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Rainman (DayZ)

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About Rainman (DayZ)

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    On the Coast
  1. Rainman (DayZ)

    Anti-Bandit System, Scrap Humanity

    It's not how it works in real life. You know how it would work in real life? A psycho would meet up with a group of survivors and they could tell that he was untrustworthy based on the following: - Body Language' date=' which can't be done in this game. - Speech patterns, which can't be done in this game. People aren't going to be talking like they've been surviving an apocalypse. They are going to be talking like they are playing a video game. - Sadistic or Perverted attitude, which can't be done in this game unless somebody intentionally roleplays that over voice chat. Since his voice will give his direction away, somebody will just kill him and he will start shooting first and roleplaying second like everyone else has learned. Sometimes you can't have things ultra realistic, because the engine doesn't support it. This is the best trade off. These are all things that have to be represented graphically because they don't exist in this game. If you do not allow people to identify themselves as part of a good or bad group this game will never get past its current deathmatch mode. I don't care for my ideas with giving guns daily all that much either, but it wouldn't unbalance the game at all. You can hold down the firehouse with a couple friends and spawn 10 AKM/M4/AKS machine guns in a session. All I'm saying is give the "good aligned" players some kind of incentive or reward for picking the "harder" lifestyle. If you give them better guns to start with then you give them a slight advantage over bandits starting guns. That was the whole purpose of why I added those weapon spawns in. Also, if you saw a priest you knew he could heal you and it would be a safe way for strangers to call upon help in times of need. Try to think of a system that would allow you to trust a stranger in the game without using a graphic based system and I am all for it. Audio Cues wouldn't work because it would give away your position and you have to get in a close range to where you are already in danger before you hear what they sound like. [hr'] What??? This is ridiculous. I am a cold blooded PKer and have been since Ultima Online. I made this thread because I realize that the game is horribly unbalanced in favor of bandits right now. That there is no group on any server I have played on that is positively aligned. I also noticed that this game doesn't have what every single other open world' date=' open PK game has. That's an ability for people to choose sides. I went to electro last week and got an enfield. Then proceeded to kill 23 people in one session. If I was playing Ultima Online and went to a populated area and started picking off people, they would form up together and attempt to take me out as a group. Why didn't the group in electro team up and try to flank me and kill me? The reason is because there is no system in place that allows them to do this safely. I am for any idea that promotes this style of gameplay. It doesn't have to be my idea in particular. No matter where this game goes I am going to be the guy instantly killing anybody I see, but I am trying to give suggestions that make the game positive for the entire community. I don't want to be greedy and just serve my own selfish interests. You think this punishes bandits, but it helps them more than you could ever realize. It creates a purpose for them to exist. [hr']
  2. Rainman (DayZ)

    Anti-Bandit System, Scrap Humanity

    Why would you be killing an innocent player for self defense? If they don't have blood on them then there is no reason for you to shoot them. If they shoot you first then he should be flagged as the aggressor in that situation and you can defend yourself, or just die. Then he will be flagged as a murderer and anyone he comes across in the future for the rest of his dayz career will see blood on his arms. You only get blood on you for murdering innocent people. I don't know where you are getting this backpack looting thing from. That's not part of my proposed system.
  3. My suggestion for a new system would replace humanity completely. Everybody would start fresh and get a clean slate and have to rebuild their reputations from scratch. - Murderers can be identified by there bloody clothes. They spend a lot of time digging through peoples corpses who are profusely bleeding. Blood covered hands and arms, bloody backpacks, dashes of blood on the rest of their clothes. So they can be easily identified from a distance. - You are not classified as a murderer until you kill 2 innocent people. Everyone is allowed one mistake. - You can work off murders by "helping society" and ridding zombies from the world. For every 5000 zombies you kill, 1 murder will be erased from your character until you reach 0 again. Murders do not wear off over time, unless that time is spent killing infected. - Cherno Firehouse and Electro Firehouse's no longer spawn military loot. - Inside of Cherno Firehouse and Electro Firehouse would be a pile of loot that only people who have 0 murders could access. When you access the pile of loot for the first time you are asked if you would like to help rebuild society, and it would warn you that just one murder would kick you from the group and make you an outcast. - If you decide to join the cherno/electro citizens in taking back their town you get access to 3 unique uniforms. A policeman, a soldier, or a priest. If you commit a murder the skin will automatically be removed. - Three new spawns at the firehouse that can only be accessed if you are wearing a specific uniform. These spawns are once per day, per player. Meaning you can come back every day and get more loot. This is to create a base of operations for survivors. -- The policeman spawn gives a 1911, 2 clips, soda, and can of beans. -- The soldier spawn gives a PDW, 1 clip, soda, and can of beans. -- The priest spawn gives 2 blood bags, 1 epi-pen, soda, and sardines. - New rare loot spawn added to airfields. Same rarity as NVG's. Laundry Detergent. If a bandit uses this near a water source it will clean the blood off his clothes. The blood immediately appears again on his next kill or death. This will allow for the occasional/rare bandit infiltration - If you kill enough murderers you can be promoted to mayor of electro or cherno, but that's for a suggestion waaayyyyyyy down the line in dreamer lane. :) Let me know what you guys think. Any exploits or flaws in the logic that maybe could be expanded upon?
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