Philip Omnis
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Lets not make bandits worse, lets make heroes better.
Philip Omnis replied to Agiantstick's topic in DayZ Mod Suggestions
Agian, I think it's safe to say you're not getting through to a lot of people here. I disagree with a lot of your points purely because they break the premise of DayZ's survivalism, however the one that genuinely did get me from your posts is the idea that a good person would be -forced- into banditry. I've been following War Z -ducks to avoid thrown projectiles- and noticed that a lot of players are forced into banditry in that game, because there is more emphasis on inventory and looting. What sort-of horrid, disturbed game should actually force good people to be bad. I mean, the whole damned DayZ community throws faeces at those who disconnect to avoid being killed, but in many cases, what choice do some people have, short of actually having some form of psychotic breakdown (which is actually happening in War Z, I guarantee you =P) At any rate, Agian, you're not going to get through to the vast majority of people here because your idea punishes -their- gameplay. If rewarding heroes punishes bandits, and there are more bandits than heroes, is the majority going to support your idea? Sadly, no. If anything, you're more likely to see somebody with a 'hero complex' support bandit buffing than a bandit supporting a hero buff by the very nature of their beings XD -
Lets not make bandits worse, lets make heroes better.
Philip Omnis replied to Agiantstick's topic in DayZ Mod Suggestions
I think we need to pretend here, for all intents and purposes, that there -has- to be an incentive for being good, purely to speculate what would actually work for the developers. I'm hearing a lot of "Don't need it." which is all fine and well, but doesn't actually add anything constructive to the discussion. The OP isn't going to hear a thousand guys say something along the lines of "unnecessary" and then suddenly change his mind, no he's going to keep pressing the issue, and rightly so. I was recently swarmed by a clan of nine due to my own clumsiness. In the name of non-lethality I make a point of only carrying a hatchet and being as inoffensive as possible (without complying.) What happened? I still got shot. And for the first time in DayZ I felt like I was experiencing something both bland and monotonous. There was no fun in the situation and I felt apathetic to the whole thing, so when I died I neither interested nor caring for it. The one major issue with PVP is that you're having your fun at the expense of somebody else's. Not everybody, of course, because some people enjoy that, just like some people don't. But my point is; a bandit pathway, the most common at this time, brings nothing to the table in terms of social interaction for a fair amount of players (enough to spawn a couple of these threads every so often) and subsequently nobody feels compelled to play anymore. I've heard from other long-term DayZ players that originally there were a lot more nicer players. Not to do the whole post hoc ergo propter hoc crap, but maybe this is indicating that the shortfall in good players is because they've left due to nothing to do. In which case, how do you intend on gaining longevity for DayZ, when attracting only -one- type of gamer. I think it's very finicky, the whole concept, and don't think it's the answer that would solve most of the problems in motivating morality in players. So let's not dismiss ideas without a thought, but brainstorm together! -
Lets not make bandits worse, lets make heroes better.
Philip Omnis replied to Agiantstick's topic in DayZ Mod Suggestions
The overall tone of this thread is pretty much that the OP wants to have more perks for the 'hero' and honestly, I both agree and disagree. Firstly, he's approaching the majority of you guys in here that think it is an outrageous idea and for two reasons: One: because it will most likely punish you in some way, two: because it does not fit with the general theme of DayZ, that of a realistic zombie survival simulator. The real merit that has come from both arguments here lies in the fact that there are no guaranteed real benefits to being a good person, either in real-life or in-game, which comes to my point, what do you guys want DayZ to be? A successful game that caters to the masses, or a game that just -you- and people of your 'ilk' can play. I don't mean this offensively. What I mean is that in reality, videogames are not based on reality. In CoD, how many of the perks are designed with game-play, balance, rewards and continuation of fanbase in mind, as opposed to realism? If you guys want DayZ to be successful, it has to broaden its player-base past the die-hard users, but I honestly don't want to see it either. I myself get no fun out of PVP and have not yet once killed another player because if they're going to be a confrontation, I pre-empt them. And if I don't do that, it's already too late, in which case I'd sooner swallow my own vomit than comply with the likes of any bandit-folk =] So here is my only suggestion that adds any real benefit to a hero without causing a particular unbalancing issue. Heroes' bodies cannot be buried. What does that do? Very little, it gives a hero the added chance of regaining some of their resources, and also gives them some degree of protection from trolls that like to bury bodies purely to antagonise players (which is antonymous of a hero's agenda.) Bandits and players are still free to loot said body, making it barely a benefit, but it also encourages players to be careful who they're killing, perhaps making them more likely to stalk a hero to somewhere discreet before killing him. To the OP, you're going to meet a lot of resistance in any game of this genre for wanting to pat the head of the 'good guy'. I don't know why, but people just don't like it. To those opposed, I fully support your ideas and take your side on the argument, however I beg of you to try and figure out where you want your beloved game to go. It can't be successful and catered to you alone. Thanks for your time in reading, I hope I've added something of value to this discussion. =]