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Incentive system for team play (discussion and possible ideas)

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Add AI soldier "clean up crews" with guns or choppers that patrol around killing anything on sight. ('Cause it's a contaminated infection zone) The clean up crew drop random loot when killed. (Like zombies' date=' their gear will be deleted n replaced by the random loot upon death)

Include ASR AI mod in.

Clean up crews would involve a 12 man squad of Russian soldiers and randomly patrol areas such as forests and towns up north, killing anything on sight. Heavily armed with assault rifles, grenade launchers and light machineguns. (Since Russia is just north of Chernarus in the story mode, make em wear gas masks too)

Unskilled solo players venturing up north would cower at the sight of them or possibly die if he gets spotted. Problem solved, incentive to team up due to the threat up north. Oh and it would give assault and sniper rifles more use other than for killing other players.

Zombies aren't a threat at all at the moment, even for a solo player. Bullets are.

Probably not gonna happen. But I'd like it if there was something of a threat that is dangerous enough for people to team up on.

[/quote']

No. I usually don't have friends on. Nor do I want to meet people in game to be back stabbed.

Unskilled or not, choppers, and 12 ai with guns will kill 1 solo player. As ai would have wall hacks, and aim aim bot. So they could easily catch a solo player off guard.

There are already incentive's for playing in groups. People to kill a person, if they kill you. Also guard your body to get your stuff back. Lets forget not vehicles, which is super hard to get going alone. Also blood bags.

Solo players are the ones that have real trouble, because everyone wants to kill you. If you have a nice bag, or gun the risk goes up more. With a lot lower chance to getting your stuff back.

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You carry more supplies as a group, you have more firepower as a group, you have more people watching your back against bandits/roaming zombies. You have someone that can bandage/epi-pen/blood transfusion you if you get hurt by enemy players, zombies, or one of the arma engines wonderful bugs.

In short you survive longer in a group than you do solo.

There doesn't really need to be anymore incentive to work together than the ones there already are.

These bandits don't get punished/reward team play by giving ____ bonuses to people who work in groups instead of killing eachother threads are getting really old.

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Mechanisms to add/change:

Less ammo. More zombies.

No morphine fixing broken bones, instead only temporarily walk for ~30 min. Require splints from other players to return full mobility.

Reduce the amount of blood returned by food and meat so that blood bags are actually necessary and you can't return 6000+ hp by hunting a bit. Remove passive blood regen.

Bigger projects to build like getting power plants working, building outposts which require some decent amount of material to build (which can give larger storage space ~100 slots). Reduce tent storage space (~30 slots?) to make outposts more worth it.

Current things players can do:

Players also need to start learning how to work together effectively. Everyone complains about bandits and all I see are people raiding the most dangerous places together with no overwatch or guard. Players also don't seem to realize the power of having working vehicles. You can turn a hour run north to a 20 min drive or a 10 min flight.

Note: none of these changes nerfs any particular play style, just makes the game harder overall.

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Mechanisms to add/change:

Less ammo. More zombies.

No morphine fixing broken bones' date=' instead only temporarily walk for ~30 min. Require splints from other players to return full mobility.

Reduce the amount of blood returned by food and meat so that blood bags are actually necessary and you can't return 6000+ hp by hunting a bit. Remove passive blood regen.

Bigger projects to build like getting power plants working, building outposts which require some decent amount of material to build (which can give larger storage space ~100 slots). Reduce tent storage space (~30 slots?) to make outposts more worth it.

Current things players can do:

Players also need to start learning how to work together effectively. Everyone complains about bandits and all I see are people raiding the most dangerous places together with no overwatch or guard. Players also don't seem to realize the power of having working vehicles. You can turn a hour run north to a 20 min drive or a 10 min flight.

Note: none of these changes nerfs any particular play style, just makes the game harder overall.

