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Poll: should DayZ have classes?

  

208 members have voted

  1. 1. Should DayZ have classes/ character specialization

    • Yes, I believe DayZ should have some sort of class system.
      33
    • I believe DayZ should not have any sort of class system.
      158
    • Undecided
      14
    • I doesnt matter to me, as long as I get to kill more zombies!
      3


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Many players believe that a class system is the answer to Random deathmatch and a great way of facilitating teamwork.

What do YOU think. Weigh in here and post your opinions!

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I think some sort of class system could work. For instance, not everyone is trained to repair helicopters, give medical treatment ect. If there was a list of appropriate skills and say you could choose 3; civilian weapons proficiency, land vehicle repair and fortification construction... just an idea.

Say in that scenario I found a AK-47 Kobra, I could still use it but be slower on the reload and readying it for firing.

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I'd only support a class system if it worked like FF Tactics, where you could go back and change, get skills for being in a class for awhile, adn then change back and forth keeping the skills you earned..but to hard to program in to DayZ, Classes, no.

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Fact: In Day Zed, you are a civilian.

Fact: Some people are good at cooking, some people aren't.

Relevance? Sure, you are a civilian in Day Zed, but some people are better or more potent in some areas than others. Say you had civilian classes? You could be a doctor, and administer bloodpacks to yourself and others. Engineers could repair vehicles. Hunters are better at wielding long guns, and policemen are better with one-handed guns. Lumberjacks (or some equivalent) are better with melee weapons. Runners have better agility, and can vault, run, and move a bit faster than others. Pilots can pilot helicopters.

These are examples of could-be classes. There is no Marine, Medic, Soldier, Special Ops, or ect, but a bit more realistic skillsets. These classes have special skills and can affect how you play. No characters are at a disadvantage to what abilities they can do, but some are better than others or can do things some can't. Take the runner. He can run faster than some for a time, but does not have the skills of the doctor or hunter. This affects how he will play. Most likely, he will play the game defensively, and evade trouble, or work as the get-go-guy, the one who goes in, gets supplies, and then gets out, fast. He's not any worse at weilding guns, driving, making fires or anything else, although he cannot repair vehicles or helicopters or drive them.

The other classes would also affect gameplay styles, but wouldn't make them impossible. Teams wouldn't HAVE to form to survive, but are much better off if they exist. The skills players value would come out, and make things interesting.

Let's face it; not everyone can repair vehicles, give blood transfusions, pilot helicopters, and the like. And this feature wouldn't be a burden. It's fun! You get a specialty skill and use it to your advantage to survive. There might be a lot of doctors, but that only gives them a different specialty skill, and some others are better suited to take them out.

Even if ALL these classes don't sound good, why not atleast cover the basics? Doctor that can use bloodpacks, engineer that can repair vehicles, and a pilot that can only repair helicopters and pilot them. This of course isn't great, and I like my first idea of classes better, but neither are set-in-stone, and it's just a suggestion. The point is to show you how classes could work out in the game, and how you could benefit from them.

Edited by OW22

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I am not for or against it. i just want to see what the community thinks

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i agree with ow22, if classes are in the game, they should be civi classes, not some dumb class like sniper or bomber, or some crazy unlogical thing, but somthing like a cop, doctor, and the such, and make sure they only have a particular skill, not strengths and weaknesses

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i agree with ow22, if classes are in the game, they should be civi classes, not some dumb class like sniper or bomber, or some crazy unlogical thing, but somthing like a cop, doctor, and the such, and make sure they only have a particular skill, not strengths and weaknesses

Thanks for the support!

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I support this if it is implemented in a good way.

Like you said: Something like jobs maybe.

A cop can aim better with police-class firearms...

A doctor can use bloodbags without second-hand support...

... etc.

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No, not even civi classes. DayZ's motto is "This is your story." Implementing ANY sort of classes completely goes against that motto.

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I voted no, because classes severly limit what you can do by pre-sellection, you often can't change them during gameplay, and people expect all sorts of silly advantages for a certain class...

I do think though that DayZ needs a system to facilitate specialisation so that group play becomes both 'wanted' and 'preferable' ... that the main reason behind this suggestion: http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/

So i hope that gets implemented instead of some class system...

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I voted no, because classes severly limit what you can do by pre-sellection, you often can't change them during gameplay, and people expect all sorts of silly advantages for a certain class...

I do think though that DayZ needs a system to facilitate specialisation so that group play becomes both 'wanted' and 'preferable' ... that the main reason behind this suggestion: http://dayzmod.com/f...sions-teamwork/

So i hope that gets implemented instead of some class system...

