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Put into practice?
#23
Yeah, that's the problem with the dayz model. So, even if you savanged your way to having an updated battlecruiser what then? You could add in player structures that could out last the player but that's not playing over and over.

That is why I wasn't sold on the space thing. Granted I'm still using blender to design ships (I realized I made the old buck Rogers crusier) but once i get better with the software it should open up any kindof theme. That's why I haven't settled in a real design or setting.

The better endgame seems to me RvR with players changing the world. Any perma death doesn't seem as potentially fun. Perma death also limits any crafting, building mechanics, or character skill building. But it adds tension so some middle ground might be interesting.

PS slamz, my though was having a potbs dock were you could pull your fleet out which would work the same. So, if you survived and rebuilt ships they would go there. Basically, adding lives to a perma death game. The other endgame idea was that survivors were one faction and there were two really powerful npc factions fighting it out in the world. These fights would leave wreckages to scavage but you would have to dodge scouting ships. Players could band up to capture a base or planet. Problem I see is balancing. To easy = boring. To hard = exciting but also fustrating. Then figuring out an endgame that doesn't put you at start again and takes a while to get back.

Dayz is neat but not very deep. If you want deep, you can't make it as intense.
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