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ElemenoP

Random Perk System (hear me out/not COD)

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One of the things that nags me about day z is that everyone starts on an even footing. Screw that, in life, people have different skill-sets going into any situation.

To reflect the value of genetics and life experiences before the infection I purpose: The Random Perk System. Upon spawning, the character will receive a random perk that grants him certain attributes. Nothing will be implausible (stopping power), or selectable. (Perhaps, humanity in a past life can play a role though?).

At the same time, each perk could have a negative side effect to keep the game agonizingly difficult.

Possible Perks (just ideas)

(positive humanity perks?)

[Doctor]

+ Medical experience allows slightly faster bandage application, better results from transfusions and the ability to apply epi-pens to conscious people.

- Hippocratic oath, doctors swore to do no harm before the infection. Killing survivors causes panic and mild shaking.

[Hunter]

+ Experience hunting wild game allows hunters to get more meat/blood from hunting animals. Spawns with a hunting knife?

- Due to sense of self-sufficiency, hunters spawn with less (no?) beans.

[Athlete]

+ Years of playing sports have left the athlete able to run faster, longer than anyone else.

- High metabolic rate means athletes become hungrier and thirstier slightly faster.

(negative humanity perks?)

[soldier]

+ Combat experience has made the soldier able to remain calm in dangerous situations. Panic effects are reduced.

- Can develop addictions to morphine and painkillers. (Shaking/panic?)

[Cannibal]

+ Can recover blood from dead survivors.

- Can develop addiction to human blood (the hunger).

[Thief]

+ Moves quieter when crouched

- More prone to panic

[Lawyer]

+ Spawns wearing a suit

- Has nothing positive, spawns wearing a suit

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no matter how good the role-specific perks are, I still cant convince myself its what I want in DayZ

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DayZ really doesn't need a RPG-like system in the game. Any kind of in-game benefit one person has over another should be due to actual skills and experience.

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DayZ really doesn't need a RPG-like system in the game. Any kind of in-game benefit one person has over another should be due to actual skills and experience.

qft

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check for zombie missions on www.armaholic.com. Some of them have pretty well set up missions where roles like that exist.

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I really like the idea, and its random too which adds a bit of work into it, I would see a problem with people being suicidal to get the perk they want but that can easily be overcome.

Would add more of an element of working together into the mix meaning more bandits will find it harder to survive without depending on a survivor.

Good suggestion +1

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Starting skins could vary, but I don't see a good way to add other character-based modifiers.

If stats would vary, players would kill themselves until they get the stats they want. If you prevented that, they would be annoyed and blame their deaths on bad perks.

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Congratz! This must be the First Perk-Thread that actually makes some sense

i still vote for NO bcus the only advantages/Disadvantages needs to come from the players own experience.

Spawning with diffrent type of clothes would be nice tho ;)

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I think these should only be based on how long you've lived, your zombie kills, and your humanity. It'll encourage people to live longer and stop playing Quake 3 arena in Cherno and Elektro if you benefit from living longer.

[Lawyer]

+ Spawns wearing a suit

- Has nothing positive, spawns wearing a suit.

This is possibly the best Idea ever. Looking good during the zombie apocolypse is what separates us from the animals.

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I see where you're going with this and in theory agree. I'd suggest having it done with random roles assigned (or allow you to pick your role -although I personally would perfer random). Roles shouldn't affect your performance in game, but what can be done. The problem is trying to find enough roles to make it meaningful, but not have them branch into areas that are already taken care of with came mechanics.

An example of ingame mechanic would be like "Pilot", should there be a "pilot" role? I would say no. If you've flown a helicopter in Operation Flashpoint, ArmA, or ArmA 2 you are aware this isn't something Tom, Dick, or Harry can just jump in and perform. At least not without slamming into a tree a couple of times before they get the hang of it. So the role of "pilot" doesn't need to be in there to lock people out of performing that action. People who can fly will, and those that can't will crash and burn.

