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Ephringael

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About Ephringael

  • Rank
    On the Coast

Profile Information

  • Gender
    Male
  • Location
    Oregon
  • Interests
    Beans. Guns. Bullets. Shooting bullets out of guns. Shooting bullets out of guns at people. Shooting bullets out of guns, at people, for cans of beans.

Profile Fields

  • Bio
    I have a small tolerance for stupidity.
    I absolutely love vodka.
    Venison tastses good, bambies beware.
  1. Ephringael

    Handcuffs, zipties and blindfolds.

    Give said tied up player the means to end their torment via a suicide command. That way, you can just kill yourself, or play along with the kidnapping/interrogation/whatever in the hopes you don't lose your gear. This allows the player to prevent people greifing them with the function. By giving the player that power, you counter act a trolls power to ruin said players day. It hasn't been implemented in multiplayer games because most games are fun. This game however, does not cater to new players, nor does it cater to casual players. You either adapt quickly, or become an easy target. If any game introduced a feature like this, Dayz would be it. Oh dammit... necro. Sorry everyone.
  2. Ephringael

    My first kills

    For the first few weeks of play, I was frantic, and was killed several times, dying spectacular deaths in an all out race for my life. Perhaps I'll share those stories sometime in the future, but this is about my kills. Specifically my first two, that pushed me over the edge, from a friendly player, to what I am today. I remained a 'good person' for as long as I could hold out. I honestly tried to retain my humanity in a world where the innocent are at the bottom of the food chain. I thought I could beat the odds, be a shining beacon of morality in a world wrought with violence. I even started a small initiative, helping out those in need. The main force numbered three, with two auxilary members, and a final trustworthy 'associate'. We would gather medical supplies, drinks and food, and supply those in need at deaddrops, or meeting points. I was playing late night, clad in a ghullie suit, armed with a lee einfield and night vision goggles, on my last run through elektro before I retired for the night. I was on looting what remained of the diner across the street from the grocer, when I heard a gunshot directly outside. I stopped at the stairs, and aimed my rifle at the entrance. Two more gunshots, then the source of the gunfire entered. I fired off a shot aimed at his leg, and told him to get out of here, head to the hospital and patch himself up, that I would be gone by the time he got back. He however, appealed to my sense of dignity, I felt responsible for his survival at this point, having shot him. I agreed to be his eyes, so he could get some food, and a pistol. I felt rather safe in the darkness, knowing full well I could see him, but he would have trouble seeing me. I guided him to a can of food, and a makarov, which he immediatly drew and fired frantically all around him, striking me twice in the arm. I calmly fired a round into him, and applied a bandage to my wound as the dead started pouring in. As they finished off the fool who fired upon me, I snuck out of the building, and left to my tent. I felt bad, but was justified in self defense, and it remained that way for quite some time. I continued on my path, attempting to help those in need, until it all came down around me. I was forced out of a supply run in cherno, managed only to get a few drinks. I started to make my way north, less rewards where I was headed, but far less risk. When I arrived at my destination, I found it odd. There were no dead around. Nothing in the houses, stores, or police station. It was just... empty. I frantically covered the entire town, desprately searching for food. Still I found nothing. I knew I had to go back, and take my chances at Cherno. On my way back, I encoutnered a corpse in a small village. It was a godsend. A can of beans, just enough to keep me going. There was a catch, someone was approaching. I turned at the sound of footsteps, raised my pistol, and fired at them. They shouted friendly, I noticed they were unarmed, and ceased fire. I should have just taken the beans and got out, for as I backed off, he ran to the body and began looting it. I couldn't let him take my only chance for survival. After reloading, I took careful aim, and put a bullet into the back of his head. One clean round, and a mans life, all for a can of food. After that moment, I felt something inside of me. Slowly, I've become more aggressive, actively looking for engagments, it wasn't the can of food... it was the kill. Shooting that helpless man in the back was... exciting. I can no longer believe myself to be anything more, than a simple murderer.
  3. Ephringael

    DayZ without Zombies

    I would play DayMermaids.
  4. Ephringael

    Handcuffs, zipties and blindfolds.

    One of the suggestions (And hopefully implementations) for the standalone is amputation of limbs. Handcuffs would be entirely useless. Want to deal with a hostile non lethally? Drag their unconcious body to a shack filled with medical supplies, amputate both their arms, drag them back into the field, and bring them too. That'll teach them.
  5. Ephringael

    Humanity Overhaul

    What is the best way to penalize people for killing another player? The answer is simple. You don't. Rather, you give small, but noticeable benefits to both equally viable choices of play. This would be the best way to keep the humanity system a core element of play, without tipping the balance in favor of the malicious bastards who kill unarmed survivors for fun, or the crying babies who complain on the forums every time someone pops them in the face and takes their beans. For instance a hero might get a benefit that slows hunger a bit since in reality, killing someone is a stressful activity no matter how tough you are, and stress has a direct effect on overall health. Where as a bandit might get a benefit that increases stamina a bit, due to having to always be on the move not only from zombies, but people they have wronged. Otherwise, remove it in its entirety and find something else. Sure, the risk versus reward is almost always in favor of the murderers, since it's the easiest path. However, if bandits really become a problem, whats to stop a group of survivors from banding together and hunting them down? Effectively making their chosen path to become a high risk with a very low reward? Nothing but your own paranoia, pride, and lack of effort to organize. Now, how do you tell if a person is trustworthy or not? You don't rely on visual cues. That's stupid. You remember who is trustworthy or not. If you can't remember, write their names down. Stop being whiny and organize your own resistance, and do not expect anyone else to do it for you. This is a game about survival, self sufficiency. If you cannot keep yourself safe, find more people. Strength in numbers. It's not up to the developers to keep you safe, its to provide you with a sandbox game, and the tools to create your own experience. So please, have some dignity, and stop asking for the devs to hand you an experience, and make your own like what was always intended. Most importantly, stop NOT trusting people. Sure it may get you killed, but sometimes it won't. When you don't get killed, you have obtained an ally, increasing your overall life expectancy. Killing on sight to protect yourself is actually less efficient in the long run, than taking a chance on someone. (Granted only because you have the ability to respawn. Do not attempt this in a real apocalypse of any sort.) Once again risk versus reward, but this time, it's a greater risk for an even greater reward. A reward that will pay out far more than a kill for a bit of loot. There is only one wrong way to survive, and that is not surviving. "Bandits" and "Heros" are both equally viable paths to follow. Edit: One last thing. I'm not sure how exactly the system works, but killing a negative humanity player should not lower the humanity of the positive humanity player. This would allow for 'police action' without negative consequences, just how banditry should not have negative consequences. The only downside to either approach should be the backlash of the other party. People get organized and kill a bunch of bandits? Bandits get organized and attempt to exterminate them. The cycle continues. Creating a conflict. When conflict arises, sometimes infighting occurs. When infighting occurs, things get even more interesting. All of our choices could have such a significant impact on the overall experience of DayZ. It kind of depresses me when I see that people don't embrace it.
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