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What would you like to see in the stand alone?

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A single-shared persistent world with resource that can be controlled.

Resource can include:

  • Food
  • Water
  • Metal Resources
  • Medicine
  • Gas
  • Electricity
  • Military (ammo)

This allows for trade, barter, building, cooperation, as well as fighting for control of those resources.

And of course, wastelands and cities that have infected and resources that cannot be controlled.

A huge map would be nice. No more servers, just one big world to roam around in. However, the implications are huge for something like that. First the processing power to handle it. Second the architecture behind the scenes to keep the whole world loaded and track every player. There are so many other reasons that I don't think this could be done without a huge over haul.

Please no classes.

The game is better off without them, it would become a clone of every other MMO out there.

Skills on the other hand, seem fine. As rocket has said before, if someone has a skill useful to you, it might be an incentive not to just shoot on sight.

Yeah, I don't like the ideas of choosing a class out right really. More or less having the right equipment to do something, then making having a full set of that equipment accomplishes the same things. Skills I am not so sure about. Would it be a point buy system or a use to improve system. Would there be character regret involved. I think there are a lot of open ends here. If we can get something solid for skills then I will be happy to add it :)

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Yeah, I don't like the ideas of choosing a class out right really. More or less having the right equipment to do something, then making having a full set of that equipment accomplishes the same things. Skills I am not so sure about. Would it be a point buy system or a use to improve system. Would there be character regret involved. I think there are a lot of open ends here. If we can get something solid for skills then I will be happy to add it :)

Yeah, I'd probably go for use to improve, but it's a tricky thing to implement...

Maybe I'm just biased towards not having any skills / classes because I like the core gameplay as it is, however, I do agree that it would make PvP more interesting by considering whether you could use another person's skills or not.

I don't know, I guess I'd like to see it, but I'm worried it will be unbalanced and exploited...

Edited by nfsmwbefast
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Yeah, I'd probably go for use to improve, but it's a tricky thing to implement...

Maybe I'm just biased towards not having any skills / classes because I like the core gameplay as it is, however, I do agree that it would make PvP more interesting by considering whether you could use another person's skills or not.

I don't know, I guess I'd like to see it, but I'm worried it will be unbalanced and exploited...

this.

all of this.

all of it.

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Yeah, I don't like the ideas of choosing a class out right really. More or less having the right equipment to do something, then making having a full set of that equipment accomplishes the same things. Skills I am not so sure about. Would it be a point buy system or a use to improve system. Would there be character regret involved. I think there are a lot of open ends here. If we can get something solid for skills then I will be happy to add it :)

Ya, I don't really like the idea of a 'class' per say, but a single skill seems nice, noting that you really level or improve. Like I said it would be something you spawn with, even making it random at spawn would be interesting as each time you die you may get to adjust your play style.

I had remembered hearing in an interview that Rocket did not want to make being a bandit a blatant thing, where everyone knows you are, but something subtle. He had also mentioned a karma system to be applied to it. The skill branching as you become a bandit or survivor could be very subtle part of the karma system. Like I mentioned before with "Navigator" it would be an extra marking on your map to show other players tents, or "Hunter" would show you blood trails of other players.

I am sure people already have their own play styles; with the way they loot, to what guns and equipment they look for, where they go and who they play with. The skills would just add a dynamic to help build on these unique styles of play.

I am not sure what kinda regret you are referring to, but I would like to hear more about your opinon on it.

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Ya, I don't really like the idea of a 'class' per say, but a single skill seems nice, noting that you really level or improve. Like I said it would be something you spawn with, even making it random at spawn would be interesting as each time you die you may get to adjust your play style.

I had remembered hearing in an interview that Rocket did not want to make being a bandit a blatant thing, where everyone knows you are, but something subtle. He had also mentioned a karma system to be applied to it. The skill branching as you become a bandit or survivor could be very subtle part of the karma system. Like I mentioned before with "Navigator" it would be an extra marking on your map to show other players tents, or "Hunter" would show you blood trails of other players.

I am sure people already have their own play styles; with the way they loot, to what guns and equipment they look for, where they go and who they play with. The skills would just add a dynamic to help build on these unique styles of play.

I am not sure what kinda regret you are referring to, but I would like to hear more about your opinon on it.

Read back over the portion of the OP in The Equipment > More "In-Depth" Tool System (or whatever). Would this accomplish something very similar to what you are speaking of without players being bound to having one skill?

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Read back over the portion of the OP in The Equipment > More "In-Depth" Tool System (or whatever). Would this accomplish something very similar to what you are speaking of without players being bound to having one skill?

