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Survivor-Kyle

So you are bored and think the game needs something endgame or new...

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Let's face it' date=' after a little while the game gets old. You are fully geared, you have your NVG's, silenced M4/Bison SD, sniper rifle in bag, ghillie suite and so on. The only thing left to do is survive and hunt other players.

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So' date=' you've finally gotten the hang of the game. You have a ghillie suit, that neat rifle you've had your eye on forever, enough ammo to keep you going for a while, and more med supplies than you'll ever need. You've got everything you could want and so the big question remains... now what?

[/quote']

At this point' date=' the game simply misses some motivating endgame content to keep fully geared players from getting bored and sniping noobs along the coast.

[/quote']

MMO players need goals/something to strive for. Otherwise they lose interest.

Is this you? Do you feel that the game is too easy now? Are you bored? The solution is likely not additional gear' date=' or quests, or hoarding tons of stuff off map. You might be having an in-game existential crisis. You have fulfilled all your basic needs and now you want/need something more.

[img']http://www.fdungan.com/loner1.gif

Your knife, matches, and canteen fulfill the bottom level. Your weapons give you the next one. If you have a friend/clan who you play with, the 3rd level is also complete.

Now you are entering the point where you have to look into your self for purpose. You could try to become the worst player in the game, infamous for the most kills/betrayals/thefts. But that mindset will likely undercut your social and security needs; plus you are probably tired of that lifestyle already anyway.

That leaves helping others--which is a really TOUGH endgame goal. People do shoot you all the damn time. You will lose all that sweet gear. But at the end of the day, Rocket doesn't talk about the guy with the best gear in his interviews; he talks about Dr. Wasteland and his medics.

People don't care/appreciate/respect just-another-bandit (or even the best bandit, for that matter). But the people here sure seem fond of the medics who risk everything, and ask for nothing, just to deliver a shot of morphine and a bit of blood. Maybe you can keep those medics alive for a bit longer. Maybe you can run an ambulance or a MASH hospital.

My point in all of this is that if you find yourself bored, because killing other players gets repetitive after a while and the harshness of the wasteland has been tempered by high-level equipment, maybe it's time to build a sandcastle, or even help someone else build theirs. Even the hackers are growing tired of killing everyone; they've started building bases and spawning a cult.

You don't have to be a medic, you don't have to found a trading company, you don't have to run a taxi or noobie guide service. But you have to do SOMETHING greater than yourself. Even if it's just an impromptu concert in the middle of Cherno (of all places). Otherwise this is just another PvP game (with a slow start and some annoying zombies).

Edited by Survivor-Kyle
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I wandered down to the coast to find a survivor to help yesterday. Instead I had to kill a bandit. So it goes.

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About a month ago I would've gone with that notion, but any level of trust I used to have towards random survivors has degraded to a point that I am not willing to help them.

Right now, together with some buddies I am basically just touring through Chernarus but as it takes everyone 2-3 hours to get together in one location usually the evening is over before we actually can do something decent.

I don't know how everyone else actually pulls this off, we are always strewn across the map, because no one is content on sitting in a spot for 4 days until we can continue playing together (we all have jobs/RL/family). Also finding a server with open slots usually eats up another 40-50 minutes until we can actually start to move around.

TLDR: I'd like to do more but currently the state the mod / community is in and having only one character to play with I feel severely limited.

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There are ways to help that don't involve direct human contact. Or you can guard a medic and try to keep him alive for longer than 10 mins. My point in all of this is that when people get bored playing the game, it's time to change how they play it. Just think of something that seems impossible and set out to make it happen. If you die a lot, at least you know it has a challenge, and if/when you accomplish the task, it will feel that much better.


You shouldn't trust survivors you don't know and that's what makes it interesting ..in my opinion.

http://www.youtube.com/watch?v=g1ZOOnovCwU

Exactly true. But imagine how unmemorable that scene would have been if Rick had just shot them on sight. It's interesting/exciting because he gives them a chance, not in spite of it. Most people right now never get past that door.

