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bent.toe

Here is a thought...

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... All you that are waiting for the introduction of helicopters. Have you even stopped to think about the current state of land vehicles? 

Building them takes ages, driving them is a headache, crash in one and you might survive.... 

Now go back to your sought after helicopters. Carrying rotorblades for 3 miles? Engine? Tail? Struts? Not to mention the electronics and fuel consumption. 

Then.... THEN ... You will try and fly that thing with bohemias well known and improved vehicle physics that we all come to love. 

No thanks, i stick to my two legs. 

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And one day, we will need TOOLS to fix a car/heli... What a nightmare 😂

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3 hours ago, bent.toe said:

... All you that are waiting for the introduction of helicopters. Have you even stopped to think about the current state of land vehicles? 

Building them takes ages, driving them is a headache, crash in one and you might survive.... 

Now go back to your sought after helicopters. Carrying rotorblades for 3 miles? Engine? Tail? Struts? Not to mention the electronics and fuel consumption. 

Then.... THEN ... You will try and fly that thing with bohemias well known and improved vehicle physics that we all come to love. 

No thanks, i stick to my two legs. 

Another thing I've been saying for years is, where the hell is a player going to keep a helicopter? The mod was different because players didn't play the entire map and you could hide stuff in the woods up north. There was a circle cut-out close to where Svet is now I used to hide my helicopter. It still got found, but it took months and months.

People will go nuts for like 72 hours, then the complaints, then the rage, then they quit and go back to whatever they were doing before and all the hype ends.

 

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Just the idea of seeing a helicopter is dope, but ya it would probably fly like a rock. About to get my 1st vehicle running after surviving in electro for 8 days, decided to see how long i could survive in electro, saw a car 1st day, told myself i could only leave if i got the car running. Lol wish me luck

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7 hours ago, Weyland Yutani (DayZ) said:

Another thing I've been saying for years is, where the hell is a player going to keep a helicopter? 

 

Yeah, that too. 

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7 hours ago, Robzom11 said:

Just the idea of seeing a helicopter is dope, but ya it would probably fly like a rock. About to get my 1st vehicle running after surviving in electro for 8 days, decided to see how long i could survive in electro, saw a car 1st day, told myself i could only leave if i got the car running. Lol wish me luck

That sounds like a challenge. I would never make it. 

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@bent.toe So shit went batshit sideways,  day 9 it was constant automatic fire, about 2 hours in got killed in a confusing nightime shootout, lost all my shit, got it back thanks to a freshie i befriended during my stay at electro, he single handedly kill 5 dupers who all had fals & m4s but one, we eventually drove that car together me my close buddy gog, and this freshie friend i met in electro (All of us never even seen a functional vehicle out of all our play time.) Good times, ended up crashing twice first time gog crashed because he plays racing games and got cocky. 2nd time my freshie buddy crashed during a lagspike. Ended up having 2 find a new radiator both times. Crazy adventure 2 bad i didnt make it out of electro with my character that survived 8 days. oh ya and im a full blown duper now. lol.. Duping is like selling your soul, once you do it.. Ain't no goin back! All of your dayz desires, anything you could ever want bent.toe.. Joooiiinn mee, join us bentoe. Shhh its ok there will be a patch from the dayz gods above sometime, Its all gonna be alright. Seriously though even though im now duping i hope they fix this trash, im just gonna hook some freshies up, experiment a little, have fun. It's the way she fuckin goes.

Edited by Robzom11
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The idea of helicopters is silly to me. How many "survivors" would have the experience to repair and fly a helicopter? It's actually as silly as every player being a mechanic. I wish skills were a real thing in the game but you can only take the realism so far before it just becomes tedious.

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22 minutes ago, BetterDeadThanZed said:

The idea of helicopters is silly to me. How many "survivors" would have the experience to repair and fly a helicopter? It's actually as silly as every player being a mechanic. I wish skills were a real thing in the game but you can only take the realism so far before it just becomes tedious.

 

Agreed. I'd much prefer the team to fix/restore the content we already/used to have. Please...

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17 hours ago, Mookie (original) said:

 

Agreed. I'd much prefer the team to fix/restore the content we already/used to have. Please...

