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Raventhorn

Experienced survivors (?)

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Bud, your work is amazing, but all you say, contradicts something you wrote in the begining of your text.

Any of these skill will actually give advantages over other players. Be it in combat or not.

None of them give you more advantage then what is already in the game, if we meet on an open field, you can now have a alice backpack and I can have a starter pack, I could still win. So if you add a perk nothing will change this fact. Point to any other perk or skill that will make a diffrence. (cross bow is made usable, but will still be worse in pvp than any other weapon)

And this isnt right, since the game is made to make you accumulate your own skills using your brain, not a char. sheet. This is what differs DayZ from any other games. Actually, what you learn, your strategy, how many food you need to cross X kilometers, is more important than whatever advantage you can achieve.

So I should complain when you kill with your M16A4 ACOG? And only have a Makarov? Who said anything about a char sheet?

Actually, the amount of time you spend eating canned food, wont make your body to better process it, it will give you a large array of problems, mainly on your stomach and intestines(sorry for my shitty english).

You are joking right ? Don`t patronize people. NO ONE belives you will better process canned food. But do you think eating a can of beans will give you more blood? That is currently in the game. We can circle around this "realistic" subject as much as want but we will end up with the fact that there are already so many things in the game that are unrealistic. But why add more ? Not adding more, just building on the same streamline they are already in. (your english is fine, it`s not my main language either, but as long we understand each other right?) :)

In certain moments I hate not to have a skill, or some sort of advantage, but right after this moment of angry I am thankful to play a game that what mostly makes me live is what I learned from several hours of gameplay, just like IRL.

I love not having skills, I love the realistic game. Sims are my thing, but adding some more flavour is welcomed in my book. What makes you live is the gear you find, the food you find the luck you have when a zombie hits you and an rng calculate if you should break a bone or loose your consciousness. No need to beat around the bush, there are already advantages in the game and you use them every day. And ofc the skills you have as a player, this would not change.

If you go ("IF", something that is not going to happen) ALL of these perks ... ALL of them... I could still shot to to death right after I found a weapon. That`s the point here. An axe should be just as effictive in your hands as it is in any other players, same with any weapon. This mod is great, but it is missing alot of things, that`s why they made a suggestion board. They will add alot of things that will be "unrealistic" or give someone an advantage. The problem is to implent this in a way that does not ruin the gameplay. If you read some of my other posts you will see that this is a way to make people behave like a "survivor" not some guy who just dumped everyting in a tent and just run around, not a care in the world shooting everything around him, cause he`s got nothing to loose. THAT in my opinion is both stupid and unrealistic,

Thanks for reading.

Best regards.

Edited by Raventhorn
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No thanks for RPG mechanics.

I want capabilities to be tied to equipment and skill.

Not grinding and dicerolls.

Agree fully. OP is playing the wrong game.

In DayZ you (as a player) learn by doing. Over time you learn to escape danger, navigate the gear or menu screen and bandage yourself more quickly. Also, a weapon doing more damage in another player's hands is ridiculous, this isn't Skyrim.

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No thanks for RPG mechanics.

I want capabilities to be tied to equipment and skill.

Not grinding and dicerolls.

Agree fully. OP is playing the wrong game.

In DayZ you (as a player) learn by doing. Over time you learn to escape danger, navigate the gear or menu screen and bandage yourself more quickly. Also, a weapon doing more damage in another player's hands is ridiculous, this isn't Skyrim.

Why do you want abilities tied to equipment? If you find a medical bag does that mean you know how to perform surgery? If you find some wrenches you can now repair a car?

Do you want it this way because its easy for you to gain these abilities and then pass them on to your next life by looting your body?

Why do you dislike skill systems, is it because you can't operate at a selected disadvantage or are you afraid of losing everything in perma death?

How log does it take a player to master the operations they need to know? I understand there is a steep curve for players that haven't played arma or maybe haven't played a mod before but once this is overcome there is little left to master, especailly because everything is available via wiki's. If nothing is going to add intrinsic value to a character you simply have a long round of free for all DM where you find your weapons and have to eat. I want more out of DayZ.

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Agree fully. OP is playing the wrong game.

If I played the wrong game I would be gone a long time ago, I think we can agree that people who actually play dayz despite bugs, hackers, servers swallowing all your gear, vehicles disapear (the list is long) is not playing the wrong game. Since you don`t know me assumptions from your part only lead to missunderstandings. I love sims, I printet out 40++ pages back in the days just to learn how to start a plane in a aricraft sim. And I have played all arma games since the first one.