Did you read my post? These are the things that normal people would do in this situation. Some were doctors, hunters, some enjoyed running, a few had some flight training, and some built a car with their dad in the family garage. These are using the skills you obtained as a civilian to help you survive, (in which you could just switch classes upon death) without giving you weaknesses or strengths, really. All it does is unlock something for you or get you A LITTLE bit better in an area of expertise. Also, changing them in gameplay makes no sense, as you suddenly picked up an entirely different skillset out of nowhere? Also, referring to my post, people could just change engineer when found car parts, pilot when found heli, medic when found bloodpacks, and hunter or police, when in combat. (yes, I realized the last to sentences start with the same word and comma, but I'm not going to change it. It was an editing mishap, so leave it be)

As for the post above the one I quoted, ("This is your story.") you mean that you would need a team to survive? You wouldn't. It just helps. Getting a vehicle is already hard enough, so not many are engineers or pilots. Not too many people find bloodpacks, so doctors'll wise up and will probably switch classes. The rest are basically "solo" classes, meaning most solo players will choose them, and if they team up in game they still can't put a heli together and drive it. It has no guns anyway. Friends and clans might be able to but they were the only groups to really achieve this anyway. Only really the pilot needs an engineer to fix a helicopter, considering how huge an advantage it is. Part of "your story" is the people you encounter, but trust me you could live without those people no matter what class you were..

What if there were manuals, right? You find car or medical manuals that you keep in your inventory, and you can preform and action that the manual teaches, in the idea your player will look up what to do while preforming this action. To take it further, maybe the action will take twice as long until you learn the skill, and the manual is no longer needed. So say you found an engine repair manual. Putting the part together and then installing it into the car will take twice as long, until finished, in which you will have then memorized the skill, after only doing this once. Using bloodpacks, however, would be the only skill you would need to do multiple times. Same for heli. Repair it once, learn it. Then there's a pilot's manual that you use when you're flying. Once you land, just chuck it or burn it.

Hey, it isn't perfect, but if people start complaining that they want to get vehicles but don't want to be an engineer, they can go find a book to teach them. They just pick it up, use it, then burn or chuck it, maybe sell it. It'd have to be really, really rare as to not have the idea of classes demolished by learning anything really easily. One random book every 5-10km and in random places? If someone picked it up after a time it would respawn in a random place. Say heli flight manuals at the crash or in a place with a helipad, medical manuals in the hospital, repair manuals in random houses or lying near cars, and ect. Think about the whole thing, classes and manuals. It's not the definite way to do it, but just imagine if it did what it is supposed to.

Imagine if it focused on how people play the game, and made players survive different ways based on their skill sets? If it encouraged players to team up for survival but you did just fine without? I mean, no group of players with different or the same classes would be better off taking out a single player than they already were.

Edited by OW22

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Why need a book? currently you need teh toolbox and the spare parts? shouldn't that be enough? Want to be a doktor carry medical supplies around? why does it need to have explinations or benefits if you start out as 'somebody' ... for all we know we have been barely drowned, floating at see for a few days, and washed up on that beach with PTSD and Amnesia, so you could be a topnotch gamedev but have no clue at all ...

Instead my suggestion just gives a player some benefits in a certain area if he happens to come across a pack, find some 'matching' packs and 'call' your self an engineer or medic or hunter or w/e. Because you found this thing that enables you (with some extra space) to specialize more in a certain area. Free form, Free choice. No books or w/e needed, and you don't even need the packs persee, with the limited space you will have to make choices in a group, the packs just make things a tad easier in all sorts of different areas that other games have classes or profession or talents or w/e ... just with out the books, the +1 to w/e or getting any procedural benefit (like doktors apply more blood heals from a pack, or mechanics need less items to fix things, or soldiers are stronger or w/e.), everybody is the same, and what you find lets you specialize in a certain area, and extra space is always welcome !!

Edited by L0GIN

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Why need a book? currently you need teh toolbox and the spare parts? shouldn't that be enough? Want to be a doktor carry medical supplies around? why does it need to have explinations or benefits if you start out as 'somebody' ... for all we know we have been barely drowned, floating at see for a few days, and washed up on that beach with PTSD and Amnesia, so you could be a topnotch gamedev but have no clue at all ...

Instead my suggestion just gives a player some benefits in a certain area if he happens to come across a pack, find some 'matching' packs and 'call' your self an engineer or medic or hunter or w/e. Because you found this thing that enables you (with some extra space) to specialize more in a certain area. Free form, Free choice. No books or w/e needed, and you don't even need the packs persee, with the limited space you will have to make choices in a group, the packs just make things a tad easier in all sorts of different areas that other games have classes or profession or talents or w/e ... just with out the books, the +1 to w/e or getting any procedural benefit (like doktors apply more blood heals from a pack, or mechanics need less items to fix things, or soldiers are stronger or w/e.), everybody is the same, and what you find lets you specialize in a certain area, and extra space is always welcome !!

Ok, get rid of taking 2x as long when using manuals 'til you learn it, because now that I think about it, it's pretty worthless. You do it once, you learn it, done. That goes for everything.

The thing is, if you want a vehicle that bad and have invested in finding a toolkit and carparts, then you should find a manual on the way, or you're already an engineer. Or you find and engineer. Anyway, maybe manuals should spawn around carparts and indefinitely toolboxes? That would make it a lot easier, don't you think? It would kill 2 birds with 1 stone. Perhaps they should be the most common spawn as well.