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Exactly true. But imagine how unmemorable that scene would have been if Rick had just shot them on sight. It's interesting/exciting because he gives them a chance, not in spite of it. Most people right now never get past that door.

you sir are correct !

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To be honest, by the final release of DayZ, I want to see realistic base-building mechanics. Barbed wire and hedgehogs do not make a fortified base.

Honestly, even if they were little hamlets of 15 or 20 people, it'd be awesome. But until we get actual ways to build a base that isn't just some pitched tents surrounded by fortifications that are pretty much useless if you have a vehicle, I really don't see a way for that.

And I know a lot of people aren't going to like me making this point, but wouldn't this be the most realistic idea? People set up maybe a small hamlet out in the wilderness. They have survivors who want to live there work their dues by scavenging a nearby settlement, or they have traders looking to hand over some spare parts for beans. Right now, it's barely do-able in a safe environment, so it's not the brightest idea.

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Safe is what gets boring. Yes, in a real survival scenario, safe is what you want. But for entertaining game play, it's all about risk/reward. Having a base 300km off map is safe. Studying the map for hours picking the PERFECT base location only to find it already occupied and a possible firefight on your hands is fun. Stocking a hidden hospital tent is fun. Risking death to ferry (potentially hostile) survivors around Cherno is exciting. And then you lose it all and get to rebuild from nothing. It's great, and in a Buddhist/Zen way of material non-attachment, rewarding.

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Safe is what gets boring. Yes' date=' in a real survival scenario, safe is what you want. But for entertaining game play, it's all about risk/reward. Having a base 300km off map is safe. Studying the map for hours picking the PERFECT base location only to find it already occupied and a possible firefight on your hands is fun. Stocking a hidden hospital tent is fun. Risking death to ferry (potentially hostile) survivors around Cherno is exciting. And then you lose it all and get to rebuild from nothing. It's great, and in a Buddhist/Zen way of material non-attachment, rewarding.

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Ah, but I never said it had to be completely safe.

What stops an opposing settlement from sacking yours and stealing all of your supplies? Or, as a bandit, wouldn't you just love to sneak in and maybe steal some loot right from under those snooty-folk's nose?

Maybe some of the scavengers don't want to be scavengers anymore. Maybe they want to be the top-dogs, ordering everyone around here, there, and everywhere. Why not stage a coup? What's to stop them if they get enough support?

I do agree, that safe would be boring. But in Chernarus, you're never completely safe. You're just safer in some places. I prefer facilitating more organization than safety. And that's what these small towns and hamlets would accomplish.

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Safe is what gets boring. Yes' date=' in a real survival scenario, safe is what you want. But for entertaining game play, it's all about risk/reward. Having a base 300km off map is safe. Studying the map for hours picking the PERFECT base location only to find it already occupied and a possible firefight on your hands is fun. Stocking a hidden hospital tent is fun. Risking death to ferry (potentially hostile) survivors around Cherno is exciting. And then you lose it all and get to rebuild from nothing. It's great, and in a Buddhist/Zen way of material non-attachment, rewarding.

[/quote']

Ah, but I never said it had to be completely safe.

What stops an opposing settlement from sacking yours and stealing all of your supplies? Or, as a bandit, wouldn't you just love to sneak in and maybe steal some loot right from under those snooty-folk's nose?

Maybe some of the scavengers don't want to be scavengers anymore. Maybe they want to be the top-dogs, ordering everyone around here, there, and everywhere. Why not stage a coup? What's to stop them if they get enough support?

I do agree, that safe would be boring. But in Chernarus, you're never completely safe. You're just safer in some places. I prefer facilitating more organization than safety. And that's what these small towns and hamlets would accomplish.

Which goes well beyond the basic kill/survive dynamic that people grow so tired of. I wish you luck in founding a shire :D

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I just think most people get excitement from dayZ in the same way than others get from a slot machine. You risk some money to get a potential reward. Just you can fool the machine here, you can get really good at it and win the full prize. And then what? Then nothing, that's all.