[/quote']

All of those changes/nerfs do affect solo players. Not all solo players are bandits. Playing solo is already a huge risk, as there is no one to kill anyone that kills you. So no chance of getting your stuff back.

I would be pissed if food got a nerf. 200 blood from canned goods sucks, and 800 from cooked meat is not much better. Blood bags actually need a nerf. As if you are almost drained on blood it will tkae more than one blood bag to recover it all.

The game is already setup for groups. Solo does not need to get harder, it is already hard enough. Does anyone think that good solo players are just that good players.

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All of those changes/nerfs do affect solo players. Not all solo players are bandits. Playing solo is already a huge risk' date=' as there is no one to kill anyone that kills you. So no chance of getting your stuff back.

I would be pissed if food got a nerf. 200 blood from canned goods sucks, and 800 from cooked meat is not much better. Blood bags actually need a nerf. As if you are almost drained on blood it will tkae more than one blood bag to recover it all.

The game is already setup for groups. Solo does not need to get harder, it is already hard enough. Does anyone think that good solo players are just that good players.

[/quote']I play with people and friends in the server but am always doing my own thing, I have been alive for 14 days and am still alive without any problems, the game needs to get considerably harder.

The only "hard" element in the game is the other players, nothing in the game world itself is actually a challenge.

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At the moment there is not very much to do other than shoot zombies or each other. Most of the game revolves around pointing gun and shooting or getting to that point. After you get a car, some ammo and a decent gun or even a mythical nv. Whats left is to hunt other people/gangs.

The problem is you can get everything you need from spawns you do not NEED anyone else, anyone else is just a liability, threat or going to steal your loot.

If things you need or want can only be gained from teamwork with other players then this could change. I guess im talking about somesort of deep crafting system? Maybe even something longterm like farming.

Even as a alpha with the limited systems we have now I still see a lot of team work with people in small gangs and many 'noobs' on the coast in chat working together.

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Best reward for working as a group I feel should be the ability to revive somebody.

Revive that costs a good handful of medical supplies ie: 3 bandages, 2 bloodbags, 2 painkillers, 1 morphine, 1 epi. is a good way to balance it. Most groups would have this on hand if it was about 3-4 people, where a group of two may have a hard time carrying this much medical supplies and enough food/water/wood/ammo to survive well enough. Larger groups could easily afford to distribute the supplies across their members, as they can spare the room. Its nothing forced on players, but an option for all to use if they are lucky enough to have the equipment. It being a bit time consuming also has some inherent risk involved (more bandits attracted to the gun fire, zombies for several reasons), and should also be limited to a 5 minute timer.

It would save a life or two (maybe more in larger groups) when they come across a random bandit that is out for some lulz. It would be very rewarding to save the life of a downed team mate, and not ruin the fun of the group if a few members are now KIA and back in beanville.

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Franklin's idea sounds interesting but I don't know if it is a good idea for balance issues. I mean bandits can team up too and revive also which may counter your idea. I also wouldn't want this to turn into some sort of fight it out and then a whole team can be revived type of scenario.

@Rawr: IMO as it is, going solo is just way too easy. Even during the 1.5.7 patch I could easily solo the entire city of Berezino looting every major spot. The worst that has happened was me getting my legs broken and losing a few thousand blood that way. Fortunately, I had a stash of meat in my pack and all the basic medical equipment so literally ~1min after being downed with ~3000 blood left I was back up to 10000 blood with no status ailments. Then a simple backtrack through Berezino allowed me to eat enough canned food to go back to 12000 by the time I was leaving. As if that wasn't enough, I ran into a cow on the way out and filled up on my meat stash again. That story above was about a single occasion where I got into a bad situation. Usually I go through Berezino without losing more than 2000 hp and gaining it all back by the canned food I find.

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Teamwork could be encouraged by creating characters with specialisations.

The game could assign, or let players choose, roles at spawn based on what they did for a living before Day Z:

E.g if you were a mechanic, you can fix vehicles very easily (don't need so many parts)

If you were a soldier, you can use military weapons with great accuracy (score more damage per shot?)