Apparently adding stuff that doesn't work is easier than fixing things that are already broken.

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18 hours ago, BetterDeadThanZed said:

The idea of helicopters is silly to me. How many "survivors" would have the experience to repair and fly a helicopter? It's actually as silly as every player being a mechanic. I wish skills were a real thing in the game but you can only take the realism so far before it just becomes tedious.

I actually agree with you. Just giving basic skills to everyone but needing specialist skills to do the more advanced stuff. Rebuilding a car would be advanced, treating disease etc would be advanced, base building would be advanced etc.

It would create an environment where people have need for other people. 'want to build a base?' ok you need to find a construction worker to join your gang', 'got a bad case of vomiting or a broken bone?' ok you need to find  a medic etc.

Does your gun need repairing ro do you need more ammo? find a gunsmith etc.

It would stop a lot of KOS. As with other MMO's people could advertise or trade their services. Hell, I can even think of some good roleplay of kidnapping a mechanic to get him to repair your car etc.

or maybe I'm just dreaming too big...

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On 5/30/2019 at 11:46 AM, BetterDeadThanZed said:

The idea of helicopters is silly to me. How many "survivors" would have the experience to repair and fly a helicopter? It's actually as silly as every player being a mechanic. I wish skills were a real thing in the game but you can only take the realism so far before it just becomes tedious.

It's no different than everyone being an elite soldier with pin point accuracy

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17 hours ago, andysuter said:

I actually agree with you. Just giving basic skills to everyone but needing specialist skills to do the more advanced stuff. Rebuilding a car would be advanced, treating disease etc would be advanced, base building would be advanced etc.

It would create an environment where people have need for other people. 'want to build a base?' ok you need to find a construction worker to join your gang', 'got a bad case of vomiting or a broken bone?' ok you need to find  a medic etc.

Does your gun need repairing ro do you need more ammo? find a gunsmith etc.

It would stop a lot of KOS. As with other MMO's people could advertise or trade their services. Hell, I can even think of some good roleplay of kidnapping a mechanic to get him to repair your car etc.

or maybe I'm just dreaming too big...

I'd been suggesting this for a couple of years, even as soft skills were announced and later implemented in such a poor state as we've seen so far...

My take, is that they don't want to add too many RPG elements or stat-chasing mechanics, which I see as a mistake.  The avoidance of grinding was used as an explanation for this, but it seems like a copout.
The current soft skills situation is a joke, plain and simple.  It splits the skills into two groups, of which only one side can be improved at a time.  It is arbitrary and meaningless.

It would make so much more sense to divide up the various tasks and corresponding skill specialties by category, and keep all the progress and aptitudes behind the board.  In this way, players would only subtly know by experience and outcome, which skills are more developed.
This would add a sense of achievement to the mundane tasks of day-to-day survival.

Let's just start with all the things players could do in .62:  Hunting, fishing, horticulture, bushcraft/tanning, weapon repair, tool repair, clothing repair, medical, cooking; add in basebuilding from 1.0.  
How many of these things are fine tasks and how many are rough tasks?  Pretty much everything  is a fine task, aside from preparing garden plots, harvesting bushes and trees, and basebuilding tasks.  The current skills system is rubbish.

It makes much more sense to assign the different tasks to basic skill category, allowing for some overlap in skill between individual tasks: Natural, practical, medical, technical, mechanical, architectural.
Natural skills would include hunting, fishing, gardening, tanning, and harvesting raw materials.  Practical skills would include cooking, and repairing clothing, tents, and simple hand tools.  Medical skills would include bandaging, taking blood, administering saline, duration of CPR for effectiveness.  Technical skills would include repairing firearms and electrical equipment.  Mechanical skills would apply to repairing cars and generators.  Architectural skills would apply to basebuilding and barricading.

Depending on the specific action, the skill level would either affect the percentage quality of the outcome, or the speed of the process, or both.  For example, a player with a practical skill rating of less than 50% of the maximum might only be able to repair clothing to the damaged state.  A player with a medical skill rating of 25% of the maximum might need to use 3 or more bandages to stop severe bleeding, and would have a 75% chance to cause minor bleeding when administering a saline bag.

