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Dreganius (DayZ)

FOR SCIENCE! (NPC Scientists "develop" story)

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As of right now, the story behind DayZ is but an idea in Rocket's head, and not quite set in stone. I have a suggestion as to how Rocket *could* implement the story, as well as add an element of teamwork into the mix.

Science!

Certain survivors of the apocalypse are much more scientifically educated, and are looking for the origins of these "Zeds" through researching them and the environment. I propose this be done in two ways: using NPC scientists and player interaction.

NPC scientists would spawn at a single random location on the map on a server's restart with a small escort of military soldiers. Zeds will spawn also, and a distress signal will begin to sound. Survivors (and bandits!) with radios could then hear the signal, and go to investigate.

Survivors could help defend the Scientists and even bring in research (Parts of Zed corpses?) for ammunition rewards (maybe), as well as adding "points". For every hour the scientists live on, the value of these 'points' get added to a total on the master server. Once a certain milestone is reached on the master server's tally, new information is released on the website about the story.

Bandits could kill the Soldiers and the Scientists for some pretty nice loot, but might have problems with other survivors.

Thoughts on this idea?

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A back story would be cool as would events or items found which could slowly elaborate what happened.

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Hmmm, I'm generally against scripting in a sandbox like this, or NPCs. Might work if done correctly, but I really don't see this as a feature. Maybe add dead scientists/soldiers/something at random sites and you can obtain notes/audio tapes off of these people and you can learn a bit about the story from them?

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People just dont want missions.They just want to shoot on sight on everything.

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So it's like... crashed helicopters except everyone knows where the location is and you have to BRING something there to get anything out of it?

I don't like the idea, not only because bandits would totally camp those sites and shoot everyone, making those sites only good for player killing.

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People just dont want missions.They just want to shoot on sight on everything.

That's not all true, I posted a while back in general discussion asking what people attentions where. how they play at start and what the game turned them in to.

the majority of people who respawn to the question answered with: they wanted to be friendly, but after being killed, they turned in a defensive "bandit"

I came to the conclusion that a fault in the game is what made so many "bandits" It's like the game was born with out a heart ;)

I quote bandits because most players are not bandits, but most firefights that do accrue are due to miss-understandings between two friendly parties.

barley anyone in the game are really bandits. The community labels the opfor in every firefight "bandits" thus leads to this mass cult like belief that the game is full of bandits.

this misunderstanding has turn in to a infection of it's own, it will take a while to weed out the philosophy people have turned to due to it. Any kind of mechanics that promote group play is good.

I suggested a thread that's collected quite a bit of dust now: http://dayzmod.com/forum/showthread.php?tid=7036 It explains how group play is essential.

as far as the OP, i'm not completely for NPC/script in Dayz like that other guy. Maybe make it more player rather then NPC. I would really like to see a storyline to the game. I was thinking news papers that have been burned. when found you only get part of the story, it would be like putting together a puzzle ;) through i'm really interested in a static objective that lures a lot of players in :D I think having a all out war over something would be bad ass.

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Definitely more like notes/audio log than scripted missions. Notes could also be player generated items to comunicate with other players : put a note in someone's tent explaining why you borrowed items from it, put a note for other survivors about a hostile group or sniper somewhere, etc....

I don't know if it's just me, but I sometimes had to steal things from other players because I was forced to (antibiotics for instance) or take a vehicle from a camp to flip my quad, but with intentions to bring it back later. Leaving a note sometimes could just make interactions between players less "kill or be killed"

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I CAN POST IN CAPS WITH NO REASONING BEHIND WHAT I SAY TOO

There was reasoning - I just didn't state it :)

I am absolutely against any kind of non-zombie NPC in this game.

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Definitely more like notes/audio log than scripted missions. Notes could also be player generated items to comunicate with other players : put a note in someone's tent explaining why you borrowed items from it, put a note for other survivors about a hostile group or sniper somewhere, etc....

I don't know if it's just me, but I sometimes had to steal things from other players because I was forced to (antibiotics for instance) or take a vehicle from a camp to flip my quad, but with intentions to bring it back later. Leaving a note sometimes could just make interactions between players less "kill or be killed"

I love every word of this post.

I want more puzzles and backstory. I want the lore-pieces to be creepy, exciting, complex and lead to adventures for those seeking answers.

I do support the use of NPC, provided they are not a central part of the experience in the game. NPC scientists though, I don't agree to. If they were alive, the players would only get frustrated because they won't be able to provide the answers one would want and expect upon meeting them.

NPC's would also have to play simple roles, such as mercenaries to guard a camp in exchange for supplies. <- Would help with establishing bases, which atm lacks security even if you do find an awesome spot.

Edited by Athrins

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