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Howler

Start With Nothing (Or one randomised Item)

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Going back on what I suggested in my first ever thread about starting equipment and randomisation...

I think players should start with absolutely nothing.

Sticking by my earlier point though that not every survivor of a end-of-days scenario would start with identical equipment, perhaps they should all begin their adventures with a big pile of fuck-all?

No torch.

No bandage.

No painkillers.

No backpack.

Reasons this might be a good idea:

1. The czech vest pouch - It gets used, cherished even.

2. Loot - It becomes all the more important. If this game is centred around an emotional spectrum, you can bet your bottom dollar people will freak with sheer joy at their first useful pile.

3. Higher risk of alerting the infected - Again. An emotive factor. I know that when I began a new player with the next-to-nothing starter equipment, any infected encounter seemed a little less threatening due to the fact that I could patch up if I found cover or some place to hide. With this change, people would think twice about making certain moves.

Discuss. <3

((PS - This may require additional basic pack spawns))

Extra note:

In this thread, discussions have been opened about the possibility of a single, randomised (but not too valuable) piece of equipment/loot. This would give the game good replay value and encourage teamwork. It would also be slightly more likely than everyone starting with the same stuff.

Edited by Howler
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Its just playable spawning with this scarce equipment and you're asking to loose even more?? Lol just drop all of your booty when you spawn.... leave rest of the bean runners

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I think the bandage should be a basic necessity on spawn even if does not follow the general idea of realism because it is quite important to have at least a single bandage on hand, especially when you start with nothing.

If the backpack were to be removed on spawn, then they would have to increase the spawn rate of lower tier backpacks so it isn't entirely unfair.

Far as the higher risk of infection, antibiotics should be more common if the risk was elevated.

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I could see this being implemented on say a veteran server. Different server difficulties could have different starting items. That being said it wouldn't be hard to start a chracter on a recruit server then hop to a veteran, Soooo, nevermind...

Edited by Gary_Coleman

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Agreed, putting the extra suggestion of adding more spawns for basic packs in the OP.

And as far as whether this new idea for a setup is "unfair"?/way too tough?

This is DayZ. And DayZ likes realism. Appearing with painkillers and a bandage seems a little fishy to me...

Oh well.

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the items you find in your inventory are basicly items u find in an everyday house... i dont see how they make it less realistic and i see no reason to remove them.

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Going back on what I suggested in my first ever thread about starting equipment and randomisation...

I think players should start with absolutely nothing.

Sticking by my earlier point though that not every survivor of a end-of-days scenario would start with identical equipment, perhaps they should all begin their adventures with a big pile of fuck-all?

No torch.

No bandage.

No painkillers.

No backpack.

Reasons this might be a good idea:

1. The czech vest pouch - It gets used, cherished even.

2. Loot - It becomes all the more important. If this game is centred around an emotional spectrum, you can bet your bottom dollar people will freak with sheer joy at their first useful pile.

3. Higher risk of alerting the infected - Again. An emotive factor. I know that when I began a new player with the next-to-nothing starter equipment, any infected encounter seemed a little less threatening due to the fact that I could patch up if I found cover or some place to hide. With this change, people would think twice about making certain moves.

Discuss. <3

((PS - This may require additional basic pack spawns))

Couldn't agree with this post more, maybe perhaps instead of nothing at all, have some items that a typical person may carry on their person, will give each respawn a "backstory" so to speak. Think about whats in your pockets right now that may be common in game, I have a lighter/matches in my pockets right now for instance. Some people carry pocket knives and wear watches, hell it wouldnt even be crazy to see a person on the street right now with a small backpack with a bottle of water and a snack.

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If I am a masochist maniac then Rocket is clad in a lead gimp suit, flaying new players with whips made out of his own hair.

I'm simply trying to suggest adding an additional challenge.

Yes painkillers and bandages would be found in most households ry971, but you don't spawn in the average joe's house, you spawn on the coast. Vulnerable, afraid and alone.

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Spawn with bandage is required... at least with 1, because if you will be shot or attacked by zombie, and you will not have any bandages.. it will be so easy to bleed out.. and peaople, reallistic, do you think that guy a "survivor" was born on that cost?And he was born in average age?No he had/has a home...so i think all of us would take a backpack, flashlight, medical supplies, maybe even some melee weapons too,from our homes,all necesary to survive.. so... its unreallistic to spawn with all and with nothing too.. i just keep it how its now.. (my opinion)

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Rocket is talking about adding narrative to the game and I think spawning is a great opportunity for that. There should be lots of spawn sites all over the map with different narratives. Maybe you spawn face-down on the beach, soaking wet and just regaining consciousness (this spawn you would start with nothing), or you could start in a house with a gun on the table in the middle of a city with a swarm of Zeds knocking down your door. All kinds of situations could come up and they don't have to be balanced, you just deal with whatever situation you get or die. Day Z is not fair.

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I like the idea of beginning with random common items. Watches, pocket knives and matches being the most common while backpacks and cans of soda being significantly lower.

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Absolutely, totally, 100% agree.

I have been doing this since they took away the Makarov.

1. Put items in coyote

2. Drop coyote

3. ????

4. Profit

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Well, now with the respawn button gone, my previous idea of randomised starter gear, which a lot of you guys have just posted about - it might just be possible to begin with some randomness???

But I also like the idea of starting from scratch. Something about that screams RPG. Which is never a bad thing.

Also, for the people who keep insisting that this sort of thing needs to be player induced and that the bandage is of paramount importance - grow a pair.

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I'd like to see the player stripped of everything except a torch.

I'd leave the torch in only for viability reasons. The likelihood is, no matter what your situation, most people would get their hand on some sort of light. Maybe give one battery for the torch instead. This way, people who start on night servers don't face impossible odds. At least until the night is toned down to more realistic darknesses.

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Once you are good at the game it does not matter what you start with because you get your basic kit running around town in 20min.

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I was thinking about this yesterday. Who packs bandages, painkillers and a torch but no food or water?

Fuck it, spawn with absolutely NOTHING. Completely empty inventory and no backpack.

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i say you shouls spawn with ONE item, but its completely randomized. You could start with a bandage, or an AKM mag, or an empty tin can, anything. Just one, randomized item

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I'd like to see something like this implemented, but if this were deemed too extreme I'd like to spawn without a back back, that'd be nice.

Edited by Womb Raider

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i agree with the random items in inventory...nothing special, just like 1 to 3 items randomly...no firearms thou..."empty tin can, yay..." :D

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Should there ever be a randomisation feature, my question is what section would the one item be in and what possibilities could there be?

If we take away the backpack slot, we're left with:

= The main inventory

= The secondary ammo/bandages

= The toolbelt

Different starter gear WOULD encourage teamwork with strangers. "Hey, you have a hatchet and I have matches, we can make food if we need it!" and so on...

As someone mentioned in the other thread, this could however lead to violence on the coast once more for a mixture of gear from people - not what we want to be seeing again. So obviously some would have to be taken from the rota for their value. But then again, take away the valuable stuff and you end up with something not so useful, then you may as well start with nothing?

The cycle continues. Please keep discussing this concept. Whether you agree with it or not or even if you believe not a single mod will ever take a peek at this.

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