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I'm not talking getting bogged down in tons and tons of skills, but how about some to make characters more unique, so you can pick say, just 1 skill and you live with it. They could represent what your character was before the fallout.

examples:

Doctor: bonus to healing, needing less equipment perhaps?

Mechanic: bonuses to vehicle repair

Survivalist: bonus to hunted/cooked food.

Forensic Scientist: able to tell how someone died (zombie attack or shot)

Soldier: ??? not sure, something to do with weapons would make sense, but don't want to unbalance that too much.

Thief: harder to hear/spot by zombies.

Civilian: bonus to humanity.

Stuff like that, anyway. I think it'd be more in fitting with the hardcore way the game plays that you have to pick something to begin with and stick to it, rather than picking new skills up along the way.

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No this isn't Fallout

You've added a lot to this conversation. Don't you have shit music to be listening to?

I think a pseudo-skill system like this doesn't actually sound like a bad idea. It doesn't alter the game tremendously and adds nuance that could encourage or at least slightly incentivize teamwork without removing the risk of interacting with other players.

I'd prefer something like this were auto-rolled and assigned at character creation. Better if it only changes only under certain conditions so that people can't just re-roll until they get what they want.

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I actually like this idea, it reminds me of some of the old but good pen and paper rpg's like dungeons and dragons where you could choose a profession which gave you small bonuses or skills that didn't really unbalance or overpower any single class. Lets face it some of the survivors are going to be former military or doctors or mechanic. Maybe have former medical personnel come with more medical equipment at first spawn and maybe can perform transfusions outside a hospital setting, maybe the soldier comes with an m4 or ak but little or no ammo or maybe even a pistol with a red Lenz flashlight attached. A scout could come with a silenced .22 pistol with little ammo. A hunter could come with matches and a knife or a knife and a compas. There's all sorts of different combinations.

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I quite like this idea, as long as there is no RPG style levelling up.

I actually like this idea' date=' it reminds me of some of the old but good pen and paper rpg's like dungeons and dragons where you could choose a profession which gave you small bonuses or skills that didn't really unbalance or overpower any single class. Lets face it some of the survivors are going to be former military or doctors or mechanic. Maybe have former medical personnel come with more medical equipment at first spawn and maybe can perform transfusions outside a hospital setting, maybe the soldier comes with an m4 or ak but little or no ammo or maybe even a pistol with a red Lenz flashlight attached. A scout could come with a silenced .22 pistol with little ammo. A hunter could come with matches and a knife or a knife and a compas. There's all sorts of different combinations.

[/quote']

I think some of those are a bit over the top. Starting equipment should be fairly limited regardless of skill set. Soldier should only get a better pistol, for example, not an M4.

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Yeah a slightly better starting weapon for the soldier would be a good idea! At first glance it would seem like the 'hell yeah!" option but once you meet others with better weapons, find some yourself or really wish you had that 'thief' skill it'd even out pretty quickly. I like that, I never thought of the profession choice affecting the inventory directly instead of the abilities before.

You'd probably get newbs selecting it to just get used to how the game works and have a touch more survivability before deciding on more specialist skills for their next characters. Interesting!

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Well I reckon he should get a regular skill as well. Maybe better fitness?

Also maybe change the rest from professions to more generic skills, like instead of Doctor have First Aid? It's mostly just a name thing but it's hard to believe 1 in 5 people are doctors. It also means there'd be no civilian class, just lots of civilians with different skills.

What I think could work:

-Soldier: Better Pistol and better stamina.

-First Aid: Extra medical supplies and faster first aid.

-Mechanic: Requires less parts to repair a vehicle.

-Hunter: Can harvest more meat from animals and starts with a hunting knife.

-Thief: Stealth bonuses like you said.

Forensic Scientist's ability should be for everyone I think, it's not hard to determine whether someone was shot or eaten.

I can't really think of one for "average dude with no useful zombie apocalypse skills". I don't believe the humanity bonus really works, especially as it has no effect now.

