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Deek (DayZ)

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About Deek (DayZ)

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  1. Deek (DayZ)

    Day Z...WAS.....fun

    I think something as small as being able to lower or even holster your pistol (or shoulder your rifle) would go a long way toward easing the itchy trigger finger. Trying to conduct a conversation with a stranger while they point a gun at you (unintentionally) can be stressful.
  2. There's really no good reason not to shoot anyone and everyone. There no penalty for doing so and more importantly, there's no motivation or reward for NOT doing so, whereas killers enjoy the obvious loots that come from picking over a corspe. I'm not entirely convinced that murderers should be punished, but I'm certain that those who choose not to kill should somehow benefit from their decision. I really WANT to play the good guy, but there's simply too much risk given the current atmosphere.
  3. Deek (DayZ)

    THE Firewood thread

    I love the fact that we need fire. I dig that I have to find matches (mos people cannot create fire by rubbing sticks together, or banging rocks over dried grass). BUT, having to find firewood is a bit silly, imo. Maps are chalk full of bushes, trees, chairs, desks, picket fences, all manner of flammable whatnot. There's no reason why one should have to find actual cords of firewood. Which isn't to say you should remove the feature. Instead, allow one to light a fire with only matches (this assumes they have scavenged wood scraps from any number of obvious sources within arm's reach). This fire won't last long, or doesn't warm as well, whatever. If you instead have firewood, the fire's duration is longer and the warming effect more pronounced. I've sat in a house with a box of matches in my pack, freezing to death, staring at a wooden chair and wondering where it all went wrong.
  4. I say keep the number of zeds (HELL. MOAR.), but maybe slow them down? I dunno. Just a thought. Either way: I LOVE IT.
  5. Deek (DayZ)

    Reintroducing Humanity: Thoughts

    @differlot That occurred to me as well. It would be cool if there were notes posted on boards, or carved into fences, the sides of barns or something. "I saw so-and-so shoot a guy in the face. He didn't even ask his name!" Randomly generated stuff. This would create a way to spread the word about those who kill without provocation, and it would be kinda cool. Would also be neat if the bandits could remove the notes from the boards, if they decided to take the time. I'm sure some would actually enjoy the infamy. I already have a little notepad full of names. Every time someone in global chat mentions a bandit, I write down the name. I know who to shoot on sight. I keep it next to my heart.
  6. Deek (DayZ)

    Reintroducing Humanity: Thoughts

    I suppose what I'm trying to say is: Fair enough, don't punish those with low humanity. HOWEVER: Reward those with high humanity. Somehow.
  7. Deek (DayZ)

    Reintroducing Humanity: Thoughts

    I love the danger. There's nothing I enjoy more than a brutal challenge. I love that the survivors are more dangerous than the zombies (the central trope of all successful and ultimately classic zombie fiction). To be honest, at the moment, there is no reason NOT to be a merciless bandit. To be a squeaky clean paragon of virtue for no reason other than self-aggrandizement, which certainly won't impress the bandit who shoots you for your beans ... choosing NOT to cap everyone you meet is simply not optimal. There's no reason not to, UNLESS you are a person who superimposes his own moral framework on the digital realm. These people do exist, and they tend to have a blast playing the game (at least from the stories I've read and the videos I've watched). They are immediately invested, and I envy them. This is from a pure game play standpoint, of course. I love RP as much as the next guy, but for those who don't, there is no clear motivation to be a "good" person. It's not so much about making the "evil" players think twice about killing the innocent. Bandits are rewarded immediately, and the benefits are tangible. It's more about making the "good" players feel that their decision to maintain and safeguard their humanity is somehow beneficial (which it currently is NOT).
  8. Deek (DayZ)

    Reintroducing Humanity: Thoughts

    Even in a post apocalyptic world with no society, no rules, no law and no justice beyond revenge, there will always be SOMETHING in the human consciousness that will stop the average person from straight up murdering everyone they meet. It is human nature to band together. To form groups, collectives, towns and cities. What is it? And how do we reproduce it in game? I honestly believe that it cannot exist in an atmosphere where "the system makes no judgement on player actions." Simply knowing that gives a player free reign to shed all humanity, removing any and all shackles, allowing them to act on their base instincts with no second thought. Add anonymity to the mix and it becomes a total wash. It IS just a game after all. Am I saying these people would not exist in a post apocalyptic world? Of course not. There are always maniacs and followers to elevate them, to idolize and emulate them. People praying for society to crumble, allowing them to be the monster they truly are. But I sincerely believe that the majority of survivors would do what normal people do. Band together to survive. Trust against trust. In a digital approximation of the world, one where death is temporary and your actions will never be known to your friends, loved ones, to those you trust and admire - in a place where you will never answer to whatever you call God - there is no hope for TRUE human interaction. Not every person is a homicidal sociopath. Why? Surely not ONLY because there are police on every corner, a justice system to punish the wrong doers, the fear of seeing your face on America's Most Wanted? There is more to it than that. Something chemical. Something innate. Something lacking in the game. Regardless. It's clear that we disagree. I appreciate your input, I'm happy to leave it at that.
  9. Deek (DayZ)

