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Duck (DayZ)

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About Duck (DayZ)

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  1. Duck (DayZ)

    Currency System

    My impression from DayZ is that we're in the middle of this apocalypse. There's a ton of zombies, and more where that came from. From a mechanic standpoint, this is too safe.There's very little risk involved, esp. considering your suggestion of trading with NPCs. They aren't dynamic. They'll take whatever you have and give you something in return, that doesn't sound the least bit realistic to me. By having to trust another player in a trade, you're offering more risk, more dynamics... With a fixed cash rate, the game would just be too safe, gear would be too easy to get.
  2. Duck (DayZ)

    Banditry has gotten out of hand.

    Easy targets, indeed.
  3. Duck (DayZ)

    Banditry has gotten out of hand.

    One word: Stealth. I tend to avoid gunshots if I can help it, I also avoid going the way that is plainly obvious or in a high traffic area.
  4. Duck (DayZ)

    People who call themselves bandits.

    Not to argue semantics or anything, but it /is/ possible to rob a corpse. Banditry (in a lawless land) implies that there will be death, therefore, a bandit, in this scenario, is someone who shoots someone for the purpose of looting them. If you shoot them just for the fuck of it, that's not banditry.
  5. Duck (DayZ)

    From Friend to Foe - How I became a bandit

    Ah, and something I didn't go in-depth on, I gave too many people chances, and died for it. So that also helped fuel it. There were two times in 30 minutes where survivors murdered me in cold blood /while I was unarmed/. I've also died for calling out friendly (When I had basic guns.) No more of that.
  6. I'll tell you all a little story about how I turned to banditry. When I was first starting DayZ, after I had come to terms with everything, I took in the sights around me, I learned the general psychology of the playerbase, I learned how everything worked, what weapons I could take, what effect they'd have. One of my Skype buddies would play with me, and it was all well and good. At first, our philosophy was 'Give everyone a chance.' And, really, that surprisingly worked for us for a while. But there's something I realized while walking around. Supplies got sparse. Playing on high population servers meant that there was little to go around, teaming up simply wasn't an option if you wanted to survive. My philosophy then began to shape itself differently. Now, Cherno, Elektro, Balota, the International Airfield, and both Sobors were all 'Red' zones, AKA, I'd shoot anyone I saw in there, no chance. And it made sense, since I would get the first shot off, I was able to eventually upgrade my weapons, get more food, get survival tools, packs, what have you. Just recently, though, I had gone full bandit, I joined the ranks, so to speak. There were two men in the Cherno Fire Station. They called out friendly, so did I. At the time, I had an M4A3 CCO, now, against my aforementioned philosophy, I trusted them, they gave me some food which I was sorely lacking, and I was off. I perched up on the nearby oil tanks, and watched. A few minutes had passed, and I see these two stealthily making their way across a zombie minefield. I shot one, and only one of the men, I let the other break off in to a mad dash, from the looks of it, Zombies swarmed him, and it was over. But I'm not gonna kill for sport. I looted the guys, and I got enough food, drinks, and ammunition to last me a while. Then, it had dawned on me. I used to give people chances, I'd bump in to them, give a friendly greeting, and leave. But not any more. Regrouping with my buddy, we headed to the nearby grocery store. There were three survivors. My friend hadn't yet known of my intentions, but there was a group of three. All friendlies, all well armed (DMR, Kobra, the likes) And I found myself gunning them down in cold blood. Here's how it simply is, nine times out of ten, when you trust people, it fails you. Out of a necessity of survival, protection, and distrust for my fellow man, I dropped the saintly survivor act for a more... practical solution. To this day, I will shoot before being shot. I've racked up ten murders in a life (Before a glitch claimed me and sent me all the way back to the coast, stripping me of my beloved items). And I like this playstyle, I think I'll keep it. However, one thing worth noting (A promise I still keep), if you're unarmed, I wont shoot you.
  7. Duck (DayZ)

    Killing Sprees need consequences

    Let me clarify right now that I am not against PvP in any manner, I have killed others out of necessity, as I said. And Bandits are simply those who have killed out of necessity more than others. I don't /care/ about those guys. Bandits are a part of the game, and they are a good contrast. I don't want to remove the paranoid lone-wolf style of play altogether, which was perhaps a misconception, here. People who kill tons of people in a row should just have a temporary setback, that's all my suggestion is. It's not to make it a permanent thing that all murders should come with (As others suggested), so please don't write this off as an exact duplicate of another suggestion.
  8. Duck (DayZ)

    Killing Sprees need consequences

    I did use the search function, I suppose the way I worded it just didn't bring up this idea in particular.
  9. Duck (DayZ)

    Killing Sprees need consequences

    Yes, I know that, how about leaving something a bit more constructive? I'm just talking in terms of realism, because DayZ adheres to a realistic Zombie Apocalypse pretty well. It's about mechanics, nothing more, nothing less.
  10. Duck (DayZ)

    Chernarus is becoming stale. New map?

    That seems like a good idea, but more players would need to be able to play at once, so it doesn't grow stale from a lack of challenge.
  11. Hey DayZ community/Rocket, I had an idea earlier to increase the realism factor and perhaps make Banditry in the form of mass murders a little less appealing. So I'll get right to the point! If a certain amount of murders are hit in rapid succession, your accuracy will waver, you'll move a bit slower, perhaps you'll hunger a bit faster or begin to feel ill (In the mod's mechanics, get a cold) This will last for a few online hours depending on the severity of your killing spree. Killing out of necessity is at least justifiable in our heads, as human beings. (I needed to eat, I needed to drink, I needed to survive, he shot at me), but just mass murdering for the sake of mass murdering would weigh on our conscience. I doubt anyone would just be able to mow people down without regret. Let's simulate Post Traumatic Stress Disorder, or at least some sort of depression, with the temporary nerfing of abilities For the specific stats, I was thinking somewhere along the lines of 5 kills in 10 minutes would trigger a three-hour depression period. Let me know what you guys think!
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