Hi, I had this idea a while back, it's just a bit of fun and not meant to be an actual guide on how to play DayZ. This post is also pretty long so heres some jump links :)
Sections
DayZ is not an MMORPG and has no 'skilling', 'levelling', 'experience', or 'class' systems built into it in any way. Your experience and skill come from familiarity with the game and playtime. While not being a Role Playing Game, DayZ is a game where you can play many roles. These are usually emergent and just for fun; like you may hop on and decide to hang around a spawn town RPing as a farmer growing crops, or perhaps you come across an entire paramedic outfit with medical gear and try acting as a field medic for others. These instances where you create a story for your character are not a structured part of the game, just interesting ways to utilize the sandbox nature of it. Usually someone comes by and ruins your fun by killing you, but when other people spontaneously play along is when the game is most fun to me.
With the above noted, I thought it would be funny to try and create loadouts/guides for typical MMORPG roles because DayZ "is not meant to be played that way". Sandbox games can be played any way, theoretically, but I think that the typical modern Tank/DPS/Healer trinity will hit serious limitations in DayZ. Tanks are meant to pull focus/agression from enemies and be strong enough to handle sustained damage, DayZ is a game where one bullet can kill you. DPS's are meant to provide a high rate of damage (per second, some might say) in order to fell bosses and other tank-y enemies, DayZ has no functional bosses, and again one bullet can provide enough damage to kill. Healers heal (wow) and buff/debuff, healing in DayZ (bandages, medicine) is quickest when self administered, and there are very few things in game that could be considered buffs/debuffs. On top of this, most 'enemies' or danger you encounter in DayZ are not programmed AI/NPCs with set pathfinding or attack telegraphing, but other players who's behaviour is unpredictable.
I came across several articles on MassivelyOP, and personal blogs of contributing writers (linked at the end), that explained in great detail a variety of other MMORPG roles, with some better fitting into DayZ's gameplay. I have decided to create guides for the typical Tank/DPS/Healer, to show it's potential flaws, and for the trinity of Duelist/Sweeper/Support.
Tank/DPS/Healer
Tank
Concept: Needs to draw attention and be able to sustain damage
- Attention of other players, zombies, and animals is best acquired through loud gunfire. The larger calibre semi-auto rifles provide the most noise and typically draw the most attention from players who want to take them from you. I think the DMR, VSD or LAR would be the best options.
- While you can die from a single bullet; a plate carrier and one of the military helmets ('Assault', 'Ballistic', or 'Tactical') can reduce the chances of this. The helmet will also reduces damage done to the 'brain hitbox' which is often hit by animals leading to an insta-death. The chainmail top and pants provide extra damage reduction and make an audible noise when you move, which will help draw attention. Beyond this, the 'Combat' gloves and boots have the best durability (most of this info I've learned from WOBO's website/videos)
- Take codeine tablets if you are expecting a gunfight; it actually allows you to sustain more shock damage and reduce your chance of going unconscious. The morphine injector also does this but is fast acting (1 min duration), save it for quick escapes as it allows you to run even if severely injured.
- Gameplay style; it would be best to engage passively from range. You will almost certainly have the attention of anyone nearby, they will come to you. Camp and use cover to reduce your damage intake. Use your range+scope and high calbre to one shot players from a distance, when engaged in close quarters just hipfire wildly. Aiming down sights in close quarters adds precious seconds to your response time and may get you killed.
DPS
Concept: Needs to provide the highest rate of sustained damage as possible.
- The weapon with the highest statistical DPS rate in DayZ in the LE-MAS. Same rate of fire as the M4A1 (900RPM), but the same bullets do more damage from the LE-MAS (I think it's bullet speed is faster). The LE-MAS only has a 25 round magazine available though, whereas the M4A1 provides 30, 40, and 60 round magazines. It may be a good idea to use a supressor so that you draw less attention, in which case the M4A1 is the better choice.
- I think ideally a DPS in DayZ should be able to move quickly and be camoflagued to draw less attention and damage on themselves. Plate carrier armour is optional, but a full ghillie suit/hood would prevent you from carrying a backpack (less weight) and obscure your approach in natural areas. You can also hide among bushes in urban areas. The codeine trick may also help, but the group supply should be focused on the Tank
- Gameplay style; working in tandem with your Tank, hopefully all eyes should be on them. An aggresive medium-close range playstyle would compliment this, allowing you to quickly move in and supply your immense damage output. I would also recommend not travelling close with your group so that you can be more effectively obscured and better able to flank enemies. This is in regard to other players only, as zombies and animals have magic pathfinding and may target you regardless. A supressor would help reduce zombie/animal focus on you, and reduce other players ability to determine your exact location. A DPS would be very handy against a bear attack, in which case you would want to be closer to your group.
Healer
Concept: Heals and provides buffs+debuffs
- Healers are not primarily meant to be engaging with enemies. A simpler but robust weapon for self defence would be best like one of the SMGs that can take a supressor (SG5-K, USG-45, Bizon, CR-61 Scorpion)
- Try to wear gear that does not attract attention, no bright colours. Plate carrier and military helmet would be helpful, but not essential. Largest backpack you can find ('Field', 'Combat', or 'Tactical' preferred) as you will be responsible for the group's life-preserving supplies.
