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Wrath (DayZ)

Player Skills/Skill trees - Bad idea

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I've noticed Rocket talking about introducing skill trees and skills to encourage passive teamwork and the way suggested to implement this is not sitting right with me.

I think the beauty of the game now is when you spawn, you're equal with everyone else apart for the gear you find. I think that concept is perfect and what really sets this game apart from the rest. Skill trees and classes would remove a large sense of equality and freedom that this game has. Additionally, the current concept enables casual players to jump in for an hour and play, achieve and have fun but it also gives the hardcore gamer what they want. No matter how long you spend playing you're always on an equal footing, and it comes down to your tactical nous, your survival instinct, your patience, your teamwork and your combat readiness. It does not come down to how high you 'Keen Survivalist' skill has been raised, to 'Increase your passive resistance to environmental effects'.

Rocket even talked about how he loved that one player decided he would be a doctor and run around and give people medical supplies.

Roleplay like this is GREAT, but it really really doesn't need skill trees to pigeon-hole people into being one thing and sticking with that until they die in a fit of rage 100x worse than now because not only did they just lose their great gear, but their lvl 99 Medic is now dead.

Please, do reconsider this design decision. Encouraging group play is important but introducing a skill/class or leveling system IMO seems like a backstep; and a reversion to the tired old flogged horse concept of the 'MMO'.

What does the community think?

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Where does he say skill tree is being added? I thought he said the opposite.

"If your good at X in real life, you should be good at X in game" is sort of what I got from it.

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Where does he say skill tree is being added? I thought he said the opposite.

"If your good at X in real life' date=' you should be good at X in game" is sort of what I got from it.

[/quote']

So me, who can rebuild cars, build houses, 197/200 at the firing range at 200m, level 3 first aid, active camper/hunter/boating outdoors stuff, grew up on a farm, butched our own animals, with 1 year into a computer information systems programing course, and I'm rather good in physics as well. What's my skill tree then?

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Where does he say skill tree is being added? I thought he said the opposite.

"If your good at X in real life' date=' you should be good at X in game" is sort of what I got from it.

[/quote']

So me, who can rebuild cars, build houses, 197/200 at the firing range at 200m, level 3 first aid, active camper/hunter/boating outdoors stuff, grew up on a farm, butched our own animals, with 1 year into a computer information systems programing course, and I'm rather good in physics as well. What's my skill tree then?

Korean.

Trolololol

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He says contrary comments in his pc gamer interview....

http://www.twitch.tv/pcgamer/b/322996808

scroll to 1hr 24min

Hmm, he does, a little. Even with what he said in the interview, there is definitely room for a skill based system given his vagueness about the issue.

Lets hope he continues in this direction and avoids the idea of a skill system completely.

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"Skill Trees" are somewhat static and put us into categories.

"Skill Sets" can be more flexible IF the game engine can hande it.

If our actions can be tracked then we can have skills sets increase our efficiency as we perform more of those actions.

Medic Skills = Time to stop bleeding decreases per every 20 bandages applied.

Mechanic = Time to remove or set up fencing etc. decreases per every 20 disassembled or assembled items.

Ninja = No increase in sound when walking on hard surfaces per every Zed you trick with a stupid tin can.

Skill sets are availabe for us to improve our worth to a group or for ourself but they are completely open-ended AND Optional which makes them compatible with sandbox play.

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Nothing wrong with certain survivors having been good at certain things prior to the infection.

I don't think we're talking about full on WoW-style talent trees here.

But, like, "I kind of know how to use bandages better than some" or "I used to be a butcher so I can dress a cow better than most," is not unreasonable, nor unrealistic, nor really out of place in DayZ.

Keep an open mind.

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Maybe instead of a skilltree or complete opposition of a skill tree you could start with one spec that does not level up at all but provides one benefit of your choice.

Could spawn as a doctor, scout, sharpshooter, mechanic, driver/pilot, engineer, melee specialist, etc. These spec's would only provide really minor bonuses though. Just a random idea thrown out there, I don't mind it the way it is now though, an even playing field is always nice.

However maybe sharpshooter should give super minor bonuses so 90% of the flippin' community isn't one. Don't really need to give anymore bonuses to camping snipers and jazz lol.

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I am completely opposed to what you're suggesting, I really dislike it. It all just feels too gamey for me. But of course, that is just my opinion.

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I am completely opposed to what you're suggesting' date=' I really dislike it. It all just feels too gamey for me. But of course, that is just my opinion.

[/quote']

Is it "gamey" that a doctor in real life is more capable of healing wounds than, say, a software engineer?

There's nothing gamey about certain people being better at certain things than other people.

It's realistic, reasonable and interesting.

What's not realistic? Everyone being exactly as good as everyone else at everything. Like, where does that ever happen?

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Hopefully he integrates it in a good way.

-Quicker reload time after firing 1000rounds from the weapon.

-Quicker bandage time after bandaging 20 other players.

-Travel 500km and your stamina lasts a bit longer.

As long it's stuff that enhances your abilities rather than enables them. I don't want to have to shoot 10 rabbits before I can gut a goat.

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