Necroth
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While I agree that Hero should be harder to get than Bandit, I think that since there's a negative Humanity aspect of killing Survivors and Heros in-game, there should be a positive, though lesser, Humanity bump if you kill Bandits. Simply put, Policemen do not "strategically retreat" from murderers, but we consider them Heros all the same. If you are fired upon, the game should have a simple (if within_range_20 & bullet_pip_strike, then retaliation_humanity == yes) type of flagging system so a bullet striking within 20 meters of you counts the originator as Hostile and either nixes the Humanity loss to 0 for Survivor/Hero or gives positive Humanity if the originator wears a Bandit skin. If we can lose Humanity from kills, we should have the chance to regain it as well. Look at the data tracking for Hero vs. Bandit and you'll see that there is and always has been a huge difference in the power base of the two. I've spent time on servers which do not even appear to have a single regularly played Hero on them. That is simply unacceptable when the same cannot be said for Bandits. In fact, I've yet to find a server which did not have 75% or more KoS Bandits. If you want a "hard to maintain" skin, it should be the Neutral skin, ie. Survivor. In every novel, movie, television show, and other form of storytelling, it's made painfully clear that remaining Switzerland, or neutral, is a tough option. You're either good, bad, or crazy, but almost no one is "neutral". Hero should be hard, not next-to-impossible to maintain. Same with Bandit. Survivor should be impossible.
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This. Why not? Talk amongst yourselves. I am getting veklempt.
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New Update Makes DayZ Extremely Difficult
Necroth replied to GrassyKnoll's topic in DayZ Mod General Discussion
Increased zombie sight and audible range and improved AI for "horde" mentality = increased need to remain stealthy. This is forcing a playstyle, which Rocket has claimed he didn't want. But worse is this correlation: Increased stealthy gameplay = slower movement = increased ability for bandits with bad aim to shoot scavenging players, among other various PvP correlations. You'll see a rise in murders on populated servers, but only in coastal cities, where you don't need any rise in murders since they are out of hand already. Purpose of the buff defeated, increased PvP strength and decreased zombie survival results, though the players do fear zombie hordes more, but for all the wrong reasons. Zombie "instant" respawn = impossible zombie hordes which expand almost exponentially. Kill one zombie, attract 3 more. Kill 3, attract 10. Kill those 10, they all respawn plus any in 80 meters of those and 80 meters of those and ad infinitum, all aggro because one aggros and they can spawn as the code pleases. Doesn't this slow down already taxed DayZ servers? More zombies = less FPS = even more trouble with PvP. FPS doesn't matter quite as much when shooting a zombie that can't shoot back, but if all the zombie load in Cherno and Elektro from instant respawning zombies slows me down in a 2v4 PvP battle in the middle of the forest in BFE near Zell then your system is terribly flawed since I did nothing to spawn those zombies but I am being punished for them with server bogdown and thus FPS load. I applaud making things tougher on the zombie side, but I say take out the instantly respawning zombie horde and some of the secondary aggro from zombies that didn't even see or hear you, just another running zombie. Add improvements on grass render distance to help protect players (marginally, yes) against PvP at a distance (which most banditry along the coast is) while you're prone and crouched, which will get used more with tougher zombies. Fix the zombie walls hacks which remain from day one development. And most of all, find a way to fix scripting. No anti-hack program should let a script through that can control my character and force them to do the "Gangnam Style" dance, something which wasn't even created when Arma2 was coded. Obviously the script must be fairly large, and thus the data stream being appended to the client-to-server stream must be large, so why can't something as simple as checksums or an expected sum return bandwidth or any number of other coding solutions nix this problem?