- Buffs and Debuffs don't really exist in DayZ. There are positive health effects from medications, bandages, and food/drink that you can provide to your group, but they rely on slow animations and won't really be possible in a gunfight. Focus on acquring and supplying these to your group during downtime. As for debuffs; the only ones you can easily apply to others are bleeding and gas poisoning. The former can occur from melee and bullets, while the latter requires you to deploy a chemical gas grenade. Grenades are analogous to an area of effect attack and even if they don't kill they will provide some damage to anyone in a rather large radius. PO-X grenades (chemical ones) leave a cloud of gas where they land for about 6 minutes, and anyone inside will contract gas poisoning (coughing, bleeding, and throwing up). Both grenade types can be thrown or fired from a single shot grenade launcher (M79). It may sound odd, but this might be the only real 'debuff' option for the Healer role.
- Gameplay style; stick with the Tank and support them primarily. During gunfights, provide close-quarters protection from any approaching zombies/animals, any supressed SMG will be highly capable for this. If there is any chance to administer medication (codeine, morphine, epinephrine) or bandages to the Tank while protected by cover, do so as they continue to provide armed lookout. If you decide to go the grenade/grenade launcher route for debuffing, communication with the Tank and DPS are key in coordinating where to deploy these while avoiding harm to them. Keep explosives in a 'double container' or a vest slot to prevent them going off if you are shot.
Tank/DPS/Healer Summary
After giving it more thought here, this might actually be a fun group setup to try out. It just isn't perfectly tailored to the gameplay mechanics of DayZ as mentioned in the intro. A DPS is kinda unnecessary in DayZ and could get picked off alone, Tanks might still get one shot killed no matter what, and Healers have very little abilities to put to use, especially in a live gunfight. It really depends on drawing attention with the Tank and hopefully surviving until the DPS can flank around, this would work best in forested area with a lot of tree cover. It is a very mobile group though. The loadouts above are the ideal to work towards as they contain high-tier recommendations. Each role has different ammunition classes/types too, which will improve supply management.
Duelist/Sweeper/Suport
Duelist
Concept: Engages directly in one-on-one fights with particularly dangerous enemies
- Sniping fits well into the role of Duelist, as it is a one target at a time engagement. The VS-98 and DMR do comparable damage over range, but the VS-98 provides more shock damage, allowing you to one-shot knock unconscious an armoured player at up to 380m (300m for DMR). They both also take the Marksman Scope (10x magnification) and NV-PVS4 Scope (has night vision). VS-98 is bolt action with 10 round magazine (27.27 RPM), the DMR is semi-automatic with 10 & 20 round magazines (451.12 RPM) and probably the better choice overall. The VSD is a sound third option though, with the ability to take a more durable/repairable supressor, 6x magnification scope (PSO-6), and a night vision scope (1PN51). The VSD does slightly less damage over range, but is semi-automatic with 10 round magazines (451.12 RPM)
- For gear, camoflague and armour are key. Ghillie suit with hood or military helmet (optional), and plate carrier. This will provide decent protection, allow you to move around quickly when needed, and obscure you from enemies. Ghillie suit prevents using a backback
- Gameplay style; engage aggressively but from range, your team should be nearby to provide close-quarters support/protection. Taking shots over range is difficult, and you have to thread a balance between taking your time to be accurate, but not being too afraid to shoot and miss. If you aren't very confident with your shots, the DMR or VSD are best, as they will allow you to take near immediate follow up shots. Frequent repositioning following loud shots helps prevent you being tracked by other players.
Sweeper
Concept: 'sweeps' up numerous approaching low level enemies (zombies/animals/poorly geared players) to prevent them overwhelming the group.
- Damage per second and rate of fire are not the primary statistic needed here, and if they are too high you risk wasting ammunition. Magazine capacity is key; the largest in game being the 75 round KA-M drum mag, and the 60 round Standardized Mag. The KA-M with a drum mag and red dot Kobra sight is ideal, followed by the AUR-AX with the 60 round mag and red dot sight ('Combat', 'Baraka', or 'RVN'). These will allow sustained fire for longer with their capacities and lower rates of fire (both fire at 600 RPM). Outside of these, the M4A1 with 60 round mag or the KA-74 with 45 round mag would also fit well. Supressors are optional, if not using one you will better draw 'low level' enemies (zombies/animals/poorly geared players), if you are using one it will be harder for players to locate you.
- Decent armour will help a lot; plate carrier and military helmet are essential. Combine with military or hunting clothes/backpack for their higher storage capacity and durability, you need to be carrying as much ammunition and spare magazines as possible.
- Gameplay style; stay with the group and aggressively defend them in open areas. In close quarters, camp entry points to buildings or wherever the group is located. Typically try to stick with single close range shots for zombies and wolves. Full auto at any target within 10 metres, if there are 3 or more enemies approaching, and at any player.