In DayZ you (as a player) learn by doing. Over time you learn to escape danger, navigate the gear or menu screen and bandage yourself more quickly. Also, a weapon doing more damage in another player's hands is ridiculous, this isn't Skyrim.

How much time do you need ? I have played arma since the first game and played sims as long as I know. You actually "pulled" the weapon dmg perk as an example ?? It`s the damn crossbow you are talking about, yeah, the one you NEVER use, the one people just pass by when they see it. If you had this perk you would still use a gun, I am sure. Most people would simply not use it because a gun would be better. Youmissunderstand the point of this. I have said this so many times that I am tired of repeating myself. This is NOT to give anyone an edge, but to give people something to loose when they die!! At it`s current state I see people who behave like they don`t care about surviving, because of 2 things, they are "done" yeah that`s right they can`t really "learn" much more. And second they have emptyed all their gear in a tent so they don`t care about dying anymore.

As xXI Mr Two IXx says I also want more out of dayz. Perhaps you have much to learn or to explore, but the time will come when you feel done aswell. Fact is most people will never even see any of the feats, many will not even survive for 50 hours, so when you do and you get that perk, you don`t want to die even if it does not give you an edge in pvp. If you want to stack 5 bolts in your pack you have to kill 50 zombies with a cross bow and survive for 50 hours, I am sure you have done none of these so far. If a perk can make you work for something you would otherwise not even bother with it will expand the your gameplay, you can plan what you want to do and how you should contribute to a group.

And to top it off you agree with the guy who does not want "dicerolls" !?!

Zombie hits you, a rng (diceroll) decide if you will start bleeding.

Zombie hits you, a rng (diceroll) decide if you will break a bone.

Zombie hits you, a rng (diceroll) decide if you will become concust.

Car crash, diceroll decide if it starts to burn.

Shots in the game already affected by dicerolls.

Heck, even when you enter a city the "die is rolled" what loot will spawn. (can make a longer list)

Diceroll is the closest you can come to some realism, if you do something and it ALWAYS works it is unrealistic that is why arma 2 (and the previous ones, inkl dayz) use diceroll NOW!

there is not much diceroll in the suggestions i made, only in the bandage one and that was suggested by someone who liked the idea, so I changed it since I agree that the my previous feat was bad.

Not a fan of diceroll myself, but used correctly they are a great tool, and need`s to be there so we don`t ALWAYS succeed in things we do over and over again.

And thanks to xXI Mr Two IXx he said so much in his post I was thinking myself :)

Oh and one last thing, never really played skyrim much, did not like it, got boring really fast. I played arma 2 :)

Edited by Raventhorn

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I'm not saying I want this game to turn into every other mainstream game because I want it to stay hardcore. However, the game needs to evolve. This needs to start by giving players more to work towards and making permadeath in the game more devastating. You need to seriously lose SO MUCH by dying. This will in turn make encounters with anything you don't trust that much more tense which will add to the fear, immersiveness and depth of the game.

Skill should aid survival (as mentioned in the OP only an X amount of skills can be learned and NO direct PvP advantage skills) and will give players more individuality. This will in turn make players assets in group settings. This will encourage team play to make surviving more manageable. Lone wolfs would have a tougher time as they should, however it's doable.

Open your minds.

Edited by Lights Out
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If nothing is going to add intrinsic value to a character you simply have a long round of free for all DM where you find your weapons and have to eat. I want more out of DayZ.

Yes, for me this is the key - giving players some sort of intrinsic value that can not be taken with a bullet. Skill IMO (implemented in the right way) is a very clear and direct way of doing this.

Though there are other ways ;) - http://dayzmod.com/forum/index.php?/topic/8616-lifedeath-calculator-intrinsic-valueculture/

Edited by Hoik

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Agree with skills and perks based off survival time. We shouldn't see 'suicide ganks' in a 'survival game'. Stocked tents and vehs ruin immersion and the 'fear' of death. I want a character that isn't just the sum of his gear. (Oh its cool, I'll just run back to my body) He/she should slowly (very slowly) improve over time, and by successful repetition of actions. Not enough to be unkillable, but enough to cause me to be attached to that particular life, not that particular gun.

just my two cents.

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I actually like the idea! A few RPG elements would fit the game and add realism. However, your suggestions remind me of the perks in Fallout, those with the funny comic descriptions. In DayZ, I wouldn't like to see an "ACHIEVEMENT UNLOCKED!!!" flashing all over your screen. I would prefer a subtle hint that your survival skills have increased, or even no notification at all.

