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DayZ Rare Looting Concept

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Looting in DayZ is currently a simple process. Enter building/area.....pick up loot....repeat.

This is fine and with the CLE it means loot is spread about in tiered areas, again also good.

What do you guys think of this concept.

What if there were locked up compounds or buildings which we could not access. We already have lots of little compound areas where there are fences or walls all the way round, it would just take a little change to these compounds or building to make them completely secure.

The twist here is that in order to get into the compound or building, you would need to find one of two items. A very rare wire cutter or small chance for keys to the gate/door. The keys could be found on an infected within a few kilometers of the compound and the wire cutter could be a very rare spawn. Keys could even spawn across the map on infected or randomly in houses. It could spawn with a bit of information like a scrap of paper indicating where the person who owned the keys used to work which would mean you would travel to that area and try the keys on various locked compounds or buildings to get access.

This concept could mean that the CLE could have a higher chance of spawning higher value items in these areas but you couldn't just get there easily to loot it.

Obviously there is the problem of people server hopping on public into these areas or getting in by puling out their network cable to get in, but I guess if you needed the same key that unlocked the compound to unlock an ammo crate or locker which contained the rare item that could solve that issue. Other technical solutions could be developed to prevent people glitching into the area.

We could even have the scenario that a rare ammo crate could spawn on the airfield somewhere and one of the infected would have the keys. You could have to hunt down every infected in the area and loot them to have a chance to find the key to go back and unlock the crate.

What is your thoughts on a system like this? To much PVE aspects for the game? To prescriptive in the sandbox environment?

I think it would only be a rare event for you to find the keys or the wire cutters. It's not a million miles away from the devs potential plan to get chopper spawn info over radios or needing gas masks/hazmat suits to get into Tisy.

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I wouldn't mind more places where heavy loot can be gathered - Especially if it's locked up in some way that forces players to get specific items to get it open. The use of melee weapons, bombs, and even finding maps with X marks the spot would be awesome ^_^

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15 hours ago, BeaverProductions said:

Looting in DayZ is currently a simple process. Enter building/area.....pick up loot....repeat.

This is fine and with the CLE it means loot is spread about in tiered areas, again also good.

What do you guys think of this concept.

What if there were locked up compounds or buildings which we could not access. We already have lots of little compound areas where there are fences or walls all the way round, it would just take a little change to these compounds or building to make them completely secure.

The twist here is that in order to get into the compound or building, you would need to find one of two items. A very rare wire cutter or small chance for keys to the gate/door. The keys could be found on an infected within a few kilometers of the compound and the wire cutter could be a very rare spawn. Keys could even spawn across the map on infected or randomly in houses. It could spawn with a bit of information like a scrap of paper indicating where the person who owned the keys used to work which would mean you would travel to that area and try the keys on various locked compounds or buildings to get access.

This concept could mean that the CLE could have a higher chance of spawning higher value items in these areas but you couldn't just get there easily to loot it.

Obviously there is the problem of people server hopping on public into these areas or getting in by puling out their network cable to get in, but I guess if you needed the same key that unlocked the compound to unlock an ammo crate or locker which contained the rare item that could solve that issue. Other technical solutions could be developed to prevent people glitching into the area.

We could even have the scenario that a rare ammo crate could spawn on the airfield somewhere and one of the infected would have the keys. You could have to hunt down every infected in the area and loot them to have a chance to find the key to go back and unlock the crate.

What is your thoughts on a system like this? To much PVE aspects for the game? To prescriptive in the sandbox environment?

I think it would only be a rare event for you to find the keys or the wire cutters. It's not a million miles away from the devs potential plan to get chopper spawn info over radios or needing gas masks/hazmat suits to get into Tisy.

"Too much PvE aspects for the game"

get the fuck outta here.

"Wire cutters as a very rare spawn"

The hell? If you have a pair of pliers, you have a set of wire cutters. I have a set of wire cutters on me 24/7, as part of the pliers that make up my multi-tool.

If there is a door that is locked; as long as it isn't made of steel...... if I want to get inside, I will bash it down with a sledgehammer or an axe, or take out the hinges with a screwdriver (which I also have 24/7). The only thing stopping me is the noise that it will make....... which is the one benefit of finding the key. Probably the only benefit. 

making real-world common items arbitrarily hard to find in order to make things unrealistically difficult is ....... dumb, to be frank. Artificial difficulty is foolish and nonsensical. 

