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Nighteyes

Let's discuss a skill system

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Please Play the game atleast 250+ Hours before you start Suggesting anything..

(Yes' date=' everyone has right for opinion and so on..) But this way you'd atleast understand what youre asking for and will it work or not[/quote']

I doubt more than half of the people on the forums have played it for 250+ hours. Do you even have a concept of how long that actually is?

and no I don't know if it will work or not HENCE why it's in the SUGGESTION thread.

And why would you even want to have this system of "learning" How to Cut Beef or Fix Cars' date=' when its allready there and you CAN DO IT.. This would only require unnessesary coding, Time and Effort From the mods.. taking it away from the IMPORTANT things that needs to be done

[/quote']

Because looting>killing>looting>killing>lootiing>killing will eventually get repetitive. It needs more depth to it.

I've watched plenty of streams and read alot about other people's experiences I don't need to play it, I know what I want from a game like this.

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That 250h, was just a "figure of speech" kinda thing.. Having several hours of actual Gameplay experience is way diffrent than watching some Youtube Commentaries..

But yeah, you got some valid point there that Kill>loot>kill>loot will get eventually repetitive & Dull.. cant see this as Solution for it Tho, this is a Shooter game after all..

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I do think the game comes with its own skill set that isn't so clearly defined.

This being said, functions like 'gutting', 'healing', 'repairing', and 'constructing' alone should be based around something. Figure if all those skills are lost on death and suddenly you've made your life 100% more important.

Everyone can still do these functions out of the gate... its just with experience you get better at it. This of course would require tweaks to the current systems in game; repairs should take minutes with each 'item' applied (PR:ArmA has car repair). Gutting an animal with a high skill will give you a max of 200% more meat with it maxed out. Healing when maxed out, will cut bandaging time and give more blood per transfusion.

It could be something so simple as:

BaseHealing*('multiplier # between 0.5,2')=Healing

And then a check is made for each healing effort-> # of heals/(arbitrary difficulty number)=mulitplier

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I'm not sure why we would WANT this, any personal skills we can get better at, if we really want to.

The problem with "game" like skills (to me) is that they put you in a position of superiority for no reason related to your profiency at playing the game.

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That 250h' date=' was just a "figure of speech" kinda thing.. Having several hours of actual Gameplay experience is way diffrent than watching some Youtube Commentaries..

But yeah, you got some valid point there that Kill>loot>kill>loot will get eventually repetitive & Dull..

[/quote']

I think you need to stop assuming so much but at least I'm glad you can see that more needs to be added to this game. Because as it is this game would stop being popular after a couple of months.

As pointed out though by another poster, having skills incorporated into the game would make your life that more important and those decisions more crucial, adding to the overall experience.

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No. No. No. Please do not implement any skills.

We'll see "Butcher, Tracker, Gunsmith. Looking for group to raid with."

The ONLY thing that i think would be of any use would be the higher the humanity, they faster you could tranfuse blood or bandage someone. Obviously if you have max humanity, you have been doing a bunch of transfusions. Practice makes perfect.

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Well I think what kind of skills you could learn is still very much up for discussion. But I would hope everyone could agree that a skill system would add more depth to the game.

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This.. is a zombie survival game not a skill based game O.o... Skill system doesn't make any sense in any way for this type of game...

You are trying to alter this game away from what it is.. and if the developers make changes and changes to the basis of the game.. Like FRIEND said.. your suggestion is "These kinds of things belong to fantasy MMORPG, not in a shooter games" ... it doesn't fit in the slightest, and I pray the developers dont put this in.

Edit:

If skills are enabled and you DONT keep them through death.. I'll be a committed Bandit to kill everyone to reset their skills, and I'll recruit everyone I can to crush Everyone to reset skills.... because no offense.. but it just doesnt fit :/

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I can't believe were discussing this but I'm totally against any kind of skill system, I came to this game to get away from the generic MMO routines of having to "train your skills", DayZ to me is a sandbox, your quality as a character is defined as the type of player you are, repairing vehicles (even in a wasteland) is sparingly easy providing you can install an engine and bolt metal sheets to it and give it wheels.

The "humanity makes you a better medic" story won't work with the current game mechanics; you shoot one survivor and suddenly your less adapt at tranfusing blood. Won't work.

TLDR no skill systems, keep it totally open, don't give people advantages in areas over others.

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It's not about gathering skills. It's about adding to your inventory, like another item or weapon. It's something else to use, something to trade, something else to protect.

There needs to be a basic skill system, not too deep, simple. It shouldn't overpower your character but can have it's advantages on occasion if you choose to learn a skill.

I have not seen a game like this anywhere else...ever, so to say it doesn't fit is weird because it's like "Which other game are you comparing this to exactly?"

This game is a survival game first, shooter second.

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I never said that negetive humanity would give you bad medic skills, did I? I said positive humanity would yield better medic skills. If you were at 2500 or less, your medic skills would stay the same. It gives some insentive to people that are helpful.

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This.. is a zombie survival game not a skill based game O.o... Skill system doesn't make any sense in any way for this type of game...

You are trying to alter this game away from what it is.. and if the developers make changes and changes to the basis of the game.. Like FRIEND said.. your suggestion is "These kinds of things belong to fantasy MMORPG' date=' not in a shooter games" ... it doesn't fit in the slightest, and I pray the developers dont put this in.

