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Long Suggestion/What if Post

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Rocket has done something I didn't think any dev would have the guts to do. But being a mod I guess it's OK, as he mentioned in an interview. Hats off for doing it. I never understood why devs stayed away from this type of moral experiment. The buzz surrounding the mod and the huge increase in sales for Arma2 should prove the idea alone.

Let your bosses know your idea can be developed as a stand alone with some additions that should deaden the backlash from those who will be turned-off from the inhumanity. I have a few ideas that I believe almost all would agree on, if there could be a stand alone version.

Many of my ideas below I have read that there are versions of them that will be implemented in some form. I had no input in to their minds, but it was nice to see that the devs have similar ideas. So most of what you read below may be coming soon. Almost feel I’m a little late in posting this, but what the hey.

I played City of Heroes for a time.... Not because I wanted to, I was talked into it by some friends. I do not like 3rd person only games, but it was a nicely done concept. Besides who hasn't wanted to be a superhero. What could be taken from that game are several things.

Another game Stalker comes to mind, which is in my top 10 list of all time best games, and one at the top for immersion. Several ideas from Stalker could be used. DayZ reminds me a lot of Stalker, and the only other game that has made me jump in my chair. DayZ and Stalker are all about immersion.

Rocket mentions this emotional catch that he likes, and that comes through the immersion. That immersion can be lost in so many ways. From friendly-fire being off, to forced 3rd person perspective, to cut-scenes, to scripted events, all rips you out of the immersion of the game. Some devs have tried to keep this idea alive in their games but have failed miserably by some exec who thinks that certain elements are a necessity to make this genre of game. I still go back and play Farcry 2 from time to time, but never did complete the game. The open world and immersion is what grabbed me, the linear story, and limited freedom is what astounded me. For once let the player follow the story their own way if they want to, and just give him the tools and game elements to do it.

Remember when BF1942 came out. You jumped in the single player solo mode to get a feel for the game and were amazed that it was so open and you had no clue as to what to do. You saw AI running around jumping in vehicles and planes, heading out to fight. Then BF2 came out and the SP was the same, but now with the commander screen, and a few other options. The MP maps were larger and spread out creating huge area battles. Then BF3 came out, and you lost your chubbie completely when finding out that it was nothing more than a CoD clone, and one of the worst SP experiences ever.

Don’t get me wrong…. There’s nothing wrong with CoD. It is without a doubt at the top of its genre. I purchased 2 versions of it. Both did a good job at the SP element even though it was a scripted movie roll experience. The addition of the SP and COOP modes helped them tremendously. The character animation and player movement in CoD and BF3 are both top notch and Arma falls short in that area. But I’ve been playing the CoD type of games since the introduction of that genre when the PC was still around 70Mhz…the old Pentium. Now what we call a CoD clone once was a Quake clone. But I’ve grown out of those… not completely… but I’m always looking for the next step in game evolution. Devs have seemed to stagnate… Don’t know if it’s because of the console/PC limitations or the fear of doing something different.

What the gaming industry has lost they didn’t even know they had captured or were afraid of it, and many players had no idea why they liked the game that brought the emotions out. Sure emotion is part of it, which comes from the immersion. When you have passionate people yelling about PKing, and the bandits calling them babies on the forums and people complaining something needs to be done about it… why would you continue to play unless you didn’t love the game in some way. That passion comes from the fact that the only person able to do something about it is the players.. Find a group of players and take the bandits out. In the end the game works…. Even if you’ve survived for 6 days then got shot accidentally by Rocket as you were retreating up the hill from the group he was training. I’m sure it was like, f-ing ahole why’d he do that…..Now I have to start over. That’s were the turn-off for most will be, but for me the fun just starts over again. But a good reason to change a few things to avoid the hassle of having to do all that over again, and lesson the complaining about it with some ideas below.

I thought about a single player aspect to this game, but soon discarded the idea, then thought of a way to do it. Same system, just add bandit and survivor AI. The player controls the amount of both. Simple AI, both that loot, one that shoots. One that follows, one that hunts. With maybe a way to save your MP character to the SP side of the game if your MP character is killed. At the death screen you could have an option that basically takes the last MP save and puts it in the SP mode of the game automatically renaming it to something that identifies what it is. About the only difference is that I don’t think they could allow AI groups roaming the SP map taking control points. Would be very cool, but probably too much. Only group you would need for single player is the group that you acquire from the AI survivors. Control points would still be able to be taken. No need for the bunker, just a group marker for the camp. Then have to tweek the SP aspect for the kiosk usage.