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No. I dislike this idea tremendously. The only reason I play this game is because there is no skill tree dictating HOW you play and limiting you every single step of the way. Leave the games mechanics how it is or the next thing you know you'll be needing to level up to level 35 before holding an AK-47.

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Read the actual OP. He never says anything about leveling up. In fact he explicitly states there wouldn't be any.

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No. I dislike this idea tremendously. The only reason I play this game is because there is no skill tree dictating HOW you play and limiting you every single step of the way. Leave the games mechanics how it is or the next thing you know you'll be needing to level up to level 35 before holding an AK-47.

So do you have zero reading comprehension or did you just not read the OP?

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Some of you guys dont understand AT ALL rpg.

There s skillsess system, there s levelless system, there s classless system.

You dont even see you have Health Points

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Oh don't be so pedantic. We all know exactly what we mean and so do you.

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No. I dislike this idea tremendously. The only reason I play this game is because there is no skill tree dictating HOW you play and limiting you every single step of the way. Leave the games mechanics how it is or the next thing you know you'll be needing to level up to level 35 before holding an AK-47.

/thread

We already have hundreds of other games with levels, skill, upgrades, points and whatever.

I like DayZ because you can choose how you want to play and aren't limited or handicapped by other players who have higher levels

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We already have hundreds of other games with levels' date=' skill, upgrades, points and whatever.

[/quote']

Read the thread before you make a fool of yourself.

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/thread

Yup.

/thread

So leave it. Shoo.

Just because you disagree with an idea doesn't mean the rest of us can talk about it.

To stay on topic, I kinda like the idea of having a certain skill to begin with would be pretty cool. Maybe we could have traits too, that start to appear after a certain number of deaths involving zed's.

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/thread

Yup.

/thread

So leave it. Shoo.

Just because you disagree with an idea doesn't mean the rest of us can talk about it.

To stay on topic' date=' I kinda like the idea of having a certain skill to begin with would be pretty cool. Maybe we could have traits too, that start to appear after a certain number of deaths involving zed's.

[/quote']

I really don't like the idea of actual character progression. It causes way too much unnatural behaviour.

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suppose you could have a basic every day employment skill

no soldiers though

doctor

mechanic

farmer (has a knife to skin with as standard)

chef

all these are common jobs for general public

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the everyday stuff certainly is more interesting as it gets you thinking about regular skills that could be useful in a survival situation.

I've got to put my foot down about forensic scientist though, as that was my favourite that got me posting the idea in the first place :D Just being the guy that can go 'this guy wasn't killed by a zombie...' and suddenly realise there may be a bandit close by! Awesome.

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/thread

Yup.

/thread

So leave it. Shoo.

Just because you disagree with an idea doesn't mean the rest of us can talk about it.

To stay on topic' date=' I kinda like the idea of having a certain skill to begin with would be pretty cool. Maybe we could have traits too, that start to appear after a certain number of deaths involving zed's.

[/quote']

I was being sarcastic and telling Khaled to hit the tracks for that reason. Sarcasm doesn't always translate to text, though. He seems to think it's his job to find any thread that doesn't line up with his idea of the game and try to shut it down.

I really don't like the idea of actual character progression. It causes way too much unnatural behaviour.

The OP's idea doesn't involve character progression at all. Personally, I think character progression could work in one context in Day Z.

It would make sense for your character to learn "survival skills" the longer they survive in the world. Just little things that give a sense of adaptation like gaining a little more blood from food or harvesting a little more meat from animals. Moving a little faster or more quietly over terrain. Even gaining the skill to start a fire every x hours with a "firewood" or "tinder" item you can pick up off the forest floor instead of matches. I think that would make you feel like your character is "growing" in a tangible but mostly non-impactful sense that adds only a trivial amount of convenience. This would also make dying suck even more because your character might have survived long enough to gain this bonus or that skill that helped every once in a while.

That's beside the point, though. This sort of "skill system" as described just provides certain role-specific bonuses that personalize the character in a small way. No levelling up. No new skills that unbalance pvp. It's the equivalent of a small stat bonus.

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the everyday stuff certainly is more interesting as it gets you thinking about regular skills that could be useful in a survival situation.