    Reintroducing Humanity: Thoughts

    @deadbolt That's all well and good. I agree with the sentiment and respect what you're saying. But ... at the root of things, one must admit that in LIFE, there is always a reason NOT to do something cruel, barbaric and/or sadistic. Even if it is simply the often irrational fear for the well being of one's immortal soul (that said, please, let us not turn this into a "religious thing"). If this game is meant to represent an experiment, something meant to "see what happens" when humans are placed in this situation, then there must be SOME semblance of due consideration, a perceived consequence for one's actions. There's no law, no order. Likely no one around to see what you've done. Even so, the decisions you make must be counter-balanced by SOMETHING beyond "I choose not to kill because that's how I've decided to play today". Knowing that "no judgement will be placed upon the actions of players", that's enough to ensure that rocket's experiment will never realize it's full, glorious potential. There needs to be something. Anything. Regardless of how small. Humanity cannot be just a number or a skin. There needs to be a change, a threat, a consequence. Running with my "reincarnation" idea, killing someone in THIS life will not impact THIS life (unless it is combined with my intuit suggestion), but it will impact your NEXT life and how it begins. And everybody dies in DayZ. Even the most cunning and heartless bandit with the best equipment and more food, water and ammo than anyone would ever need ... that guy is going to die someday. That's the only guarantee, really. It would be interesting to see someone murder their way to relative comfort and security, and only then attempt to survive long enough (and do enough good) to regain his lost karma. Sort of an "Unforgiven", Clint Eastwood, William Munny character. :)
  10. Deek (DayZ)

    Reintroducing Humanity: Thoughts

    Yeah, you're probably right. I'm just tossing an hour out as a random number, something nice and round to discuss. Also consider that karma could, in lieu of locking evil players out of the game, instead directly inform the relative state of their "reincarnation". Karma, reincarnation. I sense a theme ... A survivor with positive karma is killed. Maybe he respawns with better gear, more base blood, etc. On the other hand, an individual with negative karma? He respawns with less blood, infection and less and/or inferior gear (the worse your karma, the worse your condition when you respawn). You reap what you sow. Would the villain then continue his treacherous ways, forced to kill to survive in his hobbled state, further reducing his karma and guaranteeing a horrible third, fourth and fifth life? Or, would he instead try to turn it around? Attempt to be a better person, to regain his lost karma? Hmm.
  11. I'm brand new to DayZ and I'm loving it. Like so many have said, it's "the game I've been waiting for". I've been busting my head, thinking of ways to lend more weight to the life and death choices a survivor makes while struggling to survive. Do they choose to uphold a moral code, attempting to scratch out a meager living alongside other like-minded souls? Or, do they abandon all pretense of civilization and murder their way to a relatively comfortable existence? I got to thinking, upon removing the laws and restraints of civilized society, what remains to keep an individual in check? What is left to ensure that at least SOME people will struggle to uphold a semblance of morality in an atmosphere of lawless anarchy? 1. Someone will find out! Even in a reality where communication is reduced to camp fire tales (and global chat), an individual will pause and consider: "What happens if someone finds out what I've done?" So how? I say add an ability called "Intuit" (or something). Once within a certain distance of another survivor, one can mouse over and select "Intuit", at which point they will be told whether the target is White, Gray or Black (humanity wise). The results speak for themselves. The catch? You can only do this once every X number of in-game hours. You do NOT have a free Intuit at the beginning of the game. You have to survive a certain length of time before you've gained the experience to settle your nerves and trust your gut, "I've got a bad feeling about this guy ..." The vast majority of people will be gray (likely the largest numerical spread of potential humanity values), but on occasion you will find a white (innocent!) or a black (evil!), and react accordingly (and with due caution). It would take a long string of wholesale slaughter to drop someone to black. These would be the worst of the worst. Legendary boogeymen bandits. Nightmare griefers. This will have the side effect of making people want to stick together. Two survivors who trust one another are capable of discerning the relative humanity of two strangers, assuming careful management of their respective Intuit abilities. "John, what do you think of this guy? I can't read him." Barring that ... 2. The fear of Judgement (with a capital "J"). In the case of DayZ, why not commit to their being a higher power ...? One that doesn't care for assholes. So, how do we turn this into a game mechanic? For every person you kill, it adds X to your respawn timer, with X being any number of minutes, maybe even an hour or more, whatever. Let's call it KARMA. This number is cumulative. You kill one person? You're looking -1 karma and 1 real world hour in Purgatory before you can spawn back into the game. So what if I shoot someone in self defense? You spawn in. Immediately, you are forced to shoot and kill a fellow survivor who opens fire as you move up the beach. You lose 1 karma. No good! But, if you then go a certain time frame without killing anyone, you gain +1 karma. This can put you back up to zero and beyond; +1, +2, +3, etc. Maybe new players could start with a positive karma value, just to give a slight cushion (+2, +3 maybe). Or, if you kill someone with "black" humanity, you simply do not lose karma. Hell. Maybe you even GAIN it. ;) This number should be secret. The player should never know what their karma rating is, which would allow them to game the system and be only as evil as the math allows. The good will enjoy a "murder cushion" to keep them out of Purgatory, still able to defend themselves. Unrepentant murderers, on the other hand, will find themselves in a deep hole. If and when they die, it will be some time before they are able to log back in. They will enjoy an easier time surviving thanks to their bloodthirsty ways, but death will be a much greater punishment. Ultimately, I have no idea whether this is viable or even remotely feasible. I have no idea how Arma2 handles "accounts", or if it's based on profile alone (as any player can have numerous profiles). I'm sure there are a million potential pitfalls. Just thinking out loud. :)
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