1. The character creation system. Nothing as extravagant as CoH, but something that would allow personal touches for identification. Imagine pants and shirt style and color for the basic survivor, along with the standard race and gender choice. Some head gear options. Maybe some tattoo selections. You would only be allowed to change your clothing if you find other clothing (guile/camo), or join a group. When you die and respawn you would not have to go through the character creation again. A Group/Clan/Team, or what ever they should be called, would have their own uniform creation set or have the ability to import a custom one upon creating the Group through access on the main menu. You would only be allow to create a group if your MP character has survived so many days, but you could still join one at any time.

2. The supergroup idea in CoH was actually pretty cool, but they never got several aspects of it working correctly. Something like this could be done. Which gives the player access to a group hangout that could be customized. Could be called a Group Bunker. The access point would be chosen upon creating the group, and can be anywhere on the map. A marker only seen by that group would appear that would be used to enter the bunker. The marker would be a banner that would also hang for all to see below the road name signs of the cities and at the center control point within the city. So if you are entering a city as a lone survivor you can tell who is in control of that city for the moment. Whether or not any of the group is there protecting it is something you’ll need to find out. Once a group has cleared certain cities they could acquire storage units for loot, and garages for vehicles. Something like, if your group controls a city center control point for 2 hours you earn a credit for the group, which could then be spent on storage. Actually scratch this idea. Groups would just have to maintain there stuff in the open somewhere. I don't think there would be a way to maintain the bunker across so many different servers..... Unless several servers are devoted just for group bunkers..... Problem there is having to leave the server to go to your bunker.... Unless there is a smooth way around that. CoH did it somehow.

Another option would be limited bunkers and Group markers for camps. Camps would be completely server based as they are now, and open for looting by others if not protected. So if your clan/group plays on several servers they could create more camps at those bunker entrance points. The bunkers would be for only storing medical supplies, water, and food. When the Group has gained, let’s say 50 credits for controlling control points they can purchase a garage for storing a transport vehicle. Personal vehicles would be up to the Group or individual to protect outside the garage. The stored vehicle isn’t invulnerable though, and can be destroyed or stolen if not in the garage, or not maintained. I don’t want the bunker becoming a permanent stash point, or a safe haven. The purpose would solely be for camp locations, a way to acquire the necessities if stored, a planning location, and a way to view the Group map. A map that looks like it would in the editor, with limited marking ability to provide group movement and actions so the new group member who just arrived can know what is going on if they do not have communication yet.

3. Radios/walkie-talkies and personal maps…… Radios: you find one you can use it for the world channel, which would allow you to talk to or hear anyone in range. Or switch it to your Group channel if you are in one, again can only be used if in range. Only those with radios will be able to hear you. Otherwise you only have direct channel for anyone in earshot. A map when found, if the group has a Laptop, generator, a dish, and you have a radio, will provide your group locations as markers, along with notes anyone of your group members have left about locations and other info. Radios could also be used for triangulation. Repeaters could be found and setup on top of hills to further the range of radios. Repeaters, radios, and laptops would all require batteries, but a laptop and repeater could also use a generator.

4. The control points would be located inside central unmarked buildings. The group would gain control only after eliminating the zed threat in the city, and having enough members close to the center to capture it. Once captured their banner is displayed as mentioned outside the building, and hung below the road city entrance name signs. Zeds spawns inside the city would then be eliminated until the control point becomes lost. There would also be an increase in spawns outside the city and the Zeds in that area would instinctively want to travel to the center to regain control. Once regained the Zeds would then go back to their normal behavior and spawn locations.

At each control point will be a kiosk that can be powered using a gas can to fill the generator that operates it. These kiosks can not be looted. They will show the map and what current cities are controlled by groups and which groups control them. There could also be a “Most Wanted List” for bandits on that server. Let’s you know who to look out for, and with the character creation their identification should be relatively simple when spotted, if you can remember what they look like. The kiosk would also allow access to group lists and membership submissions. Additionally when you are listed as wanted on the kiosk, the kiosk user can if they have a radio and map, and the bandit has a radio, they can get the bandits current location. Next to the mug shot of the bandit will be a triangulate location option, and a bounty option. If you have the equipment to triangulate their location you can. If you want to add a bounty you can. The bounty will be additive. So if other players, or groups have also put in a bounty on the bandit, you could receive a large amount of loot. Bounty should be limited to loot. If you have a weapon you put up for bounty it will be removed from your pack, and once the bandit is dead the person responsible will have an option to claim the bounty, or as much of it as they can take. The bounty will be additive. So if you have killed 3 bandits all with bounties on their heads, but were only able to take a few of the items from the kiosk they will be stored/saved with your character, but only available if you make it to a kiosk. Being a bandit will then have some repercussions, not to the extent that it will completely stop them, but have an effect on their thought process. Now not only do you get the loot off the dead bandit, but also the loot from the bounties. If you are in a group, and you collect a bounty, you will have an option to turn the bounty into credits for you group at the kiosk. The bounty turned to credits and bandit kills would be noted next to your rank on the group roster, giving your commander reason to promote.

