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Stick32

Endgame mission ideas (long term goals)

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FOREWORD: I'm not sure how hard these ideas would be to implement in the ArmA2 engine. I think the engine might be able to handle it it though and these idea's would make a great addition to this awesome mod. The idea's here are inspired by and/or somewhat copied from other threads I've read. I have a tendency to ramble so please bear with me on this long post.

So, you've been alive for 12 days now... You've amassed an impressive cache of weapons, food, and survival gear. You have your own personal transportation, Congratulations!... Now what? The answer currently is to just start hunting other survivors for fun, which imho breaks the spirit of this mod.

It's for this reason I think we need long term goals/endgame missions. The idea I have specifically works well with the Random spawn ideas mentioned here. http://dayzmod.com/forum/showthread.php?tid=5921

My endgame mission idea goes back to my previous question. "Now what?" The answer: "Get the hell out of Chenarus! That's what!" Somewhere on the map is a crashed Transport (possibly random or server events). You have reason to believe that their may be something at this crash site that will let you get out of Chenarus. This crashed transport may be crawling with Zed's and/or have heavily armed military/survivor AI guarding it. It needs to have something that will make it a challenge to get in, get the item, and get out.

What item are we getting? There are a couple ways we could go with this. Maybe your going to retrieve an IFF transponder from the plane. So that you can install it on your repaired chopper. And the IFF transponder will let you get to a military base (not reachable by foot) or ship off the coast that will shoot you down without it.

Or, at the crash site there is a coded military radio that will let you call in for an evac or provide you coordinates for an evac to the previously mentioned base/ship.

Personally I like the first idea more because a) it's harder, and b) it will likely require a group effort.

So now the question is what happens once you safely 'evac'? Ideally, (and I realize this will probably only happen a long ways down the road) is that this is how you'll get access to other DayZ maps. Say, while on a transport from Chenarus to Lingor, your plane goes down (again) this time over Takistan. Which could be another server that will automatically boot you if your character data says you haven't 'cleared' Chenarus. You can do this for each new map.. In order to move on to the next map, you have to complete the last map(s) survival scenario (strung together like in left 4 dead). If you really wanted to be a sadistic S.O.B. (I'm looking at you Rocket ;) ) you could have it so if you get killed on the 3rd map you have to go back to the first i.e. Chenarus.

Another idea for Takistan/Chenarus: On Takistan, say you have to cross the "Savahnie" (misspelling is intentional) desert so you'll need a working offroad vehicle and X amount of food, water, spare parts, and Jerry cans.

However, since this is currently the only map we have, we could have it so that you basically respawn in Chenarus with half of your stuff (selected at random), different kit loadouts (i.e. food, water, medicine and a few basic survival items, but no weapons), or only the basic gear you start with. We could keep track of your number of successful completions. Say after completing the survival scenario you could gain access to special veteran skins as a reward.

So these are my idea's. Please give feedback on what you think of them, or feel free to offer your own. I think this game needs something to offer the grizzled survivor to keep them from becoming a bandit who kills because he's bored. :) Or It could just set up some interesting scenarios for you dastardly bandits to hunt survivors you evil, horrible, people ;)

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There is an end game atm its called recruiting players you can trust to take over a zone and go into war if you have to, lives will be lost but its just what happens

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The game is a sandbox so you can't have a actual EndGame to it but what you can do is have a push pull game mechanic-

This would be as mentioned by another Forum thread about the idea of the power grid and getting it online which would promote team play since a task like this would take a team.

Large Tasks like this one could in result lead to another effect- like the poster mentioned maybe the humm of the power plant will attract zombies which would want to destroy the source of the Humm---

leading to a constant struggle where you have get power up--Zombies want to undo power plus Power can only be held for a period of time before it needs to be redone

A push-pull event would be helpful since these will keep things interesting and in turn could open up other events or hints that could also be discovered.

I look at DayZ as you as a player must be able experience 70% of the experience in 2-4 hours (this means feel fear of zombies/player, get a chance at ammo and some gear and experience the dayz experiment,...the other 30 percent are tasks like the power grid or discovering every inch of the land- personal achievements.

An actual EndGame does not work since you could be killed at any moment in the game and you don't want players to feel they can't just respawn and get back to where they were without spending over 10 hours.

You want something layered so if i re spawn or jump into a server- i might see some lights in a building and go,..wow whats going on and even help them with the power grid event,..the world is constantly changing based on player's discovering the world and interacting with each other.

Player's create the story of the DayZ world.

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