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scott_mtg@hotmail.com

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About scott_mtg@hotmail.com

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    On the Coast
  1. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    Yes, I always play on private hives and try to stick to the same server to get to know the players on it. That way you get some emotional attachment which makes it much more fun and interesting. Server hopping is a big problem that stops players to immerse themselves.
  2. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    Making stuff worse for bandits and better for heroes is tackling the problem directly. Should be possible to change other aspects of the game to at least affect some players play style. Add more things to do in the game and some players might want to focus more on that then KoS. The more features / tools you add to the game the more "professions" there will be. the radio in the SA dev blog is a good example of a feature/tool that really give the game a more real and deep game play and will encourage players to play the game differently then KoS.
  3. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    Iam not trying to come up with something to stop KoS, I want it to be lowered by giving players more "tools". Players who want to play the game differently then KoS have the possibility to do that and still can get some advantage with my suggestion. As much as people like to be bandits there are still people who want to play more like heroes but is forced to play KoS since there are so few advantages to do differently.
  4. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    You did something beyond any other FPS game by talking to someone first. What you do after that is up to you but it make for more intresting gameplay with more possible outcomes.
  5. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    Its also good to open up possibility to play the game differently then a TDM. You play Dayz because you want more out of it then a normal fps game like CoD or BF3. All tools or mechanics that open up for more interaction will help that. people will of course still shoot each other Iam not denying that.
  6. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    Vehicles already have this because players move them around. I want it to be mimiced by the server for items.
  7. scott_mtg@hotmail.com

    How to lower the ”shot on sight” mentality

    Making stuff rare or more common is a balancing issue and is also a kinda personal opinion. I want to highlight the hotspots suggestion and how that changes the game and how it can deal with a real issue. In the area an item spawns it will be super common and very easy to find. If you just know were. that is were the player interaction comes in.
  8. This suggestion combined with some other game elements already touched on or spoken of could make a big difference. TL;DR; the area an item can be found in should always move over time so people are more interested in sharing information and communicate about the location of a specific items. TL;DR2; A common sight in DayZ is the ”shot on sight” mentality. The only thing you lose for killing a player is communications with that player. Thats why information sharing need to be a vital part of the game so it becomes a valuable asset. Something worth sharing in an apocalypse would be locations of different items. For this to work you need to remove loot maps by making it impossible to mapping specific item spawns. The area an item can be found in should always move over time and should be unique for each server. Specific items will be easier to find by asking around. This combined with a shortage for items, harder zombies and crafting will make teamwork and communication very important and lower the shot on sight mentality. WALL OF TEXT! Food, drink, medical and weapons. All this can be found in the same town with a 5 minute run through Electro. To solve this many people have suggested that we need to create a shortage of these items and that is partially true. Other common suggestions is to make zombies harder by the health and density of them (with herds and zombies with high HP) and that will force more people to band together to be able to survive but does not matter that much. There need to be a balance in the risk vs reward but increasing the risk because there is to much reward is not always the solution. Crafting is a part of the solution to the problem but dean “rocket” hall has already talked a lot about his plans about crafting and probably knows exactly what to do with that. More about that later. The problem is that there is no NEED to get information from an unknown player. communication with an unknown players is currently close to useless. Most people have learned the game and everyone has dayz loot maps in the browser or know it by heart. Communication is the single thing that is lost upon killing someone and information cant be looted. Information could be a very valuable asset in an zombie apocalypse. There are probably several ways to make it more relevant. The solution: The server needs to limit the area where a specific item can be found for the most items in game. the area an item can be found in should always move slowly over time so people are more interested in sharing information and communicate about the location of a specific item and can not just be read from a page on the web or be learned. This needs to be unique for each server so it can not be tracked and will also improve loyalty to a server. An example of this would be antibiotics. Even if there are several hospitals and medical tents around the map antibiotics should only spawn at one or two of all these locations at a give time and should have a very high chance to be found there if not someone else looted them recently. This should then be the same for all other items. Someone that find this item will then be able to loot several of the same item in that area or town. The player will also know that he can come back to this area not to long after and find more if the item has not moved on yet. This information of the location will be valuable and will create communication. Very common items will still need to be randomly seeded but with a low drop rate over the map, but with bulk or better versions of it should still be found with this solution. Rare items can not follow this system and will therefor have to be split up and created with crafting. An example of this would be the range finder that will need to be assembled with more common items that use this solution. One ranger finder could be build with maybe: batteries, binoculars, laser unit, electronics, wire and maybe also a blueprint. and should make it possible to build one at the right place or/with the right tools. Tools that you also have to craft. In that way the rare items will still be possible to be seeded with this solution since big piles of range finders is not good but batteries would make more sense and would be stupid to carry to many since you need space for survival gear. Players will be able to hoard of specific items to use in trade since people will often find more then they need. Giving someone some of those extra items you find for the location of items is something new to the game. Something else that is also important are notes, signs and notice-boards to help communication between people to make the sandbox environment better. Sorry for my English and leave a comment what you think. B) .
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