5. For tracking your Groups control points several items could be found to do this. A generator, a Laptop, and satellite dish. Gas would be needed for the generator. This would be server side, and could be set up at the camps outside the bunker entrances. Anyone who came across your running Laptop could use it to see who is in control of what on the server. And how about cameras you could find and setup, that could also be viewed from your laptop. (nah… that’s a bit too much but kinda cool) The original Duke3D had camera access, and that was a long time ago before 3D graphics cards. Or if they cold find a way, allow camera access from the bunker where you could select which server to view the cameras on. Hmmm. How about when you join a group you have the option to immediately enter the group bunker from the main menu. When you enter you can access the main group map, view servers your group is playing on, take on tasks, or view cameras. Also, depending on your group rank, you could have access to more bunker features. Features such as setting tasks. Tasks for maintenance. Your cameras need batteries and replacement if destroyed. Defenses need installed and maintained. Vehicles acquired, supplies to gather, or control points to capture.

The numbered ideas are ideas I think they are talking about doing in some fashion. The rest are just off the top of the head crap.

Off the top of the head creap…… How about a cemetery for the players. Somewhere on the map a cemetery exists where your longest surviving character can be buried when it finally ceases to be. The cememtary would only need to be 50 plots for the players on the server. If you player has lasted 2 weeks, and you died. At the death screen would be an option for burial services. If the server is not full of players the other plots would be empty. Along with the 50 plots for the players on the server would be tomb at the top that houses the 10 longest living characters of all time. The gravestones would give their existence and death date, along with total time survived (the 2 will probably be different.), the group they were in if any, their group rank, and total bandit and zed kills.

Hmmm… a form of money…. Thought about credits just for Group use to purchase bunker storage and other upgrades, but why not allow the sole survivor access also. If I don’t want to join a group I still want to have access to some of the same functionality they have. You will be able to do anything a group does, but you will not have a group marker, uniform, or Bunker. The marker for your camp can be put on your map when ever you find one.

Somewhere in here (the sim story at the bottom) I talk about having the ability to join a server through the group bunker…….. Scatch that. Can’t make it easy to get out of a hairy situation. You will have to find a way back each time. No little time warp tricks to get you there. Bunkers will only be accessed while playing. Once in a group at the main screen you will have the option to wear the group uniform or remove it.

I don’t want to turn the game into anything that is forced to do. But rather open the environment up for practical use as a sandbox game should be, but not sure if it ever has.

Maybe a free Download....but a monthly subscription fee…. If it becomes a stand alone game.

I would see no need for game modes. The groups could plan their own styles of play between them... Fight for control over cities. Acquire special in game group awards for maintaining those control points, or for clearing the infected. Another idea for the bunker, a trophy room. The group could also be ranked by morality. Of course 3rd party sites should be able to acquire the stats that are there. The idea being that groups would be known entities in the area; information would be know about them. As well as the infamous ones. The guy off the street who is just looking to survive would have no info about him on the kiosk, other than maybe that he is there on the server.

DayZ needs to be kept pretty much as is, in the way of gameplay. After reading the interview with Rocket I think he is on to something here that he probably wishes he could create as a stand alone game.

The great thing about this mod and Rockets idea as he commented about in his interview is that the story is created by the players.... Nothing is forced, and your decisions and moral compass is tested and questioned.

A non-hostile location is a thought, but does not fit into the setting of the game. Non-hostile areas should be maintained by non-hostile groups, thus creating the non-hostile area, where ever it may be on the map.

The devs are working on a comfort system. If it’s cold out you’ll need warmth, If it’s hot you need more liquid. Not sure how they will do it. Maybe some military and civ down coats, if you can’t come across some matches for a fire. Who knows.

Now lets say all this happened. The game comes out now complete with everything above. You are just starting out. You personalize your character for the first time. Choose your race, gender, and clothing. Select a hat, maybe a few tattoos and you arrive just as you did before in DayZ somewhere on the coast with no weapon and only a few items.

