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heliman (DayZ)

Commodity Wars

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Myself and I propose to have commodities unique to each region. Commodities such as beans, cocoa, coffee, poultry, cattle, vegetables, fruits and other crops would be either cultivated in a region to enhance the region's growth rate (spawn rates of consumables in a region). Initially when a survivors spawns the resources in the entire region are at it maximum capacity. The resources then starts to decline and dwindles when not maintained. If the region is maintained in terms of finding the suitable crops for the given region and culitvating them, the regions growth rate increases to reach a point where certain unique loots appear in the area. These areas are prone to degradation as well as other pests such as bandits. What you guys think of this idea?

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Farmville is a facebook game ;)

Its all about survival and this is one way to enhance the survival aspects of this game rather than just finding random loot spawns. Im not sure if you are suggesting "this is dayz not farmville" because there are certain aspects which make a game interesting and this is one of my suggestions. I haven't played farmville or haven't heard of it until you spoke but either way your comments are as good as the person you are.

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In a map this small it doesn't make much sense to have different crops or livestock. It's not like there are different climates in different parts of South Zagoria.

And we already have this feature, to an extent. There are districts with a higher occurrence of military loot, industrial loot, food, helicopter crash sites or backpacks.

If you're suggesting that areas could become overharvested and produce less loot, I say no. For me, loot respawning counters the relative lack of enterable buildings. Sure, you can loot the lobby of the hotel a dozen times in a day, but since you can never go up the stairs and check the rooms or the kitchen or the dumpsters out back, that's okay. The station might repopulate its ten loot spots every ten minutes, but you never get to see where those poles go or what's behind that door, so it's fair to assume that there's stuff in the building that the game's restrictions keep you from.

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In a map this small it doesn't make much sense to have different crops or livestock. It's not like there are different climates in different parts of South Zagoria.

The map isn't small its quite large. You don't need different climates to grow different crops just favourable weather conditions with variable soil/terrain conditions suited for the different crops.

And we already have this feature, to an extent. There are districts with a higher occurrence of military loot, industrial loot, food, helicopter crash sites or backpacks.

Most of which aren't quite necessary for your survival just tools to counter wouldbe bandits.

If you're suggesting that areas could become overharvested and produce less loot, I say no. For me, loot respawning counters the relative lack of enterable buildings. Sure, you can loot the lobby of the hotel a dozen times in a day, but since you can never go up the stairs and check the rooms or the kitchen or the dumpsters out back, that's okay. The station might repopulate its ten loot spots every ten minutes, but you never get to see where those poles go or what's behind that door, so it's fair to assume that there's stuff in the building that the game's restrictions keep you from.

Doubt you understood what I had suggested in the OP. Areas would be initially be at its maximum producing capacity and then consumables would start to deplete. To replenish this reduction in supplies these farms need to be grown and maintained to ensure a steady supply of consumables in the region to the point where loot unique to the region starts appearing in the area.

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I obviously misunderstood. Re-reading the original post, I'm horrified. You're saying that we should have to cultivate beans in a region or else cans of beans will cease to appear in the nearby houses and supermarkets.

We're not exporting cocoa beans to ensure new shipments of Pasta roll into Berezino each week, we're not growing our own food and canning it for the winter, we're not setting up communes and making a new, sustainable world for our children. We're scrabbling for survival, scraping the last bits of civilization into a pile and hoping we can live on it for another day.

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scraping the last bits of civilization into a pile and hoping we can live on it for another day.

there is no sense to survival when everything you need spawns right in front of you. what happens when all your resources gets depleted what would you be scraping then? you should be horrified of yourself for taking the route of military weapons as a tool for survival.

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Hey, like the idea - but not so much the execution. Items/loot should be more of a 'character' in the game and having players influence its density/quality gets a big +1 from me. I also like the attempt at refocusing the players on the survial aspec of the game.

I would suggest instead of making the players preform specific tasks in order to effect loot, make their every action effect it. What I mean is have a type of dynamic causality in the game - make actions have reactions - and then make those reactions effect the game accordingly (be it in loot density or zombie density). I hope Im making sence :) .

And we already have this feature, to an extent. There are districts with a higher occurrence of military loot, industrial loot, food, helicopter crash sites or backpacks.

If you're suggesting that areas could become overharvested and produce less loot, I say no. For me, loot respawning counters the relative lack of enterable buildings. Sure, you can loot the lobby of the hotel a dozen times in a day, but since you can never go up the stairs and check the rooms or the kitchen or the dumpsters out back, that's okay. The station might repopulate its ten loot spots every ten minutes, but you never get to see where those poles go or what's behind that door, so it's fair to assume that there's stuff in the building that the game's restrictions keep you from.

