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A mild suggestion to *simulate* "classes"

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Sorry in advance if this suggestion has been made before:

A few people have been suggesting classes, and I hate the idea of that, however I think a somewhat easy way to get around it is to introduce specialised backpacks. I shouldn't have to spell it out, but for example there could be a Medic pack which would only have the standard 8 slots (maybe even less), but could hold more items if they are medical supplies. A support pack which could hold things like flares, chem lights, smoke grenades, etc, a bandolier pack - more ammo, engineer pack - vehicle parts etc

I don't think this detracts from anything at all, but I think it could give groups a chance to organise, and single players to "specialise", so to speak, without adding anything like actual classes, impacting weapons or any other features.

Thoughts?

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I think the spirit is there but I dont like magic.

For instance why would any pack, medic or otherwise have limitations on anything other than space? I bought a gun bag the other day and I could fill it with donuts (or beans) if I wanted but what good would that do me if I needed my gun?

I say to "specilize" for say a medic skill you can actually bandage faster the more you use bandages in your inventory. Bandage other players, and use ANY pack you want but if that pack has no bandages you cant gain more skill in that area.

No magic packs that way, just useable skills.

Hell you could loot 14 bandages and jump off deer stands and fix yourself if you wanted.

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I think the spirit is there but I dont like magic.

For instance why would any pack' date=' medic or otherwise have limitations on anything other than space? I bought a gun bag the other day and I could fill it with donuts (or beans) if I wanted but what good would that do me if I needed my gun?

I say to "specilize" for say a medic skill you can actually bandage faster the more you use bandages in your inventory. Bandage other players, and use ANY pack you want but if that pack has no bandages you cant gain more skill in that area.

No magic packs that way, just useable skills.

Hell you could loot 14 bandages and jump off deer stands and fix yourself if you wanted.

[/quote']I get where you're coming from, but there are worse cases of "magic" already here. That's not to say I want things to get Harry Potter, of course, just that having a bag that is say, built to hold ammuntion (in the way a bandolier works), or perhaps a bag that works a lot like a medkit might (where there are puches and pockets for specific items) isn't that farfetched.

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I like the idea of specialized gear. Sure it might not make physical sense, but your idea isn't bad.

What I think will be a cool idea, is for each player to spawn with a couple random traits/skills. These skills will remain hidden and inactive until a certain amount of time has been played on that character (you get one at X hours, then a 2nd at Y hours, etc). This rewards players who have long character lives and prevents people from just respawning until they get the traits/skills they want. Though a problem I foresee is people just AFKing until they unlock everything, but really, I see most players just playing the game while waiting for these to unlock.

The idea is that survivors develop/discover things about themselves as they try and survive. For example, I'm sure there are some people who would be amazing marksman, but never took the time to pick up a firearm in their life, and remain hidden from themselves.

Depending on the various traits/skills, this is relative to the topic since as players in a group discover more of them, they might specialize certain roles to people. These don't have to be obvious, for example one trait might be faster sprinting. Maybe a situation will arise where this will help a group in someway. Or they could be pretty obvious, such as a medic skill which gives benefits to this player for administering medicine (faster bandaging, might make bandages instantly stop bleeding if given by a medic, and those without this skill will still bleed a little bit, can bring back unconscious players without needed epi-pen, though it will take a a bit of time instead of being almost instant).

The reason I like this, is that it adds a uniqueness to your character and alters how you interact in a group. If you look at stories about a group of adventures, you often find that certain characters have certain talents or abilities that make the group interesting to find out about. While we don't need classes to the extent those that exist in games like Battlefield and Team Fortress, it will contribute to the spirit of this game to have this dynamic.

If Rocket ever adds a crafting system of any kind, these random skills could be used to make certain things exclusive to those that have this skill. For example, a player might eventually find out his character has skinning skill, and when gutting animals can get leather, which can be crafted into a coat which can help with staying warm, or special bags to give to other players. Or maybe a fine cook and can make better food which heals more blood. Boy scout trait that allows a player to make a fire using just sticks (though it may take a long time). The more traits the better so there could be lots of dynamic groups and new experiences for players (solo or not).

