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survivalist

Let's throw around replayability ideas

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I've been playin' arma for a couple of years, and been playing Dayz

since the week it was released. Didn't think it was going to happen, but I'm burning out on the mod. I've even taken breaks away from it, but I cannot recapture the initial joy it brought me when I began to play it.

In truth, the game comes down to running around alot, looking for loot. Of course, and killing other players.

So, seeing how Rocket said they haven't even begun to include replayability values yet, what do you think some features that focus on the replayability of the game could be? Would just like to see what peoples ideas are.

Unfortunately, grabbing some food, and ammo, and going off the grid to an obscure of the map to "survive" is so god damn boring that it isn't for me.

In the meantime, I'm back to M&B WARBAND, which has retained my interest for years at a level similar to as when I started playing it.

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Progression of any kind help with repleyability.

Community also, clans mates expecting you to show up. See world of warcraft raids for exemple.

Community goals like building a base for your clan.

I believe everything is too easy to acquire and to lose. Its get and forget kind of deal. You can find night vision goggles and lose them 5mins later only to never find any more. You can die, and then reacquire your lost gears in a matter of 1 or 2 hours. It will be a totally different compass but still the very same compass. Vehicules are too easy to repair as well and serve almost no purposes... people repair them, then drive them around and have some fun for an hour or two to finaly crash them and never repair another one.

Problems with tents and vehicules also keep people from playing. Why would I play if my tent is in another server and said server is down? Why would I play if I logged out far in the middle of nowhere near my truck only to log back and find it disapeared.

If tents were linked to character it would help a great deal. No matter what server you join, your tent follow you on that server. Of course there is the problem of a tent spawning in front of another player, then we can always have a script that keep the tent from spawning until the owner come at a certain range, if thats even possible. Or stop tents from spawning near others players until they leave the surroundings or die. But then again, I placed barbed wire around my tent, I want that too to follow me... so complicated. Sigh...

Question is; Why many people keep playing on the very same map with the very same weapon for years? (counter-strike dust 2)

or

Why they keep logging into their MMO every days?

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I've actually found myself thinking about this quite a lot after having played the game nonstop for a month straight.

Rocket calls this an Anti-Game. Those two words mean very little until you actually experience them for yourself, and it's quite clear within those first few meager attempts to survive that this IS something remarkably different from all of those things which we normally "expect" from a new game.

Then, somewhere along the way in the ensuing weeks of madness, mayhem and murdering (or perhaps for the more sensitive of you....rainbows, roses and ribbons....) you begin to realize that in its current state that what you have already experienced is largely what you will continue to experience. Sure, in a sandbox of this sort, there will always be a new encounter which spikes your senses and keeps you coming back for more but in the end, it's always THE end, same as before.

I honestly don't know which will be the "golden mechanics" that add more replayability but I think we could all agree that any mechanics which support replayability will be a hugely determining factor in the overall sucess of the project.

As far as my own experience, about the same time where I started feeling a bit of burnout with the mod, I was lucky enough to find a tent (and about 3 hours later I was EXTREMELY lucky enough to find a place where I could actually place that tent :D ).

That was a game changer for me. I might die and respawn several times before ever even seeing the tent again, but it contained a few sparse memories of my past. I had a connection with these items and they were a driving force for me to stay alive. It presented me an opportunity to leave some small trace behind of my previous existence, (something which I supppose all of humanity has contemplated at some point or another).

There. I have just compared a tent in DayZ with the human condition.

I think that kind of connection (or some variation of it) is what will eventually give DayZ a large share of it's replayability. If not tents, then some other mechanic which offers a connection. Anything which might have an emotional or other connection from the previous life/s.

In short, any mechanic which provides something which can trancend the death of the player whether that exists through an accumulation of items or through some sort of player enhancement....although in the spirit of the game, it should be something which also has the chance of being taken or lost entirely.

----

TL;DR got a bit burned out on the game, found a tent, realized that death still sucks but even in death, some small thing still remains to return to. And so, I will return.

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I never go into a mod expecting to be able to play for months on end. That is what full games are for.

If this becomes a standalone title with the MC business model and I had to buy it, I would expect features that did not turn this into WoW or CoD. I would still want that immersion and not have to worry about people raiding Cherno for the new Raid armor loot drops...

Hell I mainly got interested in this mod to hold me off to the Planetside 2 closed beta at the end of the month. So I don't mind what happens. It was a great time, I got lots of awesome stories, and this mod will never be forgotten.

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Hell I mainly got interested in this mod to hold me off to the Planetside 2 closed beta at the end of the month.

Shit, you had to go and mention that didn't you? I still have not come to terms on how I'm going to deal with that. I've already begun to wonder if this mod has killed my ability to tolerate traditional games any longer (all my old favorite games just feel kind of hollow and meaningless now) but I'm afraid that PS2 is gonna steal me away from DayZ and never let go.

See you in battle my friend...

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off topic.

i really do think planetside 2 is gonna fall flat on its ass.

still got nightmares about what sony is working on how to drain as much money out of it...

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off topic.

i really do think planetside 2 is gonna fall flat on its ass.

still got nightmares about what sony is working on how to drain as much money out of it...

The E3 awards, nominations, and buzz show PS2 doing a back flip. And landing on all toes...

The game is looking great and is going to revolutionize the F2P model. Maybe Day Z could take some notes from it.

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