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Idea Skilling

Discussion in 'MC-WarZ' started by Yorei, Jun 9, 2020.

?

Skilling in WarZ?

  1. Yes (+1)

    71.4%
  2. With tweaks (+0)

    14.3%
  3. No (-1)

    14.3%
  1. Yorei

    Yorei Well-Known Member

    Joined:
    Dec 8, 2014
    Messages:
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    WarZ could use more non-PvP aspects to expand more on "things to do" for new players. This idea benefits both the new and experienced, should be quite easy to implement, and can reward players for playing the game, which might boost player counts among both demographics.

    Introduce a 'Skills' system for each player. They can access their skills data by typing /skills, or some other more creative way. It will list each of their skills and its progress toward the next level. The maximum level can be decided later on. The scoreboard for WarZ may also indicate 'X/Y skills maxed' for player interest.

    Skills can be increased depending on some actions you may take.

    Skills may reward items and/or credits, which can be beneficial to Brawl (higher playercounts and playtimes) and the player (more motivation to obtain credits, can help them get loot quicker), while altogether providing another activity for new players to embark on if they don't understand the PvP gameplay. Specifically, a player may become more attached to WarZ with more stuff to do (doesn't just go for skills), and may be more open to learning the PvP gameplay later on.

    Players may boost their XP gain by purchasing ranks - another incentive to buy ranks and even, the highest rank.

    Skills can also give special abilities when maxed out, see below (credits to @NMHRODMAN1SBEST). This provides a huge incentive for players to reap their benefits.

    Here are some examples of skills I thought could fit WarZ (please reply if there's anything else you can think of):

    Looting
    - Gain a small amount of XP from looting chests, may increase depending on the zone
    - Gain larger amounts of XP when you take rarer items from chests (spawned in the chest of course), like diamond, golden heads, mountain dew or Tier IV guns.
    - IF MAXED: Items looted have a very small chance to 'duplicate' when looted. Another possibility is that any chest open has a very small chance to reroll what's inside the chest and double the loot inside of it. Can play around with a lot of ideas.

    Woodworking
    - Gain XP from chopping wood
    - Gain XP from placing wood
    - IF MAXED: Wood can 'duplicate' when chopping, hatchets break at a slower rate, etc.

    Marksmanship/Sharpshooting
    - Gain XP by hitting players with bullets from any gun
    - Gain bonus XP from 'accurate' shots (headshots)
    - Could also have an option to gain larger XP depending on the distance the bullet travelled
    - IF MAXED: Didn't have too many ideas for this, but you can have a chance of a bullet not using any ammo

    Stealth
    - Gain XP by sneaking within compass-tracking range of an enemy
    - Gain XP by killing a player or zombie from behind
    - IF MAXED: Player can go invisible for a short period of time when sneaking with no armour on. Obviously this can have a 10-15 sec cooldown in the case of a player spamming shift.

    Athletics
    - Gain XP by running/traversing the map
    - Gain XP by travelling on horses
    - IF MAXED: General hunger bar loss can be reduced if running; sugar may last 0.5sec longer on the player

    Slayer
    - Gain XP by killing zombies
    - IF MAXED: Zombies can do less damage to you, or you can do more damage to zombies etc.

    Taming
    - Gain XP by taming, calling, armouring, riding your horse
    - IF MAXED: /call time slightly reduced, horse chest may gain a slot or something

    Swimming
    - Gain XP by swimming
    - IF MAXED: Last longer under water, wearing a scuba helmet may allow you to move in water 2x as fast

    Paragliding
    - Gain XP through distance travelled with parachutes
    - IF MAXED: Chance for a parachute to not be removed from inventory when you do use one, fall damage after early retraction of the parachute may be reduced

    Medic
    - Gain XP by using the following on players (or yourself if applicable): Bloodbags, Bones, Bandages, infection cure
    - IF MAXED: Less of a chance for needing to use all of those things on yourself (excluding bloodbags)

    Exploration
    - Gain XP by discovering zones for the first time (encourages travelling and exploring the map - good for new players)
    - Secret signs or areas can be placed around the map for players to discover, which creates a huge opening for things like plot or lore; players will also be encouraged to go on scavenger hunts which may teach them ways around the map, and how to avoid enemies and teams. Players may gain XP by 'reading' the signs (right clicking) or stepping foot in one of the secret story locations. (An example would be a little hideout under a waterfall, or a barbed up area of an abandoned cave entrance)
    - IF MAXED: Compass may track from +5 more blocks away than normal. Could also reward players with loot or credits for completing the trek.
    - Problems with exploration: it would have to be custom for each map.

    Cooking
    - Looting beef from cows can be a way of gaining XP
    - Add more animals that you can do the same with
    - Gain XP from lighting fires and cooking food
    - IF MAXED: Yields more cooked food. Animals drop more loot if you killed them.

    More coming soon - WIP

    Let me know what you guys think. Obviously these are skeleton ideas meaning you can suggest changing something up and any other skill ideas you may have.
     
    • Like Like x 2
  2. Warrey

    Warrey Well-Known Member

    Joined:
    Oct 10, 2019
    Messages:
    158
    Ratings:
    +48
    Discord:
    Warrey#9081
    I thought of a similar idea but this is gold. Every day I see players clueless of how to continue and how to fight. This will be so useful on both maintaining the current player-base and the new, thanks striker.
     
    • Like Like x 1
  3. ObamaTheReptile

    ObamaTheReptile Well-Known Member

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    imo the problem with things like this is that in general, skills that impact combat (and so are pretty important) would necessarily be easy to farm, if the way you get xp for them is related to the specific skill (e.g. hitting people with bullets increasing xp for sharpshooting. for this specifically, you could have you and a friend unfriend each other and then spam each other with tier 1 smgs or something, so the damage would be easily healable but tons of bullets would hit). not to mention that introducing even more ways that experienced players gain an advantage over new players doesn't seem like a really great way to keep new players around
     
    • Like Like x 1
  4. Yorei

    Yorei Well-Known Member

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    then scrap the combat advantages. its still a solid idea to give more stuff to do
     
    • Like Like x 1
  5. ObamaTheReptile

    ObamaTheReptile Well-Known Member

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    i agree w this part then
     
    • Like Like x 1
  6. BeastyBoo

    BeastyBoo Insert custom title here

    Joined:
    May 10, 2015
    Messages:
    345
    Ratings:
    +21
    WarZ will never be relevant for a new audience with its current playerbase or competitive skills.