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NeptuneVA

Class system

  

28 members have voted

  1. 1. Is this a workable idea?

    • Yes
      3
    • No
      13
    • You idiot
      12


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I know class systems may have a bad name, but hear me out. As you know, before you spawn a new character you have to choice their gender. what if there was another selection of starting weapons, and classes.

Brute- High Blood starting weapon- Hatchet

Increased Starvation and Thirst

resilient to weather (temp)

Scout-Low Blood starting weapon- Crossbow (8 bolts)

Decreased Starvation and Thirst

Lowered noise and visibility

Survivor- Moderate Blood starting weapon- Revolver (18 rounds) *for the sake of self-defense

Moderate Starvation and Thirst

Increased overall speed

Bandit- Moderate Blood starting weapon- Makarov (~30 rounds)

Increased Starvation and Thirst

Different player model

This over course is for starting a character. It's pretty balanced i'd say.

If you have more suggestions for more classes please post.

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You can't develop a class system based on physical attributes it would cause inbalances in the game and be unrealistic. all you can do is mental or what items you can spawn with. To be honest I think this game is fine without a class system nor does it need one.

  • Like 1

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Just no. rocket has expressed his direction with this game and it sounds solid to me, so far this game is fairly unique, lets keep it that way

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DayZ cannot and will not compromise itself as a player defined world - Rocket

=! 'DayZ will be defined by designers'

there are a thousand topics on this

all those that propose predetermined classes are horrible

those that don't think about skills are worse

want to know why? use the search feature

hurr durr 'I think is kwiet balnass lol

survivors

>get fastness

>ned best pistol

vs bandit

>'I am a bad man' skin

>completely useless pistol

>bcos I hate him

>bcos my beens

>lik dis if u cri evry tiem

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Would pick survivor every time, hands down, no questions asked

Why? Having a revolver trumps every other perk you've listed. I can see the beaches already;

Oh you have high blood and a melee weapon? I'll shoot you in the head outside your range while running backwards quicker than you can run forwards

Oh you're harder for zombies to hear/see? I'll shoot you in the toe and you'll still die due to having lower blood

Oh you have a revolver? Game on bitch

Oh you look different? Hahahaha Makarov

If you REALLY want a class system it has to be a hard choice to pick between them with distinct advantages/disadvantages that are balanced by each other. That being said, even if it was a hard choice I'd still say no because that isn't what DayZ is about.

Also, starting weapons =/= definite no from me

TL;DR? No

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This is DayZ for the love of god. This is not CoD, this is not BF3, Blacklight or anything like that.

DayZ is not some modern FPS, it's a SURVIVAL game. You start with nothing, as you generally would in real life, and you take whatever you want and need in order to survive.

This has been suggested a million times and every time the majority of players did not want this.

  • Like 1

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alright you've all made your point. Now stop the slaughter

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in real life your telling me that you would grab some basic first aid and head to the coast with no food, water or even a weapon? starting with a weapon is not unrealistic its intelligent

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in real life your telling me that you would grab some basic first aid and head to the coast with no food, water or even a weapon? starting with a weapon is not unrealistic its intelligent

No it's not. The setting is that you end up in this apocalypse unprepared for it. So you might have a backpack and a bandage with you, why? because people always have some kind of bandage with them when going to roam offroad. I would not take a gun with me for that.

And see it like, you allready ate your food and drank your water.

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I think a players attributes should be decided by how he plays i.e. player carrying less gear moves faster and is quieter. I'm not against picking what you were before the apocalypse like doctor or mechanic. Your suggested classes seem too combat focused though, and you'll probably never see starting weapons again.

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I voted no for this traditional style of class system. However, more items could be added to the game to allow people to fill a specific role.

Body armor would create a tank class

Back packs with some normal inventory slots but in addition, special slots only for medical supplies to create a medic class

Engineer - similar to the method above (maybe clothing could add a bonus also)

scout - already cover with the ghillie suit

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