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entelin

Conducts, and "Ascending" in DayZ

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Ascending:

DayZ has a lot in common with "rouge-like" games such as nethack. Like nethack you start with no food, driving you further down into the dungeon into greater danger to find it. Nethack, like DayZ features perma-death, is hardest at the start and gets easier as your options for survival increase (as you find more items, etc).

Nethack has a scoring system, where you can "ascend" the dungeon and leave, with your score being calculated by the value of the stuff your bringing with you. In addition to score, people will often also bring things like an icebox full of booze for their imagined retirement.

In DayZ this could take the form of several map-edge locations one could travel if they wished to leave and reset their character, generating a record of what they had on Rocket's planned statistics page, including the fact that they did not actually die, but rather left on their own accord.

Conducts:

In Nethack, there are also many "conducts", behaviors or restrictions that the player voluntarily places upon himself that the game keeps track of. Some obvious options would be:

Clean Hands: Never killing a player

Pacifist: Never killing a zombie

Decaf: Don't drink any soda

Vegan: Would require more food types to implement

Note that they differ from "achievements" in that they place voluntary restrictions on the players behavior, rather than rewarding them for things that they have done (like kill x number of zombies or players, etc). These conducts would be recorded in your final stats page which would be generated on death or acsention.

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