I do really like the tool system but I do not think it is the same as the perks, but could work along side it.

Perk

- could be a single item or bonus that each player recieves at spawn.

-Either randomly generated or selected by the player.

- Will not limit the player to a role or class, but rather give them a bonus that would be benefitial to the group, or themself.

- Bonus could be a extra 'tool' at spawn, like a lock pick, or more bandaids, that would move them toward building specific toolkits.

- Perks can branch into two different areas depending on the players humaninity, mostly rewarding them for choosing either path.

-Low humanity will give bonuses that only help you, and not a group, playing off of your own selfish nature as a bandit.

-High humanity will give a bonus to help a group, reflecting how you have made it this far as a team player.

So for example going back to my Navigator perk. You spawn with a map, but no clue where you are on the map or your bearings. Normally you would use enviromental clues to figure this out like everyone else, but with the compass in your tool belt, you now know which way is north and can get going. Later on as you become a bandit looting and stealing, you get markings on your map that hint toward camp sites, or supply depots, or if you have been friendly helping out people as part of a group, you get markings on your map that point to friendlies, and strongholds. There is noting stoping you from still being a gunsmith, or a medic that can treat wounds. Just a slight bonus to your ability to navigate the world.

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I really would love to see the standalone having a huge island as a map with a big city in the middle:

You would spawn on any side of the maps shores, so you dont know where north is right away

The maps off limits would be created through the actual terrain, and not through that weird border we currently have where grass just doesn't spawn

Also, high value areas in the center would be way harder to defend, due to possible survivors coming from any direction

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Just browsing, but some things that are not in the OP.

Growing Beards. (Has been mentioned in other threads and by Rocket himself)

Rare, completely random wilderness loot caches of random quality/quantity, and completely unpredictable as far as location (unlike current heli sites and other loot drops). Similar to finding a players tent, but spawned by server. Maybe a failed air crate drop? This would make finding interesting items more possible for the rural survivalists that don't want to go into towns.

2, 3, and 4 number combination locks for tents or player owned buildings/structures/lockboxes (lock must be found). This way, someone could spend their time trying combinations to crack it, or they could try to meta-game the code. This is in addition to the lockpicking idea already suggested... this would just be a different kind of lock that only requires time or luck to crack, but cannot be picked. The code could be shared among clan members so they would all have access without having to have a physical key. But if it is left unguarded for too long, someone (or a group) could just sit there and try all the combinations. Maybe trying all combinations would take 1 man-hour for the 2 number lock, 10 hours for the 3 number lock, 100 hours for 4 number lock. Only the dedicated or the lucky would break it. It would probably take an average of half those times to find the combinations. The most prized 4 number lock would be virtually unbreakable by one person, but a clan of 10 could do it in a few hours if they coordinated.

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Just browsing, but some things that are not in the OP.

Growing Beards. (Has been mentioned in other threads and by Rocket himself)

Rare, completely random wilderness loot caches of random quality/quantity, and completely unpredictable as far as location (unlike current heli sites and other loot drops). Similar to finding a players tent, but spawned by server. Maybe a failed air crate drop? This would make finding interesting items more possible for the rural survivalists that don't want to go into towns.

2, 3, and 4 number combination locks for tents or player owned buildings/structures/lockboxes (lock must be found). This way, someone could spend their time trying combinations to crack it, or they could try to meta-game the code. This is in addition to the lockpicking idea already suggested... this would just be a different kind of lock that only requires time or luck to crack, but cannot be picked. The code could be shared among clan members so they would all have access without having to have a physical key. But if it is left unguarded for too long, someone (or a group) could just sit there and try all the combinations. Maybe trying all combinations would take 1 man-hour for the 2 number lock, 10 hours for the 3 number lock, 100 hours for 4 number lock. Only the dedicated or the lucky would break it. It would probably take an average of half those times to find the combinations. The most prized 4 number lock would be virtually unbreakable by one person, but a clan of 10 could do it in a few hours if they coordinated.

locks? so a player could search for camps, find one, and not be rewarded at all? sounds bad to me, sry

just hide your tent accordingly, watch the arma 3 trailer with the areas with tall grass, hiding stuff will be way easier in the standalone i guess

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The player would be rewarded if:

1. The owner of the camp did not have locks for all openable objects.

OR

2. The player takes the time to crack the combination. More common 2 digit locks are fairly easily crackable by one person.... the very rare 4 digit locks are realistically uncrackable by one person unless they gain trust of the owner of the lock (join clan, buddy up with, etc...) Or they can wait until the owner comes along, unlocks, then pop him.