There could also be negative traits such as "easily panicked", which causes a player to freak out easier when zombies are nearby (the whole heavy breathing thing), or good things like "strong immune system" which prevents a player from getting sick. Sure, this might not be balanced, and some traits may be really useful while others not so much, but the randomness would be really cool. Rocket has even said himself that unbalanced features can actually be a good thing in a survival game. How cool of a story would it be if you find out your buddy has a fear of water and physically can't swim when crossing a pond? I mean, there could be all sorts of traits like that. The reason a lot of games don't have many is because they're too concerned about balancing them out.

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Agreed but the irony is that the ability to take a bandolier and turn it into a medical container is what survival under duress is about.

I'm ok with increased skills, by practicing those skills. But not being able to put a bandage in a pack is counter to the mod developers original vision.

If one wants to be a medic and carry more bandages they have to make a choice of carrying less food, or ammo etc. The game isnt supposed to make those choices for you.

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Agreed but the irony is that the ability to take a bandolier and turn it into a medical container is what survival under duress is about.

I'm ok with increased skills' date=' by practicing those skills. But not being able to put a bandage in a pack is counter to the mod developers original vision.

If one wants to be a medic and carry more bandages they have to make a choice of carrying less food, or ammo etc. The game isnt supposed to make those choices for you.

[/quote']You'd also ration a water bottle instead of drinking the whole thing. point is, from a development standpoint wouldn't it be much easier to skin new backpacks and what not than it would be to add skills, perks, classes and anything else to implement a sort of class system that people want with out having cookie cutter classes like every other game?

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' pid='59278' dateline='1337855287']

Agreed but the irony is that the ability to take a bandolier and turn it into a medical container is what survival under duress is about.

I'm ok with increased skills' date=' by practicing those skills. But not being able to put a bandage in a pack is counter to the mod developers original vision.

If one wants to be a medic and carry more bandages they have to make a choice of carrying less food, or ammo etc. The game isnt supposed to make those choices for you.

[/quote']You'd also ration a water bottle instead of drinking the whole thing. point is, from a development standpoint wouldn't it be much easier to skin new backpacks and what not than it would be to add skills, perks, classes and anything else to implement a sort of class system that people want with out having cookie cutter classes like every other game?

I think it would be easier to leave the backpacks alone. They are different sizes and hold anything.

If you want to be a medic go ahead. Make those choices and put more bandages in your pack and less food. Head to the coast and try to help people out.

No need to copy other games to be a medic here.

Want to be a sniper? Go get a rifle and pack up those mags and less bandages. No need for a "Sniper Pack" just go learn how to shoot that rifle, zero a scope, rangefind and shoot.

From a development standpoint all you need is already there.

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Personally I think the resources are already their for players to create their own classes rather easily' date=' and this would remove the power from the players to do so.

[/quote']

I agree, classes already exist, you are a medic if you carry lots of meat/bandages. You are a sniper if you have a sniper rifle.

... These skills will remain hidden and inactive until a certain amount of time has been played on that character (you get one at X hours' date=' then a 2nd at Y hours, etc).....

[/quote']

Personally, the last thing I want to see is people who play more getting more in game skills or abilities than people who play less. You already get the real experience from playing the game, why do you need in game perks too?

Going slightly off topic... I don't get a chance to play games much and I don't even bother with most online games that reward people just because they have more gaming time. I pay the same money as them to buy the game, why should they get more/better weapons than me? The only reason to do this is to try and keep people interested in a game that clearly falls short in other areas. This to me is a fundamental problem with most online games and the main reason I like this game/mod combo is that it doesn't follow this path.

Back on topic.... if you want to add in game abilities and skills, the only option (in my opinion) would be to have books or guides as loot items like I mentioned in my snares and mushrooms suggestion (which has no replys! :(). This way if you have a medical book in your inventory you could heal faster or a book about fire lighting might make it quicker to start a fire, etc.

These are just examples, I've not felt the need to be able to light a fire quicker yet!

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