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Frozen (DayZ)

Minigames for actions

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I believe most of people`ve played a Bioshock or Skyrim, and remember how hacking/lockpickng works in that games. So i think actions that average people dont know like: starting a campfire(yup, some people dont know how to do it), giving a blood transfusion, repairing a car etc. should be in for of a minigame that represent an action that you are doing. For example a blood transfusion: a player will have to pick a place where to stick a needle, and maybe with a decent angle.

it will make thing a bit more complicated, and make this actions a bit more time consuming as they are in real life. It will also differentiate experienced player form new ones and add some sort of character progressing, but instead of character progress a player.

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-1. This would not work for multiplier. You would be SO vulnerable during this. In bio shock 1 hacking took at least a minute.

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-1. This would not work for multiplier. You would be SO vulnerable during this. In bio shock 1 hacking took at least a minute.

well its supposed to represent action like they are in real life(not so long thou), so its no surprise that it will leave you vulnerable for certain amount of time. i`m not a fan of repairing an engine, that take way more then 1 min irl, at super speed with animation of hugging an imaginary friend

Edited by Frozen

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It's a tough call. I like the idea of player skill coming into play whenever possible, as with sniping or stealth, rather than a simple roll for success. But when you're doing something that has no real option for failure, like lighting a fire or putting up a tank trap, it can be assumed that your character learned how to fix a fuel tank the same place he learned to fly a helicopter and reload an M249 and administer a blood transfusion and set up barbed wire with his bare hands, and just let him do it on his own.

It would be annoying to have to learn a dozen minigames just to be able to skin a rabbit out in the woods when nobody's around. It wouldn't add anything, really, and if there's a way for server desync to mess up my tent-pitching, I'm gonna flip my wig when I finally get it to start going up and then lose it when my click is misread.

A progress bar for these things seems more appropriate.

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It's a tough call. I like the idea of player skill coming into play whenever possible, as with sniping or stealth, rather than a simple roll for success. But when you're doing something that has no real option for failure, like lighting a fire or putting up a tank trap, it can be assumed that your character learned how to fix a fuel tank the same place he learned to fly a helicopter and reload an M249 and administer a blood transfusion and set up barbed wire with his bare hands, and just let him do it on his own.

It would be annoying to have to learn a dozen minigames just to be able to skin a rabbit out in the woods when nobody's around. It wouldn't add anything, really, and if there's a way for server desync to mess up my tent-pitching, I'm gonna flip my wig when I finally get it to start going up and then lose it when my click is misread.

A progress bar for these things seems more appropriate.

well you can fail with setting a campfire(waste of matches) or assembling a tank trap(wrong shape, loss of bolts and screws). failing with gutting will result in loss of cook able meat - thin pieces will simply burn and become uneatable and thick ones wont be cooked properly.

a progress bar will be appropriate for every action, and especially that you cannot fail - eating, drinking, bandaging etc.

but applying a progress bar for everything wont include any skill usage turning everyone basically in universal soldiers, which doesnt quite represent reality.

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I actually really like this, but I think calling them minigames might draw some flamers, tbh. =P

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I actually really like this, but I think calling them minigames might draw some flamers, tbh. =P

and how would you called em? not quick time events thats for sure >_>

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I wouldn't mind this i guess.

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I like this idea

+1

Obviously they can't be hard to master, but it would add a certain interesting tension dynamic to the game.

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And it would make an action either take longer to do, or less. You could even do it so the action gets cancelled for doing it wrong. If they really have time to program it, I'm all for it! We will have to wait n' see!

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This would break immersion in the most horrible way imaginable. :(

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-1. This would not work for multiplier. You would be SO vulnerable during this. In bio shock 1 hacking took at least a minute.

Thats the whole idea.....

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This would break immersion in the most horrible way imaginable. :(

Break immersion by being more immersive.....riiiiight.....

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Break immersion by being more immersive.....riiiiight.....

Because being sucked out of the game into some weird mini-game to decide whether the task at hand is completed succesfully is immersive.

Dat_logic

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Because being sucked out of the game into some weird mini-game to decide whether the task at hand is completed succesfully is immersive.

Dat_logic

well if it would make into a game like you described, that will be fucked up... but the suggestion is to make a minigame(i cant come up with better name) that simulates the action you are doing.

Edited by Frozen

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I told you we needed a better name. XD how about skillchecks?

well skill checks dont sound to me right also, becuase it reminds me of skill requirements in fallout new vegas

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Hrrmm yea true, but we do need some way to prevent the knee-jerk reaction that people will have when reading 'minigames in dayz' xD

Uuumm..

Quicktests?

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Hrrmm yea true, but we do need some way to prevent the knee-jerk reaction that people will have when reading 'minigames in dayz' xD

Uuumm..

Quicktests?

people tend to judge suggestion by thtreads name, so you are right at this point.

quicktests, in my mind, associates with series of short question with time limit.

sadly but minigames is the only word that actually fits(at least that i know) this kind of action in games.

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