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For me skills would enhance the wanting to live longer.Right now living longer has no push for me and I think a few things might bump this for me.They have to be kinda realistic though.

After a set amount of animals killed and gutted you get a hunting perk where the blur/dots on side of screen then become visible.These will help tremendously in finding animals in the woods.;)Could be considered like a woodsman skill and help with hunting but also noticing movement in the woods for any animal. ;)

Next is stamina.I swear the devs changed something in 1.7.2.6 since my toon is huffing and puffing like crazy now.I like it but feel that when I walk to catch my breath its like the huffing goes away in a second or two.I think it would be better to have the toon have to walk off the exhaustion for say 60 seconds.Then after one day survival its 30 seconds and after 2 days its instant reduction of the huffing as it stands in game now.But,when huffing I feel the aim should be very erratic to make this gain in fitness a wanted thing that hurts to lose as its annoying to have to walk alot and also not be able to fire weapon as well.So you can still run forever but now you will be huffing and puffing like mad and if you get caught out in an ambush you have to wait a long time to get better aiming ability back.If your in great shape though its the way it is in game right now.

Another area that could be a kool effect is when you start making the noises when in panic mode and zeds are nearby.These panic noises should aggro zombies when they are close enough to hear.This way after a set time like 2 days you panic less and so do not cry out like a little bitch and hence will start to believe that your a tough as nails stalker.

Medical skill increase(every time you bandage it increases) could be that you then bandage always on first try.To compensate this harsh failure,any bandage attempt starts a slow clotting effect that eventually stops bleeding but you will still lose alot more blood than if you got it the first time around.And blood transfusions give full health every time compared to a chance of screwing up and not getting full health when not adept at it.

Mechanical skill increase can have you repair vehicles faster than non skilledl.

Hardened constitution could be that you get hungry/thirsty less often and if you go below set blood amount you get a much reduced hand shaking effect from the pain.This weapon shake from pain is not in Dayz but is in Arma2.Its something that Rocket took out of A2 and feel it adds greatly to the feeling of being wounded.Fights being fought when your swaying erratically is great for immersion and getting to the point where you feel less pain would cause real pain if your toon where to die.

Back to the hunting and gutting,I think a good way to make it "feel" better is that the steaks you get from an animal have blood boosting stat that raises the more you gut animals.Not drastic but enough to feel a difference.So as skill progresses you find more and more steaks have full 800 blood bonus.Slight annoyance amount though...think like 2 steaks 600blood and the other 2 steaks at 800 etc.

Edited by wolfstriked
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Great to see so many people who actually got the point of the post.

I want more out of DayZ.

This guy have said many good things in this post, but I think he can safely talk for the entire dayz community with this comment.

Open your minds.

You guys are making me run out of beans over here :)

And I love that in this forum most people are okey with making the game harder, we actually asks for "nerfs" to ourselfs, and that shows that we concerned about the gameplay and not to "own" others or making the game mainstream.

Agree with skills and perks based off survival time. We shouldn't see 'suicide ganks' in a 'survival game'. Stocked tents and vehs ruin immersion and the 'fear' of death. I want a character that isn't just the sum of his gear. (Oh its cool, I'll just run back to my body) He/she should slowly (very slowly) improve over time, and by successful repetition of actions. Not enough to be unkillable, but enough to cause me to be attached to that particular life, not that particular gun.

just my two cents.

valuable two cents in my opinion, if you read some of the replys I did in this post, most of them are about this, making people behave more realistic.

"We have to give them something to be able to take something away"

We already know that gear is not enough, you can farm gear and stack up your tent, so it has to be something else. People who say staying alive is enoug for them, are new to this. They will come to a point where they are also done, and surviving is just to easy. So you want more. And people stack up their tents and run for the city, jumping around like a bf3\css character with no concern for the zombies or other players, cause he`s got nothing to loose.

I actually like the idea! A few RPG elements would fit the game and add realism. However, your suggestions remind me of the perks in Fallout, those with the funny comic descriptions. In DayZ, I wouldn't like to see an "ACHIEVEMENT UNLOCKED!!!" flashing all over your screen. I would prefer a subtle hint that your survival skills have increased, or even no notification at all.

Yeah, why have it flash over your screen like some arcade game? No, a subtle indicator should be enough. Completely agree :)

Thanks for all the support so far, great to see people who takes the time to read the post, think, and understand it.

Best regards.

Edited by Raventhorn

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