If you were a hunter, the Zombies can't hear or see you so easily.

If you were a doctor, you can heal other players more effectively.

If you were a farmer, you can find food more easily (or to reflect this, last longer on a meal).

I'm sure there are more possible roles.... might encourage people to work together.

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just remove global and side chat and players will want to find people to not fell alone in the server.

I like this idea.

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Make blood bags only usable on someone else, part of blood transfusion.

Make it so people can actually group. Then require people, to have say 2-5 people in their group. In order to fix a car or heli. Make more vehicles spawn. Increase number in group, depending on how good the vehicle/heli is.

Make motorcyle or bicycle for solo people, but scarce.

Make it so if your in a group. That your temperature lowers slower, due to body heat from each other.

Make groups have the ability to share, a can of beans or water. But split it accordingly, far as how much you receive back. There for, still takes same amount of food for max refill. But 1 guy can help another slightly, if both are in need.

Give more alert to gunfire, when in a group. To pinpoint PK'ers. I dont have a solid idea to achieve this though. But realistically it makes sense. Be different, if everybody was actually talking. But has to be a way to do it, then still be realistic.

But for say a slain group member, by gun fire. Make a blood splat on floor from body, to general direction of PK'er. Be a good start.

Feel these ideas fit the game more accordingly. Than any class system that would break, current experience. Or any idea, that makes it feel more as a game, instead of survival.

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I was thinking something along the lines of having players spawn

with less ammo/no gun at all and nothing to drink/eat either.

This would fix the COD/L4D players going guns blazing as soon as they hit the shore and it would be

an incentive for players to work together to get the supplies they need to survive.

(I feel this would reduce the bandit kills on freshly spawned players as well because they wouldn't even be worth a single bullet.) Also the respawn rate of weapons/ammo/food and

drinks need to be drastically lowered, it IS an apocalypse after all.

Another idea I had was zeds going "bloodlust" mode or something, a massive zombie scream heard serverwide by all zeds effectively tripling/doubling their detection range and running speed after certain conditions would be met (No clue as to what that could be.)

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I think there already is incentive to team up.

It would be nice if there was a better way to team up with people ingame though. Meeting strangers adds a cool unpredictable element, but they're hard to find at the moment.

Specifically in reference to people who don't have friends who play DayZ, or who want to jump straight into the action without having to plan a week in advance around peoples personal lives.

(also I generally play video games to get the fuck away from my friends and family)

Enhanced communication would help basically. A more diverse lobby system etc., that doesn't interfere with the ingamers.

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@LEV: Yes bandits can do this too, any group should be able to. The risk comes in remaining in place long enough to revive your friend, if you even have the equipment. Also you would have to complete the revive before 5 minutes. If there is a huge firefight between two groups, many would not be able to be revived, due to the time it would take to finish the fight, ensure the area is now safe, and then locate the downed person. Assuming the people still alive carried the medical gear (or had access to it in the downed person's backpack), they would have limited time to revive people.

The revive function would then serve to revive the unfortunate losses due to a zombie rush, or a single bandit doing something stupid, and not neccessarily clan wars.

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Maybe so' date=' but it doesn't mean that DayZ is broken or needs to be altered so you and others can make new friends.

We (TGW) don't let strangers in our Minecraft server. We're not really looking for people to join up with our group in DayZ, either. But when RO2 came out we added several new members, and I expect the same with Iron Front: Lib.

Some games lend themselves well to building new friendships, and some don't.

[/quote']

The idea isn't just to add people to your group -- it's the possibility of some other interaction besides "kill em." Say you could activate various buildings around the map and various groups locked down each one. All of a sudden you've added a whole lot of depth to the interaction of these groups. (pay tribute to the power plant group to keep your shit running, ally with other groups to siege power plant, let other players use your gas station in exchange for ammo, etc).

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