I decide to head into town just as a truck rolls by carrying several guys in their group uniforms. The uniforms look non-hostile so I feel safe for the moment.

The truck speeds on down the road, as I approach the town on foot. When the truck gets to the edge of the city it stops, the group dismounts and I start hearing gun fire.

I head over and see from a distance that another uniformed group who look like bandits are fighting the group who got out of the truck. Once the fire fight is over the remaining uniformed group loots the bodies, gets back in the truck, and heads to the control point of the city. Meanwhile I continue to loot for goods.

I head into the center of the city looting and avoiding the zeds, and as I get closer to the center I hear more gun fire. Knowing that the bandits are fighting with the other group I feel pretty safe. But wonder who is going to gain control. I may have to leave quickly if the bandits win.

Luckily the good guys won and now I just need to worry about the random survivors and the zeds for the moment.

As I am rummaging through a building I see one of the uniformed survivors who now appear to be on patrol. I ask him what cities they currently control. He rattles off a few, but explains that they just lost control of one about 2 hours ago, and are getting an assault plan ready to take it back. He asks if I want to join them. I refuse saying I would rather just look for supplies at the moment. The guy tells me if I want to eventually join look them up on the group list at one of the kiosks and file for membership if I want.

I find the kiosk in one of the buildings, and access the screen. Luckily the generator is running and the kiosk is working. Perhaps the group that just captured the city filled it with gas. I select the map icon from the kiosk screen and see several of the cities control points that are in control by groups, but most are still not cleared. I select the “Most Wanted List” and about 10 of the 40 total players on the server are listed. I scroll through the list making a mental note of each. Several have bounties out for them. I then select the “Group” icon and see the listing of all the currently created groups. I scroll through and identify the group who just took this control point, and select the “Request to Join” option. A group leader can now respond, and ask for a meeting, or accept the request. I’ll have the choice to change into the uniform when entering their group bunker, or changing back into my civ clothes once in the group.

I finally find enough supplies in the coastal city to head out across the map and explore the area.

About 2 hours later after having many of the usual Dayz events I see in the distance on the road entering a city three uniformed players along with two players who are wearing the standard survivor attire as you. The group is standing next to a vehicle with their weapons aimed at the two survivors who are standing in the road. It appears that the uniformed group members are non-hostile but they are charging a fee to enter this small city. They are gathering meds, and apparently if you don’t have any they make you drop your weapons and leave the area. Using the binoculars I found, I watch this from a good distance as one of the survivors drops his morphine and the other one has nothing to drop, they both drop their weapons and start to leave.

I wait long enough for them to leave into the tree line and then make my approach. As I get close I announce my intentions on the direct channel and I’m asked to donate to the cause or leave without my weapons. I ask why the hostile greeting. They explain they have had been shot at from snipers around the area, but are not sure if it is another group attempting to attack, or just some pissed off survivors taking pots shots at them. Either way they need meds and are not taking chances when it comes to any survivors at the moment.

One of the group members tells another to get the cameras out of the vehicle and start setting them up on the marked locations on his map. He also mentions to put a repeater up in the middle of the city, and one on top of the hill to the East.

I tell them I have 3 bandages, and some painkillers to spare. They tell me if I want to loot the city I’ll need to leave all my weapons except the axe with them. I can have them back when I return, if I return. They still haven’t had time to clear the zeds out of the city yet, but mention that if I want to help just go in running and swinging. I told them I’d pass on that plan. They also mention their group and ask me to apply if I want. I told them that another group just asked in Cherno after they had captured it, so I’ll have to think about it. He asked which one, but I told him I didn’t have a chance to check the kiosk and find out. Yeah I lied, but I’m not selling anyone out yet. These guys have already robbed me, why would I give them info like that for free.

I head into town. It only looks like it has a few open homes and a barn or two. The loot is quick and sparse, but I found a few other bandages, a couple cans of soda, and a mag. I start to head out of the last house when I hear a zed getting closer. I wait for it to pass then head back to the guys with my stuff.

The third guy they sent out to set equipment up is now running past me. I turn to see the crowd of zed following. Not wanting to take a chance that they all follow me instead of him into the building I just walked out, I run after him as he runs toward the vehicle where the other two of his group are. Just as he gets to the vehicle he goes prone. I hit the ground also, and watch as the gunfire commences upon the herd of zed. It took about 10 seconds, and they were all dead.

I grab my gear. Say my goodbyes and head out Northeast.