Just my opinion.

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8 hours ago, Whyherro123 said:

"Too much PvE aspects for the game"

get the fuck outta here.

"Wire cutters as a very rare spawn"

The hell? If you have a pair of pliers, you have a set of wire cutters. I have a set of wire cutters on me 24/7, as part of the pliers that make up my multi-tool.

If there is a door that is locked; as long as it isn't made of steel...... if I want to get inside, I will bash it down with a sledgehammer or an axe, or take out the hinges with a screwdriver (which I also have 24/7). The only thing stopping me is the noise that it will make....... which is the one benefit of finding the key. Probably the only benefit. 

making real-world common items arbitrarily hard to find in order to make things unrealistically difficult is ....... dumb, to be frank. Artificial difficulty is foolish and nonsensical. 

Just my opinion.

How many forks and spoons are there in the game?  How many shoe laces? How many hairbrushes?  These are all common items which dont spawn.  The idea suggested an item which would be easy to create and have a single purpose.  Replace it with bolt cutters if it makes it more palatable. 

 

Jeeze man, its a concept.  An idea. A suggestion to be fleshed out if the devs think its possible/wanted.

 

 

Edited by BeaverProductions

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I didn't see a problem with having both options.

Wirecutters, keys/lockpicks, use of melee to tear down doors, etc. . 

We can do both, if the choice were given. I think as Base Building arrives it won't be so far-fetched to see wirecutters to cut through fencing that players can put up, or otherwise, as well as make use of bombs to get rid of obstacles/rip down walls.

One more use of the Key would be that it could both Open and Lock the door in question. 

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On 12/9/2016 at 7:48 AM, BeaverProductions said:

Looting in DayZ is currently a simple process. Enter building/area.....pick up loot....repeat.

This is fine and with the CLE it means loot is spread about in tiered areas, again also good.

What do you guys think of this concept.

What if there were locked up compounds or buildings which we could not access. We already have lots of little compound areas where there are fences or walls all the way round, it would just take a little change to these compounds or building to make them completely secure.

The twist here is that in order to get into the compound or building, you would need to find one of two items. A very rare wire cutter or small chance for keys to the gate/door. The keys could be found on an infected within a few kilometers of the compound and the wire cutter could be a very rare spawn. Keys could even spawn across the map on infected or randomly in houses. It could spawn with a bit of information like a scrap of paper indicating where the person who owned the keys used to work which would mean you would travel to that area and try the keys on various locked compounds or buildings to get access.

This concept could mean that the CLE could have a higher chance of spawning higher value items in these areas but you couldn't just get there easily to loot it.

Obviously there is the problem of people server hopping on public into these areas or getting in by puling out their network cable to get in, but I guess if you needed the same key that unlocked the compound to unlock an ammo crate or locker which contained the rare item that could solve that issue. Other technical solutions could be developed to prevent people glitching into the area.

We could even have the scenario that a rare ammo crate could spawn on the airfield somewhere and one of the infected would have the keys. You could have to hunt down every infected in the area and loot them to have a chance to find the key to go back and unlock the crate.

What is your thoughts on a system like this? To much PVE aspects for the game? To prescriptive in the sandbox environment?

I think it would only be a rare event for you to find the keys or the wire cutters. It's not a million miles away from the devs potential plan to get chopper spawn info over radios or needing gas masks/hazmat suits to get into Tisy.

I know where you are going with this, and let me tell you this is ideal for a AI mission style, like we do in arma. We are now starting to do interactive quests, and missions within a sandbox version of exile.

However, 2 bad things happened. 1 arma updates to 1.66, and the devs stop development on Exile. Guess what breaks?? everything we aimed for.

Dayz will be a good modded type game if we have the correct tools to build off of. The coding must be allowed to build missions, or events from.

If only arma had what dayz has, character controls, we would have a much better time with all of this.

Interactive menu's, a way to load up crates, supply drops etc.. the list can be big.

It has to be built around dayz though and not arma. So having more AI hunting, adventures, missions, quests might blow up the game much more in the future.

Keeping dayz in the PVE, but adding some pvp events are awesome.

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