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redfield-77

Character Traits not Classes

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I wouldn't be opposed to a progression system at all. I actually like a progression system better than my suggestion but that is something completely new to the VR engine and would probably take enormous resources. The things I suggested have all been done already and the code is already written. I was trying to keep it simple but if they could do progression without it affecting combat at all it would be cool. I just don't want to see my rifle's iron sights bouncing around like im having a seizure because my character is a noob.

I neither does 95% of the playerbase i would guestimate. So no, you won't get such a suggestion from me, the only 'gun handling' suggestion i could force upon myself is reload speed. As you do build up a routine the more you get used to a certain weapon. I actually wrote this 'book' today, http://dayzmod.com/f...ilation-thread/ and most of it is done. Now i won't say all of them are top notch suggestions for progression, but some (to me) certainly are, feel free to comment on them... obviously learning-by-doing is again a part of it, but it features as a seperate thread...

On the whole implementation thing, I would assume the stand alone to give room for a lot of things 'special' to DayZ, and coded anew instead of recycled, just taking the gfx engine basically and perhaps the core game engine from Arma3, so i am not to worried about implementation.

Edited by L0G!N

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I neither does 95% of the playerbase i would guestimate. So no, you won't get such a suggestion from me, the only 'gun handling' suggestion i could force upon myself is reload speed. As you do build up a routine the more you get used to a certain weapon. I actually wrote this 'book' today, http://dayzmod.com/f...ilation-thread/ and most of it is done. Now i won't say all of them are top notch suggestions for progression, but some (to me) certainly are, feel free to comment on them... obviously learning-by-doing is again a part of it, but it features as a seperate thread...

On the whole implementation thing, I would assume the stand alone to give room for a lot of things 'special' to DayZ, and coded anew instead of recycled, just taking the gfx engine basically and perhaps the core game engine from Arma3, so i am not to worried about implementation.

I had considered reload animation speeds and even run speed alteration for encumburance and such but that is dangerous waters. It could make it easier to trick anti cheats if player movement speeds are all different.

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So....... I take it you know how to operate a BTR-70 weapon platform even though all the controls are in russian? Good for you most normal people can't.

That's a vehicle which comes under the "and hotwire armored personnel carriers" part of LOG1N's comment

That being said, at the end of the day it's a machine. Having been inside an APC or 3 in my life I can tell you that I'd be able to work out how to drive it at the very least

Edited by KnT47r

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you have my beans, and i have a few seggestions as well you might want to add

athlete : has far more stamina then anyone else, so can sprint longer, and recover their breath faster

technical professional : spawns with toolbox, and in certain citys, can do things others cant, such as restore power (witch can provide light during the night) or stop a alarm (witch can stop zombies from coming)

survivalist : can get food and water from sources other players cant (for example, they can get drinking water from some trees and use fruit from some bushes as food)

ex-military : has recon training, while this wont effect their performance in combat, they are 50% harder to spot / hear to zombies (players can still see / hear the ex-military just fine)

those are just my ideas... but you have my beanz

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I had considered reload animation speeds and even run speed alteration for encumburance and such but that is dangerous waters. It could make it easier to trick anti cheats if player movement speeds are all different.

Run speed encumburance already exists. Now I don't know the mechanics of it but, I play with a buddy of mine and there are times were running on flat ground or through an open field and one of us will run faster. I don't know if its cuz one of us more blood or if one of is us carrying 2 main guns (one in slot one in backpack) but I have noticied a difference. It's not much but it's there.

As far as Yukimare's suggestions to spawning with tools and whatnot that goes back to the classes thing which should stay out of DayZ. I'm a huge fan of here's your bandage, soda and flashlight, goodluck concept. Everyone starts off the same no matter what. What you do with that and how well you survive is all on you and is what Rocket wanted with this mod (at least thats my understanding from reading his posts). I'm open to the idea of skills but it has to be done correctly.

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i think that you should start with the ability to (for example fly a heli) but you could find books that could tell you how to do the basic stuff. (for example find a emergency medical book and you can use morphine again) the books require alot of time to read lets say 6 hours of AFK time (you cant play in these 6 hours)

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@The_Old, its because on of you is running upright and the other is running crouched ...

Nope, both of us were fully upright and running. It's happened on more then 1 occasion after more then 1 respawn. First time i noticed it was when he had an AK primary and a DMR in his pack where I just had an m4 and misc food, supplies, and ammo in mine.

Edit: I may very well be wrong but I have noticed it. Keep in mind it was a small difference in run speed but it was there. It could have been that there was a slight slope for one of us that I didn't notice.

Edited by The-Old

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I've noticed a bug where if you're holding a side arm you run slower. My friend noticed he was running slower than me the other day, switched to his main gun and he was running the same speed. Later I switched to my pistol and I was running slower.

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In reality, anyone can learn to fly, learn to hotwire a car, learn to do this, and learn to do that. If the standalone opens for such classes, I sure hope you can have more than one, and that you will learn them by doing (or trying).

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Average lifespan is 49 minutes. Requiring six hours of downtime to learn a skill seems ill-suited for this type of game. And allowing players to carry over skills between deaths means this isn't even vaguely permadeath.

Humanity works under this system because it's not progression, it's a scale. You can go more or less humane throughout the game and it's a response to what kind of player you are. But skill progression provides advantages to players that carry over after death. DayZ mod is appealing because it doesn't matter when you start, how well you adapt is based on you as a player, not on how much time you spend playing the game.

And honestly, I don't understand why people are trying to shove RPG character progression into this game unless they simply don't understand what the point of it is. Someone honestly said the other day that there are RP elements in this game. Come on, now. You die, you lose your progress. That's supposed to be the deal.

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Average lifespan is 49 minutes. Requiring six hours of downtime to learn a skill seems ill-suited for this type of game. And allowing players to carry over skills between deaths means this isn't even vaguely permadeath.

Humanity works under this system because it's not progression, it's a scale. You can go more or less humane throughout the game and it's a response to what kind of player you are. But skill progression provides advantages to players that carry over after death. DayZ mod is appealing because it doesn't matter when you start, how well you adapt is based on you as a player, not on how much time you spend playing the game.

And honestly, I don't understand why people are trying to shove RPG character progression into this game unless they simply don't understand what the point of it is. Someone honestly said the other day that there are RP elements in this game. Come on, now. You die, you lose your progress. That's supposed to be the deal.

Even Rocket has said that he's open to some kind of skill progression and that if you died you lose your progress and would have to start over. He also said that this brings in major balance issues that would have to be addressed. He doesn't want someone going apeshit and/or suicidal because they lost their character that took awhile to build up. If this is implemented and how it's done is for smarter people then me. If it's ever implemented I think it should be an invisible skill that you don't know it's there and just gives subtle differences.

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So...classes all over again..eh? oh..sorry i mean traits, because being a doctor would be a trait..not..you know a class or ..a job...

anyway, problem with classes/traits/whwatever will always be to make them equally useful. The ones named here for example wouldnt work, because one) of them is absolutely vital (Doctor) and the others are several kinds of utterly useless.

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These are just classes re-labled, I think skills could have a place as it would introduce specialization into the game/society but then you have to deal with farming and or losing what BazBake refrenced. Noobs and Vets should be the same meatbags that take the same damage from a 7.62 round, but I think that you could develop skills while you survive that make surviving/thriving easier. Also they should be taken away at death, this would make death more of a penalty and I think make a majority of people more carefull of their toons life.

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