Edit:

If skills are enabled and you DONT keep them through death.. I'll be a committed Bandit to kill everyone to reset their skills, and I'll recruit everyone I can to crush Everyone to reset skills.... because no offense.. but it just doesnt fit :/

[/quote']

It's like people don't even bother reading the skills. They are not going to make anyone a "tank" or a "healer". They are strictly to add to the experience, add to the loot table of something very unique, add to ones personal story, add more to the grouping experience, and lastly but most importantly, add something that can never be retrieved upon death.

Going on a rampage to kill people because they found a book about repairing cars or cutting up animals is like saying you are going to murder all butchers. That makes no sense.

This isn't a fantasy MMO and people jumping to the conclusion that this idea will turn it into that are completely overthinking the effect this will have. It is totally not unreasonable that someone will come across a hunters journal or a techinical manual that will teach them how to do something better than the average Joe.

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" But I would hope everyone could agree that a skill system would add more depth to the game."

No i totally disagree.

The joy of this game comes from the level playing field and the human interactions, the human reactions. The harsh penalties, the uncertainty the fear.

Adding skills to a game where you only have one life is a terrible idea.

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" But I would hope everyone could agree that a skill system would add more depth to the game."

No i totally disagree.

Oh, i dunno if i noticed that remark on first read. Strongly disagree here too.

it seems to be a misuse of the term depth too.

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The joy of this game comes from the level playing field

Yes because one person having a sniper rifle and one guy having a magnum pistol is a level playing field...:huh:

You talk about harsh penalties. Well losing an earned skill that was taught to you by some random stranger you met and banded up with for some time, by death is a pretty harsh penalty don't you think?

Adding a skill system isn't going take away from what the mod already has but just add more, which is what the mod needs.

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The skill in this game is your skill. Not some numbers like every other rpg out there.

Its what you DO that makes this game so good. You learn your own skills and get better every time you play.

All a skill system does is stop you doing things it actually limits you rather than adding something to the experience imo.

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The skill in this game is your skill. Not some numbers like every other rpg out there.

Its what you DO that makes this game so good. You learn your own skills and get better every time you play.

All a skill system does is stop you doing things it actually limits you rather than adding something to the experience imo.

:huh: What numbers?

I don't understand. You would still be able to do things that you could do now but if you learn a skill you could be more efficient at it. Whether it be to cut meat more effectively or make less noise or whatever.

I don't think you're looking at the long term picture of this mod. It needs to be more diverse.

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One skill tree: Survival.

Invisible experience system. No one needs to see how much xp they have or need until the next level. Experience is awarded for active playtime (acquiring items, using items when necessary hungry/thirsty/injured, being in the proximity of other players, etc).

None of the skills should significantly alter the way the game is played, just add minor conveniences that make survival a bit simpler. With each level basic stats improve minutely. Slightly greater resistance to hunger and illness, slightly improved blood gain from cooked/heated food, maybe even very slowly increasing blood regeneration.

With certain levels you gain basic skills like starting a fire with a tinder/firewood item you loot off the forest floor instead of matches. Getting more meat from gutted animals. Being able to heat canned food for a little more blood. Every five levels, choose to make movement either faster or more quiet in all postures.

Doing it like that would leave the core of the game the same while giving the players even more incentive to want to stay alive. You'll feel worse when your guy dies, especially if you've stayed alive for a while. Plus, stuff like improved mobility might tempt players into taking more chances the longer they've been playing. A good guy might think that he's quieter or faster than the bandits he's encountered and start hunting them lone-wolf. A bandit might get ballsy enough to think he's quiet enough to sneak into a camp and loot tents.

No matter what, it should be small, simple, and sit nicely on top of the foundation at the core of the game. Reward players for surviving and cooperating. I think what makes this mod so special is the permadeath aspect and how it really changes the game experience for most people. Adding skills that allows you to see your character grow as you play could make that even more rewarding when you survive and devastating when you don't.

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You know what I think would be interesting? If when you spawned you were randomly assigned 1-3 skills. That's it, you are better at these things then others on average. No improvement during game play, they were your life skills before the apocalypse arrived.

Some might be more useful then others, so be it.. that's the joy of the random and unknowing nature of the game. Just like life, sometimes you get the short straw and get 1 shitty skill. Other times you get 3 decent ones. If you die or re spawn within 3-5 hours you get stuck with the same skills though to stop people from trying to get better starting skills.

Then again the game without any skills is more then fine with me too, no mmo skill books etc. At most manuals that you need to carry with you forever could possibly help you do some things a better, but they take up space and decay over time to prevent item inflation.

Or elderscrolls style, get better at things that you do would make sense as well. That would reset on death.

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This was suggested by "jgminto" from neogaf so credit goes to him and project zomboid:

"A perk system similar to Project Zomboid would be really cool. Start with the standard character and allow the player to choose perks for their character but assign each perk a number. Each number would add to your perk score and you will need to keep the score at zero or less to create the character.

So for example, (Athletic: Faster sprint 3+). So to balance it out you would have to add 3 negative points like (Big Eater: Need to eat more than usual 1-) and (Thinblooded: Bleed out faster 2-). You would have to put quite a bit of work into balancing it but I think it would benefit the game a lot. And then when you die you can try a different combination and see if it is more effective."

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The problem with "game" like skills (to me) is that they put you in a position of superiority for no reason related to your profiency at playing the game.

What about for the 'support' actions like vehicle repair, healing, and gutting?

I just want another reason for people to fear their own demise than a return to the bean wars and the loss of kit/bragging numbers.

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