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+1 base building or power generators or just general buildings that you can hold for some sort of advantage, vehicle, a machine gun nest, loot spawns without zombies. Clans and groups doing this stuff is where the endgame should be at.

And of course it should require more than actually just camping the building, like requiring supplies to man/fortify/maintain that has to be found in high risk locations, urban centers, etc.

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Maslow's Hierarchy of Needs is flawed.

Also been playing this for a while and killing players doesn't get old.

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I just think most people get excitement from dayZ in the same way than others get from a slot machine. You risk some money to get a potential reward. Just you can fool the machine here' date=' you can get really good at it and win the full prize. And then what? Then nothing, that's all.

[/quote']

Or you learn to play it differently. Instead of playing a 3 bar machine move to a 5 bar with diagonals. Try to teach others how to beat a 3 bar. See if you can figure out Craps. If you're bored in Vegas, you just haven't looked for a show.

+1 base building or power generators or just general buildings that you can hold for some sort of advantage' date=' vehicle, a machine gun nest, loot spawns without zombies. Clans and groups doing this stuff is where the endgame should be at.

And of course it should require more than actually just camping the building, like requiring supplies to man/fortify/maintain that has to be found in high risk locations, urban centers, etc.

[/quote']

I'm saying that we don't need to wait for generators and machine gun nests to be implemented. The endgame is whatever you make of it. Go out and take some risks. Start a huge foolish project. Die a bunch.

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Which goes well beyond the basic kill/survive dynamic that people grow so tired of. I wish you luck in founding a shire :D

Hopefully, if we get a larger map by the end of development and larger server caps, it'll be a feasible reality.

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(Today 02:35 AM)Sabata Wrote: I just think most people get excitement from dayZ in the same way than others get from a slot machine. You risk some money to get a potential reward. Just you can fool the machine here, you can get really good at it and win the full prize. And then what? Then nothing, that's all.

Or you learn to play it differently. Instead of playing a 3 bar machine move to a 5 bar with diagonals. Try to teach others how to beat a 3 bar. See if you can figure out Craps. If you're bored in Vegas, you just haven't looked for a show.

My point is a slot machine like gameplay will always be inferior and undesirable sub-product. So I hope you don't want to meant that what dayZ needs is some more complex or cooler slot machine.

So the option right now is ignore this mechanism and try something else, like dying non stop? That goes against the very first rule in this mod: survive. Oh wait, let's ignore any rule, then what lefts?

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People quit spamming about "Endgame options" Rocket has said they will be in here.... quit spamming all these threads.

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(Today 02:35 AM)Sabata Wrote: I just think most people get excitement from dayZ in the same way than others get from a slot machine. You risk some money to get a potential reward. Just you can fool the machine here' date=' you can get really good at it and win the full prize. And then what? Then nothing, that's all.

Or you learn to play it differently. Instead of playing a 3 bar machine move to a 5 bar with diagonals. Try to teach others how to beat a 3 bar. See if you can figure out Craps. If you're bored in Vegas, you just haven't looked for a show. [/quote']

My point is a slot machine like gameplay will always be inferior and undesirable sub-product. So I hope you don't want to meant that what dayZ needs is some more complex or cooler slot machine.

So the option right now is ignore this mechanism and try something else, like dying non stop? That goes against the very first rule in this mod: survive. Oh wait, let's ignore any rule, then what lefts?

No I'm saying that if you get bored playing DayZ in a highly effective, but as a result relatively safe, way, maybe it's time to take a risk and play it differently. Purposely increase your human contact. Set an objective and try to accomplish it, even if (perhaps especially if), it seems impossible/difficult.

To move away from slot machines:

If your squad has a fool-proof method for raiding NWAF, you have all the gear, and now are bored. Maybe you should leave the NWAF and try to do something else, as opposed to quitting the game or demanding additional content.

The players that I cited as examples seem to have a blast, even if their play styles result in short lives. The point of this is not to live forever, it's to have fun; and Rocket doesn't need to add new features for us to have fun.


People quit spamming about "Endgame options" Rocket has said they will be in here.... quit spamming all these threads.