Support
Concept: supply resources and support to the Duelist/Sweeper so they can keep engaging in their roles, provide buff/debuffs. Similar to Healer but not focused on healing.
- As with the Healer, Support is not primarily meant to be engaging enemies. One of the decent SMGs (SG5-K, USG-45, Bizon, CR-61 Scorpion), or smaller calibre assault rifles (VSS, SVAL, Vikhr, KAS-74U) would work well. Supressor is optional, all SMGs listed can take one, as can the KAS-74U. The VSS/SVAL are integrally supressed and have a high fire rate (900RPM) and 10, 20, & 30 round mags, so they are probably the best option.
- Low profile clothing, probably military or hunting style so that you don't stick out, aim for highest capacity clothing. Military helmet essential, plate carrier optional if you want to save weight or increase carry capacity with a different vest ('Tactical' or 'Assault'+'Utility Buttpack' are highest). Largest backpack you can find ('Field', 'Combat', or 'Tactical').
- As mentioned in the Healer section, buffs and debuffs barely exist in DayZ. As support, generally ignore trying to buff the group with medication/bandages as it would be quicker for them to do it themselves, just ensure they have steady supplies for this. Support would do well as a debuffing grenadier, whether using high explosive or chemical grenades. The single shot grenade launcher (M79) can take the second shoulder/gun slot in your inventory. Again, keep explosives in a 'double container' (container within inventory) or a vest grenade slot to prevent them going off if you are shot.
- Gameplay style; Supporting the other group members is the primary objective, the situation will dictacte how to act. In an active gunfight; supporting the Duelist means acting as their 'spotter' using a rangefinder to spot enemies and read out ranges to them. Support the Sweeper by helping sweep if enemies are too overwhelming, and acting as a backup line of defence for the Duelist (camping entry points/close-quarters areas). In the event that the Duelist and Sweeper are engaging in their roles and don't need assistance, you can employ the grenade launcher in an attempt to AOE debuff enemies. This should be easier to do in this group, as the Sweeper should be defending the Duelist and won't be out amongst the enemies like a DPS. During downtime you are responsible for the supplies of the entire team, ensure the correct ammunition is going to the right role and that everyone has sufficient food/drink/medication/bandages. Also keep track of everyone's health status and dictate to the team when breaks for food/water acquisition are required.
Duelist/Sweeper/Support Summary
This setup seems like it would be fun and takes advantage of DayZ's gameplay better. The duties of each role are already common activities in DayZ; many players engage in sniping, sweeping, and resource management individually. It might interesting to delegate these to specific players in a three person group. This group is a little less mobile though, mostly grouped around the Duelist as they engage in stationary sniping most of the time. Would work well with a lot of hard cover like urban areas and rocky cliffs, or engaging from the edges of forests with a lot of obscuring foliage. Again, the loadouts above are the ideal to work towards as they contain high-tier recommendations and each role has different ammunition classes/types to improve supply management.
Extra Roles
Further comments on other MMORPG roles and if they could fit into DayZ's gameplay.
Puller
Pulling enemies to the group is pretty easy without a dedicated role. Gunfire from anyone will bring zombies and most players, wolves and bears will come whenever you are in their territory. It might be a bit dull trying this as a dedicated role. It could be combined with trapping, but this can be hard to pull off. Bear traps, claymores, tripwires, and landmines all have long animations and distinct audible queues when being set up. If these were layed out prior to pulling enemies into them, this might be a bit of fun. It will require the group to be stationary for some time though, most people lose interest while waiting. The Puller could fall back to being a backup DPS or Sweeper otherwise, but again any player in the group is easily able to pull enemies without dedicating their role to it.
Crowd Control & Mezzer
Mesmerising or otherwise using magic to control lower level enemies and hold them in place is not within the scope of DayZ's gameplay or lore, and never will be. These roles are not possible to be functionally implemented, the only thing close would be using your personal charisma in voice chat to convince a poorly geared player to leave you alone or fight with you.
Offensive/Defensive or Buffer/Debuffer Support
There isn't really a reason to have any of these roles individually, as there is limited abilities for any Support role already. Buffing and Debuffing already barely exist in DayZ, further filtering what can be done will leave you with next to nothing to do.
"Gimmick" Damage
This type of role relies on skillchains and using weapon skills in sequence to deal more damage. These mechanics are absent from DayZ, there is no convceivable way to do something like this.
This post was heavily inspired by the following blogs/articles:
- Design Mockument: Exploring alternatives to the typical MMO trinity - Eliot Lefebvre - MassivelyOP.com
- Deeps and Mezzers - Briana Royce - skycandy.org
- Massively Overthinking: Crowd control in MMORPGs - MassivelyOP.com
- Design Mockument: Alternate trinities in MMORPGs and the challenge of other roles - Eliot Lefebvre - MassivelyOP.com
- Massively Overthinking: Thoughts on the holy trinity in MMOs - MassivelyOP.com
Thanks for reading this sill thing :)