I've got to put my foot down about forensic scientist though' date=' as that was my favourite that got me posting the idea in the first place :D Just being the guy that can go 'this guy wasn't killed by a zombie...' and suddenly realise there may be a bandit close by! Awesome.

[/quote']

Hmm. What about this, everyone can check the corpse. Normal (or non Forensic) folks can only see how he died, for example if he got shot or something. But the forensic folks can get more details, approximate time of dead (so you can see if it was recent or not), exact cause of dead (what weapon etc).

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the everyday stuff certainly is more interesting as it gets you thinking about regular skills that could be useful in a survival situation.

I've got to put my foot down about forensic scientist though' date=' as that was my favourite that got me posting the idea in the first place :D Just being the guy that can go 'this guy wasn't killed by a zombie...' and suddenly realise there may be a bandit close by! Awesome.

[/quote']

Hmm. What about this, everyone can check the corpse. Normal (or non Forensic) folks can only see how he died, for example if he got shot or something. But the forensic folks can get more details, approximate time of dead (so you can see if it was recent or not), exact cause of dead (what weapon etc).

In all fairness, just about anyone who isn't braindead can probably look at a body and tell if it was put there by a gunman or a horde of flesheating zombies.

Are its organs hanging out? Check. It's zombies, Jim.

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I really don't like the idea of actual character progression. It causes way too much unnatural behaviour.

The OP's idea doesn't involve character progression at all. Personally' date=' I think character progression could work in one context in Day Z.

It would make sense for your character to learn "survival skills" the longer they survive in the world. Just little things that give a sense of adaptation like gaining a little more blood from food or harvesting a little more meat from animals. Moving a little faster or more quietly over terrain. Even gaining the skill to start a fire every x hours with a "firewood" or "tinder" item you can pick up off the forest floor instead of matches. I think that would make you feel like your character is "growing" in a tangible but mostly non-impactful sense that adds only a trivial amount of convenience. This would also make dying suck even more because your character might have survived long enough to gain this bonus or that skill that helped every once in a while.

That's beside the point, though. This sort of "skill system" as described just provides certain role-specific bonuses that personalize the character in a small way. No levelling up. No new skills that unbalance pvp. It's the equivalent of a small stat bonus.

[/quote']

I was quoting someone else though, I did actually read the OP. I still don't like the idea of people performing certain tasks to get bonuses, not matter how trivial they are most people will centre their entire play style around acquiring them.

the everyday stuff certainly is more interesting as it gets you thinking about regular skills that could be useful in a survival situation.

I've got to put my foot down about forensic scientist though' date=' as that was my favourite that got me posting the idea in the first place :D Just being the guy that can go 'this guy wasn't killed by a zombie...' and suddenly realise there may be a bandit close by! Awesome.

[/quote']

Hmm. What about this, everyone can check the corpse. Normal (or non Forensic) folks can only see how he died, for example if he got shot or something. But the forensic folks can get more details, approximate time of dead (so you can see if it was recent or not), exact cause of dead (what weapon etc).

Maybe the normals guys can just tell if the guy was bitten or shot recently? So if a guy got bit then shot to death, they wouldn't be able to tell which killed him.

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the everyday stuff certainly is more interesting as it gets you thinking about regular skills that could be useful in a survival situation.

I've got to put my foot down about forensic scientist though' date=' as that was my favourite that got me posting the idea in the first place :D Just being the guy that can go 'this guy wasn't killed by a zombie...' and suddenly realise there may be a bandit close by! Awesome.

[/quote']

Hmm. What about this, everyone can check the corpse. Normal (or non Forensic) folks can only see how he died, for example if he got shot or something. But the forensic folks can get more details, approximate time of dead (so you can see if it was recent or not), exact cause of dead (what weapon etc).

In all fairness, just about anyone who isn't braindead can probably look at a body and tell if it was put there by a gunman or a horde of flesheating zombies.

Are its organs hanging out? Check. It's zombies, Jim.

That's why I said that everyone can check and see how he died but won't get details. But he, I'm just throwing my idea out there ;)

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