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Mirth (DayZ)

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Everything posted by Mirth (DayZ)

  1. Mirth (DayZ)

    Factions/PVP and Zombies

    I hate getting bushwacked, like anybody else, but I see the importance of PVP in this mod and the future independent game. So - I'd like to see 'factions' introduced, as well as a "Karma/faction affection" type of system introduced. The 'intent' is to give consequences to player choices. They are still allowed to be 'nut jobs' living out their own personal psychotic fantasies, but some decisions have weight. They will affect your characters progression in the game. The main difference is a player is NOT penalized for killing anyone in a different faction than their own. Killing members of your 'own' faction results in the 'bandit' label. Any player of any faction can kill a 'bandit' without consequence. Maybe even grant good karma points for killing bandits?? You can only remove the 'bandit' label by performing 'good karma' types of actions. For example: healing other players, doing blood transfusions, etc. You gain MORE good karma by performing these actions on people 'outside' your own original faction, thus can remove the bandit tag much faster, at much greater risk to your own personal safety. With exception to the 'bandit' tag, other faction tags require close proximity to identify. These cannot be detected via a sniper scope. This will force players to get within 'pistol' range, in order to properly identify the faction of another player. REAL bandits will not care which faction you belong too, and will likely KOS anyway, but anyone interested in the metagame will need to be a bit more cautious and deceptive. Faction Bases / Hidden bunkers: Places players can go to spend those faction / karma points. Performing actions that 'aid' your faction gives you faction points. For example: 2 players from the same faction shoot a zombie. Both gain faction 'affection/standing' - which can be used to barter for skills, weapons, ammo...etc..etc., at their faction base. Now we have 'multiple' reasons to work with other players, but players can choose to live the 'bandit' lifestyle, if they desire.
  2. Also - on topic: I believe Rocket said the 'new' version of Day Z will be run via MMO style. There will be no server hopping. At present: Many of the games functions are handled client side, that will change with the stand alone. That being said; who knows how day/night cycles will be handled?
  3. Hmmmmmmmm... no. Personally - I log out during night time. Find a 'non-night' server or just stop playing DayZ. Night time sucks. I can't see jack squat, and sure as hell would not be running around during the apocalypes in pitch black conditions when I can't see my hand in front of my face. I'd be taking shelter 'somewhere' for the duration. Comfortable or not. Stumbling around in pitch black conditions, even with a flash light??? You're just asking to get killed or seriously injured. Only the desperate or foolish would do something like that, so I can't even bring myself to do it in a simulation. It just isn't fun.
  4. Mirth (DayZ)

    Factions/PVP and Zombies

    I understand your concerns, so bare with me. You are not 'born' into this game. You spawn as a full grown adult, with a small amount of gear. One can presume that 'pre' Day Z, you had affiliations in your previous life. Nor are you allowed to simply 'buy' anything you dang well want from your faction. You have to 'earn' those faction affection points, thus allowing you the right to purchase goods/services. Just because you spawn as a 'civilian' - doesn't mean you're a full fledged card carrying member with all privilages. In fact - you don't have to do jack squat with / for your faction. You can turn and shoot the nearest 'civilian' in the face and become a bandit, or spawn as one from the get go. This faction idea does not 'force' anything on the player, it just establishes 'social' bounderies for violent engagement with other players. You can still create your own groups. You can still senselessly murder anyone you choose; the difference is there are consequences if you murder someone within your own faction, and you have to establish 'contact' in order to 100% verify what faction a person belongs too. Point being: Establishing some sort of 'metagame' within DayZ - makes it more than just a PVP murder simulator with zombies walking around.
  5. Mirth (DayZ)

    Factions/PVP and Zombies

    I would say: Choose your faction before you spawn. Upon death - you are making another character, so can pick a different faction. Always at war? Not necessarily. Just because another player is a different faction, doesn't mean you HAVE to kill one another, it simply means you gain NO negative karma/bandit label doing it. The purpose is still survival. You may be united (temporarily) for a common purpose, like.. an approaching zombie horde, for example. You gain 'nothing' new by being in a faction. You still spawn with the same equipment as before (flashlight, bandage, wet underpants) You have to earn that faction standing to buy goods, by performing tasks for the faction. Upon death, yes.. you lose all that standing since your dead. Unless you wanted to metagame even further?? Take for example: I earn 10k faction points which I've neglected to ever spend. I die and they ALL go away... UNLESS.. IF I create a new character that is loyal to the same faction, I get say: 10% of those points back. Lets pretend - my new character was Character 1's son, so he's given a little 'spiff' for remaining loyal to the clan. Body art, insignias, faction labels/tags. Yes - you earn 'tags' as a faction loyalist. These can only be identified up close and personal.
  6. Mirth (DayZ)

    Factions/PVP and Zombies

    I think they not only 'should' but will. Just like some have created their own survival groups. I'm not attempting to take that element away from the game at all, simply build upon the idea, and create consequences as well as bonuses for participating in the metagame. These factions could be anything from: Civilian/Military/Survivalist - or even different cultures/religions/nationality. I'll leave that for Rocket to decide, IF he decides to include this type of metagame at all. Again - I think PVP is VERY important for DayZ and it's allowance builds on the paranoia and danger of the world, but I don't think DayZ was meant to exist as PVP with zombies thrown in. If the later was the case, we'd all be spawning with weapons in hand. "Factions" simply introduces a clear: who is friend, who is foe element without taking away the players choice to live as they choose. There are 'real' potential game consequences for just being a KOS player and getting that 'bandit' label. Consequences for recklessly team killing your own factions players, be it on purpose or accident. Think about it - you're suriviving with Bill and he accidentally murders Pete during an attack. Would you 'really' trust Bill with your back anymore?? No - not until he 'earns' your trust again. Aka - Karma Points. Or maybe Rob was really close with Pete and decides to introduce some post apocaplytic justice on Bill, and blows his lousy aiming ass away, totally legit since Bill is a 'bandit' now. In other words - Bill had better hope is has some team members on team chat, that really like him and 'because it's a video game' are willing to forgive him. If not - his life expentency is greatly reduced until he can restore his karma and get his regular team / faction tag back. EVERY person Bill kills, once he gets that bandit label: add's to his/her karma dept. Kill one friendly faction member and you can 'most likely' survive and recoup. But every person you kill afterwards adds to your burden, making 'redemption' a much harder task.
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