With this system, you still want to put your tent (or whatever) in a hidden area so it won't be found, but if it is found, it's just an extra measure of security. Or you could put it as a decoy in the open with a lock and shoot people that try to crack it. Or write the code on a piece of paper with coordinates so if someone kills you, you leave them a surprise....

If Rocket implements his personal underground bunker idea, I think it would make sense to be able to lock them. But you want to give people some chance to get in IF they find it. Maybe only make bunkers and safes lockable, and tents are not... or tents can only have simple 2 digit locks....etc.... I just think it would be neat because it opens up another avenue of game play as a thief.

Edited by baz

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seriously, if i in RL would find a tent in a zombie apocalypse with a lock on the zipper, i'd just rip apart the zipper or cut the tent open...

ok, its a suggestion thread so be it, but just wanting lockable stuff because you want a safe stash is not in the atmosphere or playstyle of dayZ

might as well just lock the server and collect stuff all by yourself

Edited by Zombo
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...

If Rocket implements his personal underground bunker idea, I think it would make sense to be able to lock them.

...

Wait. *processing* What? Awesome! Link!

Back to the topic. I dont really like the digit locks idea. It would took very long time, possibly for nothing. I think that buildings and cars might be spawned locked, randomly and rarely. But I have no idea how to make unlocking lore friendly = hard. Minigame from Fallout3/Skyrim, is nice, but it is not hard.

And I also dont like the perks and classes stuff. I agree with getting random stuff at the begining, but you should specialise yourself. The easies way to do that would be limiting the lowest inventory (knife, toolbox, flashlight,...). For example only 4 spaces. You could take medical equipment (for healing broken legs for example) - that would make you Medic. You could take toolbox - that would make you Engineer/Support. But you could change that by picking another equipment. But it would massively limit lonewolfing and I still think lonewolfing has its own place in this mod/game.

Btw, sugestions about having map at the beginning - do you use it if you have one? I dont. It is actually faster to ALT+Tab to browser and check dayzdb.com. Only better solution for me would be map in mobile phone, but I have Windows Phone (which is totaly awesome), where are no DayZ map apps. Or may be, I could also print it :D. Everything is better and faster than in-game map.

Edited by rancor1223

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The Alt+F4 has good and bad sides. i HATE when ppl log out during combat. But id rather loose out on a kill then getting wtfpwned by hackers with no means of escape. So unless this will be a completely 100% hacker free game when the stand alone comes i want the means to excape my otherwise certain death from someone i cant see or who teleports me into a deathmatch with every other player on the server..

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A variety of different zombies, that act differently.

E.G, A "civilian zombie" would run straight at you, and would be slower.

A "military zombie" would be slightly faster, and try to use several tactics to gain an advantage over you, such as flanking

And many more. Perhaps changing the size of the zombie (height and width) would also affect it's speed and strength. And please don't get mixed up with thinking about special zombies, such as the smoker in L4D2, I just want a slight variety in zombies.

Oh, and maybe some more customizable options for your character, e.g. Standard civilian clothing. (You will still have to find ghillie suits and others)

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i want to see Green Mountain.

Damn, I wanted to mention that all day, but always forgot it.

Whatever map is going to be used in standalone DayZ; Green Mountain has to be there!

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hescos, camo netting, bunkers(hescos and camo nettings), guard shacks, weapon creates, build-able gates, antennas, deploy-able long range radios(with encryption), sandbags with c-wire wrapped around them(to make setting this up easier), larger sandbags, ability to re-use fortification objects. radios, both military and basic short range two-ways.

edit: reinforced metal cover(requires multiple grenades to destroy, or a rocket.)

edit2: build-able furniture like tables, and chairs, and search lights.

Edited by Orthus

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I for one would hate the idea of zombies spawning all over the place, though I'm highly for hordes or packs patrolling a road, or a pack that goes hunting.

Better in door dynamics. Z going through doors, literally, isn't cool. But Z either opening them, or breaking in would be extremely cool.

Limited ability to build forts or safe havens. I say "limited" because you wouldn't want too many of these.

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i want to see Green Mountain.

This.

I want the spooky stories, hauntings, myths and urban legends to make it over intact.

I have yet to find a game that has anything even close to as cool as a supposedly haunted area..

I seriously hope something like this makes it into the full version of DayZ.

:)

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I would like to see "lonewolf only" servers. Servers that make it impossible to group up with outside friends.

Not because I'm scared of groups or have no friends, but because it would create a place for people who think that DayZ should be played alone and that teams should only be created inside the game world.

Edited by bad_mojo

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