I love the idea of new spawns starting out with a randomized set of skills and aptitudes.
Certain skills would be present at certain levels of competency at spawn, and every skill would have an aptitude--which would basically be a % modifier to competency growth.
No modifiers for caps on skills, but each individual player-life would have a different outcome in proficiency gained from the practice of different skills; resulting in a varied result in the case of grinding for mastery at each skill.
This way, it would be impossible for a player to know that they just need to spam 20 bandages to get medical skills maxed.

Each instance of performing an action corresponding to a skill category, would have a base increase to that skill; and the aptitude modifier would multiply the increase by 0.5 to 1.5 of the base value.
Lets say that each bandaging act would, as a baseline, increase the medical competency level by 5%, and each instance of giving of saline by 10%, with an aptitude modifier of 1.0
 

A player should never spawn with less than 10% of each skill, nor more than 50%.  Give them 150 percentage points distributed at spawn, so each player starts at 25% aggregate mastery.  Correspondingly, 6 aptitude points would be assigned randomly at values between 0.5 and 1.5

In this manner, a player might spawn with 50% medical competence, and 10% competence of all other qualities; along with 0.5 aptitude for medical, mechanical, and architectural, and 1.5 for natural, practical and technical.
This player would need to apply 20 bandages, or 10 saline bags to achieve 100% competency.


The variance in bandaging skill building between the minimum base values of competency and aptitude and the maximum values, would mean that a player spawning with 10% base competency and  a 0.5 aptitude would need 36 bandaging practices to max out.  A player spawning with 50% competency and 1.5 aptitude would need 7...

This would create a very diverse set of conditions for player lifetime progression and value; especially if outcomes are weighted by skill competency.  Even a 3 man killsquad might want to see if a player can repair their plate carriers back to worn condition, before killing them; hell, they might just pressgang them into coming along for the ride.

 

Anything that drives player interactions beyond simple KOS, is an extremely valuable asset to the game.  ADDING INTRINSIC VALUE AND UTILITY TO PLAYER LONGEVITY IS WHAT DAYZ NEEDS TO SURVIVE WITH A LARGE AUDIENCE IN THE LONG TERM.

Edited by emuthreat
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On 6/1/2019 at 12:38 AM, emuthreat said:

 

 

Anything that drives player interactions beyond simple KOS, is an extremely valuable asset to the game.  ADDING INTRINSIC VALUE AND UTILITY TO PLAYER LONGEVITY IS WHAT DAYZ NEEDS TO SURVIVE WITH A LARGE AUDIENCE IN THE LONG TERM.

 

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On 6/1/2019 at 1:38 AM, emuthreat said:

Anything that drives player interactions beyond simple KOS, is an extremely valuable asset to the game.  ADDING INTRINSIC VALUE AND UTILITY TO PLAYER LONGEVITY IS WHAT DAYZ NEEDS TO SURVIVE WITH A LARGE AUDIENCE IN THE LONG TERM.

This 

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Here is another thought, an even more wild and crazy thought. Players want cars and helicopters that both work as they should, because that's been on the agenda for 5 straight years now. What exactly is your point? Are you trying to justify why helicopters aren't in the game? No one questions why they aren't there. They know they would be a disaster with the game in its current state, but players want them not to be. It's pretty straight forward and it's not even that outrageous of an expectation, at least it shouldn't be. From what I'm gathering, your argument is pretty much "shut up and be grateful cars even exist." That's pretty sad if that's what DayZ has come to. 

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I don't think @op has played the mod. Carrying a rotor blade for hours across the map to fix your heli was a rite of passage for many. Trying to actually fly the bugger without hitting the ground or the buildings while your passengers scream over teamspeak. Yup, another rite of passage.

In fact the very things @op has detailed as being negatives are the very things that endeared aircraft to the DayZ community!

My only issue regarding helicopters is the map boundaries and how to handle them while keeping a level of immersion, that applies to other vehicles too. In the mod you could effectively fly off the map and keep going until you got bored and the landscape below you would repeat (just plain texture like it is now, if I remember correctly).

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I nvr got the point why ppl would need a heli before bikes... bikess are much much more usefull.

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