and out of his tent won't get the buff, but he would if he logged out, then logged back in 8 hours later.

 

The whole point of you getting a "buff" from "sleeping" in a special place (you wouldn't get it from just logging out), is multifold: 1) to encourage players to stay on the same server 2) to encourage "communities" to form (if your lean-to is located north of Svetlo, you will learn very quickly where other peoples bases are, and you will probably interact with them more if you have to move back to Svetlo to log out) and 3) to give the game a sense of permanence and immersion. Not including the fact that players wouldn't be staying in after they logged out ( I don't know if this was apparent in the OP or not)

 

What sounds better?

"so, new guy, this tent is where we store all the gear. After that, we all run for the nearest tree and log out"

or

"so, new guy, this tent is where we store all the gear. After that, this tent with the sleeping bags is where we all log out, so we all stay together and can be near the base"

 

As for the people so adamantly against "storing water/ water cisterns", you do realize that fortifications (ie "castles") in Europe would often have large (and multiple) water cisterns? Precisely for the reasons I mentioned above? And they would often be surrounded by fresh untreated water? Remember: just because the water is there, doesn't mean it is safe to drink. And, on top of that, treating what you need "now" is foolish and shortsighted.  Same thing with any other supply of material: you try to get enough so that you don't have to worry about supply for the time being.

 

"Nah, we don't need to harvest all those crops for winter, we've got enough to eat for right now, and if we leave the crops in the field, we can get them later -sudden early frost-"

 is literally the same thing as 

" Nah, we shouldn't have a couple of days of potable water inside the base, there is a stream at the bottom of the hill -cue weeklong enemy siege"

 

Plus, having a cistern or two of water at the top of a hill would be incredibly useful, and not just for drinking. Use the water pressure with a hose to put out fires, or set up a piped irrigation system with your garden plots so you don't have to run around like an idiot with a canteen of water watering all the plots by hand.

 

I literally don't understand why people can't think of one reason why having ample water safely stored away wouldn't be useful. The #1 issue in a survival situation is a supply of drinking water.

 

This is why they need to implement a "drought" system which we've talked about before, Why. One where water and animals become scarce for myabe days or weeks at a time. That would really screw people over "What do you mean the water pump isn't working, that's the 3rd town in a row", "Maybe it's a bug?"

 

LOL nope.

 

They'd have to sort out the berry bushes and apple trees too otherwise people would just eat those and be fine.

 

With a sudden shortage of food and water, people will be forced to seek out camps and either barter or fight for survival which sounds great in my book!

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I like your ideas, guys, but what is actually the dev's idea for base building an the like? I think the other day I read that they don't want the base building to be developed and only rudimentary stuff will make it. Maybe I got something wrong. Does anyone know something?

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