The flip side though would be something like perhaps, mechanic, or electrician. What if to repair a car you not only needed the parts and the tool kit, but a player who has a character that knows how to do the mechanical work. Maybe a role that knows how to create a still with the correct parts and fabricate high octane alcohol to use as fuel.

It could encourage grouping and add another layer of tension to player interaction: I don't know if I want to pop that guy are not, I'm not sure if I trust him, but what if I pop him and he's the only guy on the server that can put these parts I've been lugging around for three days into the car I found?

I like the concept you've outlined, but not in its current form. Roles, or Perks, or whatever we call them should be subtle and add immersion and depth to the game rather than a typical gamey doctor heals 20 more HP. Although what I laid out isn't much better with just two perks. There would need to be about a dozen to make it worthwhile, but none of them could be perks for perks sake. They would all have to add something to the game.

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Nope!

I think that in this kind of game, the skills & perks belong to the player himself. I am good at aiming, but I shit my pants when I am close to a zombie. Do I need perks to change that?

NO, I want to play who I AM.

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Too gamey. Maybe a tad randomised spawn equipment, but not class-oriented. Its the player himself that decides what he is. Thats the magic of DayZ.

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I like the idea of a bit of character diversity as long as it doesn't over specialise people and as long as you don't have to level-up your skills.

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DayZ really doesn't need a RPG-like system in the game. Any kind of in-game benefit one person has over another should be due to actual skills and experience.

You do have a pretty good point' date=' I'm inclined to agree with you to a certain extent. The problem is, actual skills don't apply to certain actions in game (bandaging, prepping meat from wild animals etc).

Starting skins could vary, but I don't see a good way to add other character-based modifiers.

If stats would vary, players would kill themselves until they get the stats they want. If you prevented that, they would be annoyed and blame their deaths on bad perks.

True, maybe perks have to be acquired?

I think these should only be based on how long you've lived' date=' your zombie kills, and your humanity. It'll encourage people to live longer and stop playing Quake 3 arena in Cherno and Elektro if you benefit from living longer.

[/quote']

That's a good point too. More roleplayish than the spawn decision, but it does discourage the deathmatching

I like the idea of a bit of character diversity as long as it doesn't over specialise people and as long as you don't have to level-up your skills.

Exactly, I tried to keep my ideas relatively open, instead of pidgeonholing people entirely into one role.

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But see, the one thing a good amount of DayZ player's want (Mainly the people who prefer a more hardcore game.) is they don't want it getting to gamey. If we add a bunch of things like perks and extra bonuses such as this, it sort of takes away from the in-game experience.

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THIS IS A SANDBOX GAME.

Not frikkin Cowadoody or an MMO with achievements, perks and other bullshit.

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Some things I'd like to point out for the rejects.

- Starting traits/professions has nothing to to with mmo's.

- Starting with a skills wont change your ability to play as yourself. It'll just give others a reason to consider hailing you rather then shooting you.

- People ask for reasons to work together, if only a surgeon can remove bullets, a Doc diagnose illness and a nurse expertly apply bandages and morphine then you have reasons to TRY WORK TOGETHER. JUST LIKE IN RL OMFG.

- OH NOES People will spam respawn. Easy fix tards. Regardless of death you must have your profession for X hours/Distance travelled in game time before death will grant you another. Distance travelled prevents idling also.

- You guys are always begging rocket to make the game harder. This is a great way to do so.

- Just like in rl, people should be able to fill different roles and contribute to a group in a unique way. This starting system also negates any need to have a skill/levelling system in game.

- Last time I checked you probably don't know how to fix a helicopter, let alone a car. So much for "playing yourself".

If it wasn't clear, I support this idea as I think it would add a lot of incentive and depth to the game. That being said. I'd still change some of the ideas and add a whole lot more. There needs to be SOMETHING in the game that makes us different other then gear.

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