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39. Re: On Sale Dec 22, 2013, 07:55 Quinn
Jerykk wrote on Dec 22, 2013, 04:13:
I don't think you can make a game like DayZ without griefing. The whole appeal of DayZ is its freedom. No arbitrary rules or restrictions. Removing PvP or limiting it to certain areas would ruin that. Humans are and always will be the biggest threat in a post-apocalyptic scenario. The interactions between survivors are what make zombie fiction interesting.

I do think that these games need to offer more incentives for players to cooperate and not just kill each other on sight. I think the ability to craft things and build structures would help provide that. Trying to clear out and then build fortifications to secure a town by yourself is essentially impossible. But a group of players working together could do it if the game provided the necessary systems.

Incentives are a must-have, indeed. That, and maybe "careers" -- although that's the wrong term for a post-apocolyptic game. Make it "post-careers" then. There are post-engeneer players, post-nurse players, post-soldier players you name it. This alone makes people want to team up and achieve the potential group-dynamic the game has to offer with all its advantages. Engineers can make weapons "cheaper" with less parts and construct alarmsystems and other defensive stuff. Nurses or medics can heal wounds etc "cheaper" and with better effectiveness. Soldiers have stronger endurance and accuracy and maybe have some sort of "sixth sense", revealing nearby danger on the minimap of everybody close to the soldier. Etc. Etc.

Fuck me... looking forward to this game that's not in development :\
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