You say doctors heal more from a bloodpack if you'd go with your idea? I dunno, combine yours and mine? Let's face it, if you look at most survival scenarios, i.e. Lost, doctors are MVPs. Having them be able to give bloodpacks and heal others more when they use it gives them huge group value. Say others can use bloodpacks, but it only heals 4/8 of the normal amount? Say doctors do 9/8 of that? That way others can still use bloodpacks, but they are less effective. IDC if people play around with the values, but I'd like the basic idea to be there.

I still stand on helicopters. They are valuable enough for all that trouble, but flight manuals should be abundant and maybe as common as car repair manuals.

You like my class ideas or not? You commented only on books it seems and not the class idea. But having engineers need less items to repair is making it a special bonus, instead of making it a specialty skill.

It's a bit etchy in definition, but let me explain: special bonuses are like everyone having the same equipment and space but for some reason someone with a soldier class can hold more ammo just because he's that class.

Specialty skills are like in Kill Zone 3 where engineers can lay down turrets, or in BF3 where medics can revive people, akin with the engineers being the only ones being able to carry rocket launchers.

It's a hardcore survival game. Rocket is talking about building underground and adding hydroponics, security systems, radios, and all that guff. Definitely not would everyone be able to code the security system he talks about, and hack into it. If there was a class to do that, call it the Techie class, and have them able to code the security system, hack into them, use radios and beacons and all that stuff. See what I'm saying? All these classes are for advantages, not things necessary for survival. And at that you can learn the skills too, so that puts it apart from other ideas. Having that much of an advantage over survivors should require work, and when you've done it, it's well worth it.

Edited by OW22

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I voted NO.

So many different games with class system, talent/skill system. I don't think this would be cool here, i'm here for something different, not another common MMO or FPS game.

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so if my class was bartender i would hopefully be able to find a full whiskey bottle?

It's not like that, no. That's a bonus skill. If a whiskey bottle is full, (which IDK if they're even in DayZ, because I never picked one up) anyone would be able to find it regardless. If a bartender was a class, I have no idea what the specialization skill would be. No one is meant to be better than anyone else at anything, except the combat classes because they don't have special skills outside of combat that will help them survive. At exceptions of doctors, because not letting players give eachother transfusions is just too cruel, so them being able to use bloodpacks at their full potential and a bit beyond is understandable.

That is, if you are replying to me, it works like this: players choose between combat and practical classes. The players who choose combat classes are better at one aspect of combat, but are at a disadvantage to not being able to repair vehicles and use bloodpacks effectively. The advantage is that combat class players can learn the practical skills through books. Practical class players have the advantage of being able get ahead of combat class players early in the game by getting vehicles or being able to heal better, but have the disadvantage of not being able to learn combat class skills. It's a gamble. Pick a combat class and try to use the skills to survive longer and learn the practical skills, or use practical class skills to get ahead and find better gear early on.

Get it?

Edited by OW22

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Defenetly NO.

Everyone shud be equal by their advantages already of knowledge upon each other. If you know about the game better, you survive. If you're going with friends, you survive.

It will ruin the game if there would be some classes that fits to each kind of task/section/way of behaviour with some weird advantages.

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If classes were ever implemented, i think that everyone should still be able to still perform every task, just that certain characters can do a given task better or with some kind of extra effect

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YES!!!! ....but NOT ones you explicitly choose.

What i mean is, ideally there should be pressure to specialize into roles and/or survival strategies. I don't think there should be any strictly defined, numerable 'class' list, nor should a player be limited to any particular role or survival strategy in a single life.

We don't need a class system, it simply has to be made impossible to be Rambo AND MacGyver, AND Bear Grylls all rolled into one. That's the REAL problem.

Edited by LogicRising

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If classes were ever implemented, i think that everyone should still be able to still perform every task, just that certain characters can do a given task better or with some kind of extra effect

That's giving bonuses. Basically, it makes other players better than others, if even in one area. And really, it gives you no reason not to choose doctor or the guy with the gun skills, because you really don't care if you can repair vehicles faster, and everyone can do it. Making select classes for special abilities makes the player choose combat over capability. Like I said in my last post, chose a combat class and use it to survive longer and learn practical class skills, or choose a practical class to get further ahead in the game quicker and get better gear to use to your advantage.

Not only does it do this, but gives players the reliance factor. Certain people are relied on to scout with a helicopter, maintain vehicles, take out targets, heal others, and ect, which also makes people put value on other's lives. It might even make people think twice about pulling the trigger.

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YES!!!! ....but NOT ones you explicitly choose.

What i mean is, ideally there should be pressure to specialize into roles and/or survival strategies. I don't think there should be any strictly defined, numerable "classes", nor should one be limited to any particular role or survival strategy in a single life.

You don't have to implement a class system, you just have to make it impossible to be Rambo AND MacGyver, AND Bear Grylls all rolled into one. That's the REAL problem.

Give people the ability to chose a class, then learn other skills. Bam. The learn other skills from finding rare reading material. What? Well, hey, it works, I guess.

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