Did you even read the thread? That was kind of the point of the OP...

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I keep aiming to be a rogue medic, but I keep stumbling on .50 cals and NVGs, and I never want to risk them :/

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To move away from slot machines:

If your squad has a fool-proof method for raiding NWAF, you have all the gear, and now are bored. Maybe you should leave the NWAF and try to do something else, as opposed to quitting the game or demanding additional content.

The players that I cited as examples seem to have a blast, even if their play styles result in short lives. The point of this is not to live forever, it's to have fun; and Rocket doesn't need to add new features for us to have fun.

I accept such suggestion as some sort of temporal alternative, but that's not for every player IMO. The average player should want to have fun surviving, not fooling around somehow or executing risky experiments. The mod itself isn't very friendly towards social interaction, that should be the first area to be improved as I insisted many times. A slot machine gets old fast, social interaction last forever.

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The mod going the direction of an MMOFPS is what I think should happen. No permanent factions...nothing perfectly defined or limited. Players could play how they want. There should be a trade system so players can barter and make their own prices for everything. The PvP shouldn't ever be changed, Players shouldn't be forced to play good or evil, they should get to play how they want, whenever they want. Don't set limits.

A dynamic faction system would be awesome. Plays group up and form a clan/society, then whichever server they play on they could takeover and control areas of the map and run it how they like. Other factions could push them out or just join up with them. Anyone would be free to leave whenever they want or join where ever accepted. You could just be the lone wolf and be neutral(or hostile) to everyone, Trade with all the factions and make the profit.

Players could construct their own "Fallout" style structures out of scavenged materials. Players could form their own societies and follow a leader that they choose to follow. Even within the player made/run societies there shouldn't be protection from each other. Steal from your own society and get caught, you face whatever consequences the other players decide.

Technically we could do most of this right now it's just difficult to implement efficiently because we have to use the forums and there are no "official" systems we can use currently. Having it all done though the game would make it much better. This is all just the tip of the iceberg for possibilities.

The overall theme should be that there is no limits. Players would be able to create their own endgame content and there would be an unlimited amount. The game could also have events added to it to keep players busy but that would only be one part of the overall atmosphere.

Until then I will make my own story, I look for others to help and kill anyone I feel I'm justified in doing so.

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The mod going the direction of an MMOFPS is what I think should happen. No permanent factions...nothing perfectly defined or limited. Players could play how they want. There should be a trade system so players can barter and make their own prices for everything. The PvP shouldn't ever be changed, Players shouldn't be forced to play good or evil, they should get to play how they want, whenever they want. Don't set limits.

A dynamic faction system would be awesome. Plays group up and form a clan/society, then whichever server they play on they could takeover and control areas of the map and run it how they like. Other factions could push them out or just join up with them. Anyone would be free to leave whenever they want or join where ever accepted. You could just be the lone wolf and be neutral(or hostile) to everyone, Trade with all the factions and make the profit.

Players could construct their own "Fallout" style structures out of scavenged materials. Players could form their own societies and follow a leader that they choose to follow. Even within the player made/run societies there shouldn't be protection from each other. Steal from your own society and get caught, you face whatever consequences the other players decide.

Technically we could do most of this right now it's just difficult to implement efficiently because we have to use the forums and there are no "official" systems we can use currently. Having it all done though the game would make it much better. This is all just the tip of the iceberg for possibilities.

The overall theme should be that there is no limits. Players would be able to create their own endgame content and there would be an unlimited amount. The game could also have events added to it to keep players busy but that would only be one part of the overall atmosphere.

Until then I will make my own story, I look for others to help and kill anyone I feel I'm justified in doing so.

So you have never coded a game before... It is easy to say all these things but to actually implement them in the current world is impossible. The server requirements are bad enough as they are now let a lone your request. Good idea but unfortunately this will hinder the game and change it completely. People always want to change things but when that happens nobody approves of it. If the majority of the requests on this forum where processed and implemented then you would see a lot of complainers who just want the original game.

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