Somewhere I find a small village and from a distance as I recon the area I see and recognize a bandit. He has no idea I’m here, and he just walked into a house about 200 yards away. I decide to play a little game. I have a tin-can. I get close to the front door and throw the can close to it as several zeds are patrolling by. They hear it, but not the bandit. 4 zeds show up while the bandit is inside looting. I disappear behind a short fence, go prone, and watch the only entrance. I see the bandit inside the house as he’s pondering how he’s going to get out of this situation. He should be aware that someone had to throw the can to get the zeds to do what they are doing, but does he think it’s a trap. Then I suddenly realize that If the zeds kill him I get no bounty if there is any. At that moment he opens fire on the zeds just outside the front door, killing 3 of them, the last one gets makes it inside before he kills it. As he’s firing I here the click, click of an empty weapon. Tada……Time to go. After proudly taking the life of the bandit, I head to the center of the city to find the kiosk to collect my bounty, if any.

I arrive at the kiosk. Darn… no gas. After about 10 min of looking for a can I fill the generator and turn on the kiosk. Click on the “Most Wanted List” and at the top shows my current collection status. There was an AK, and about 4 rounds of ammo to go with it as bounty. I take the bounty and scroll through the list again. I see the same bandit listed, but now there is no bounty and his current murder status is 0. If he keeps it that way for a while he’ll loose his wanted rating. I and head out.

Several more Dayz moments later and I find another city larger than the last with a store, and gas station. I see a group I recognize as the first group I ran into in Cherno. They are at the gas station filling up several cans. I also see their banner hanging under the city sign beside the road leading into it. Looks like I shouldn’t have too many problems here.

Upon entering the city I notice about four large groups of zeds coming out of the tree line all along the North. I think they want their city back. I better get in and out before the shit hits the fan.

I see one of the group members running down the street, and hear him yelling about the zeds coming. About 2 more guys run past shortly after. Nahhh…. Think I’ll just continue…. Think I’m full of supplies. I finally found a tent, compass, matches and a map. Thinks it’s about time to set up camp, or join a group. Surprised I haven’t died yet. They demo/mod was good training.

I decide to head out the opposite side from where I saw the zeds approaching. They are probably already inside the North part of the city by now fighting with the group, I can hear the gun fire in the distance. I see the building with the kiosk in it. I decide to check for response about the group application I filed.

That was a quick response. Someone must have remembered one of my encounters with them. I decide to join and click “accept”. They even think I’m worthy of a slightly higher rank than a generic noob off the streets of Cherno. I can have access to their group locker…. Yeah!

I shut down the kiosk and check my map. I see their camp/bunker marker about 2 kilometers Southeast of the North airstrip. Yeah I could exit the server and rejoin through the bunker, but hitching a ride might be more fun. (Problem arises. A reason not to allow bunker access through the main menu. Allowing it causes players to leave and rejoin just to return to the bunker. Which means that there should be no joining servers from the bunker, and server listings for group members will be a filter on the server browser.)

About 1 hour later with the group camp/bunker location now on my map I arrive at their camp. Since I didn’t leave the server I have yet to change into the uniform. I enter the bunker, just a static screen with a list of other members who are inside. I can use the direct channel to talk with anyone in the bunker, but most seem to be just chilling out or doing something else. Maybe assigning tasks. I see the option to put on my uniform, and click it, and I’m now wearing it. There seems to be a group locker and a personal locker. The group locker I have access to so I click on it and see what they store. All the basic stuff and several hard to find items that I have yet to discover myself. I don't take anything out, I prefer to ask first. So I put a few extra items in my personal locker, such as an extra pack of matches, some ammo, and a hatchet.

Many DayZ events later, I finally get killed. My character had survived for 1 full week. I decide to have him buried. When you select this option, upon respawning you will spawn at the cemetery just that one time, or until you bury another longer surviving character. The cemetery rows are aligned by length of survival. A week is a long time, so my tombstone appears about halfway up the aisle. I take a stroll up the hill to the main tomb, and see the player who holds the current survival record. He’s at the top of the pyramid, then 9 other players below him. I see a couple of my group members who I didn’t know had characters that survived that long. Damn and I thought a week was good.

That was long...... I'd sit down after playing for a while and start typing. A couple of days later, do the same. Should have stopped last week. Now I'm confused by my own ideas. LOL.

edit: Just saw this.... Very Cool. And welcome to your the start of your dream and new career Rocket, or Mr. Hall.

http://www.eurogamer.net/articles/2012-07-09-watch-dean-rocket-halls-huge-rezzed-q-and-a-for-dayz

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Holy crap. I've never seen a post that long anywhere. Got to point #1 and gave up because I still had no idea where you were going with it.

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