I think this opinion is formed on a exceptance of the status quo. I agree that loot frequencey is a way to ballance the lack of enterable buildings, but it is a bad one. (then again, this is just my opinion...) But I do agree that to a large extent DayZ has got 'regional' specific loot, but it is too reliable IMO. loot drops need a higher level of uncertanty - and if in some way this can then be related to player actions...well it could, maybe, possibly have some effect on the F'ed up culture of dayZ :) .

Its all about survival and this is one way to enhance the survival aspects of this game rather than just finding random loot spawns. Im not sure if you are suggesting "this is dayz not farmville" because there are certain aspects which make a game interesting and this is one of my suggestions. I haven't played farmville or haven't heard of it until you spoke but either way your comments are as good as the person you are.

I was thinking, "yeah, well nobody will want to spend all their time in dayZ cultivating a farm", but Xuse actually pointed out that there is a large audience that loves this kind of thing. If the farming mechanic was well enough implemented you could have two vastly different, yet intertwined games. Unfortunatly for this reason (having two largly diffent games rolled into one) I have doubts about this specific incarnation of this idea. Though I like the direction of your thinking!

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Are you saying that each server's world has a finite set of food resources that can be exhausted by players as they are consumed ?

Maybe it could be a server option, like crosshairs and 3DP that is ON or OFF. I wouldn't fancy having pvp forced upon me, but it would be a good server option for those that like playing that way.

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No. Heliman and another strange ideal. Do you RELEIZE? how much food is on the planet. Russia and the united states have enough food for three times more people that currently live there. IF 90% of the population dropped dead THEN we there would be plenty of canned food lying around. -1. Also. That means there will be NO food for anyone. Trust me. No one is going to sit and farm all day instead of hunting players/bandits. Farming could be added to the game but it should not be done the way you are describing it. You grow pumpkins. Pumpkins grow. You pick them up and eat them end of story. None of this.

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No. Heliman and another strange ideal. Do you RELEIZE? how much food is on the planet. Russia and the united states have enough food for three times more people that currently live there. IF 90% of the population dropped dead THEN we there would be plenty of canned food lying around. -1. Also. That means there will be NO food for anyone. Trust me. No one is going to sit and farm all day instead of hunting players/bandits. Farming could be added to the game but it should not be done the way you are describing it. You grow pumpkins. Pumpkins grow. You pick them up and eat them end of story. None of this.

But food doesn't just spawn from no where, they are meant to come from some source i.e. farms. You don't see farmers 24/7 in their fields, you plant and you come once in a while to maintain it. You could possibly work with other survivors to create bigger farms which could achieve different results to spawn rate of items as well as unique loots.

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Uhm... not really a fan of this idea. What I could see though is some sort of agricultural system added for some sort of 'endgame'.

I kind of like the idea of a finite loot spawn where the server will eventually run out of loot to spawn at which point you will be forced to create, rather than simply loot. In a way this might support the building of groups or communities, because you will have to work together to survive. Like having to grow your own food, scavenge metal and other things to make your own bullets, etc. pp. the possibilities are endless.

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Uhm... not really a fan of this idea. What I could see though is some sort of agricultural system added for some sort of 'endgame'.

I kind of like the idea of a finite loot spawn where the server will eventually run out of loot to spawn at which point you will be forced to create, rather than simply loot. In a way this might support the building of groups or communities, because you will have to work together to survive. Like having to grow your own food, scavenge metal and other things to make your own bullets, etc. pp. the possibilities are endless.

Im glad you agree with my suggestion.

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But food doesn't just spawn from no where

Neither do guns, or bandages, or car tires, or road flares, or hunting knives, or weeks-old, unrefrigerated blood transfusion bags. I'm not interested in smelting iron to make my hunting knife, and I'm not interested in planting seeds to grow food.

I'd be in favor of apples spawning on trees in the orchards, or the ability to harvest and cook pumpkins, but other than that I'm opposed to agriculture in the game.

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Neither do guns, or bandages, or car tires, or road flares, or hunting knives, or weeks-old, unrefrigerated blood transfusion bags. I'm not interested in smelting iron to make my hunting knife, and I'm not interested in planting seeds to grow food.

I'd be in favor of apples spawning on trees in the orchards, or the ability to harvest and cook pumpkins, but other than that I'm opposed to agriculture in the game.

Sure you don't have to plant them you can have someone else plant them while you go pluck the fruits of their labour to quench ur belly. I'll be there waiting for you in the bushes after you have plucked one of my crops, you bloody fruit theif.

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