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MarcusB

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About MarcusB

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    Scavenger
  1. probably mostly true, but that won't stop a new humanity system from being put in place, rocket already said something needs to be done. I'd rather have a role defined as my choice then get large penalty for KoS and banditry. If I thought nothing would be done I am fine with the game how it is right now. I just don't want to lose the option to play balls deep solo pvp because they add penalty for playing KoS. Honestly I'd rather not play with anyone as I do now, don't much care for dying over and over to find a friend and I definitely don't see any realism in "If I die my friends put my killer down and hold on to my gear until I make the run back" yeah, that's not my game. I don't care about gear as I know where it spawns and don't mind running around and grabbing what I need (that's some of the fun of playing) I don't like to die though as I feel like I lost. But I don't take it to heart, normally I laugh say GG and make another character. I have a 70+ hour char now on SA so I'm reasonably successful playing solo. I PvP as much as I can and I like the game that way.
  2. I agree with you 100%, But at the same time as the game is right now, your either one of two types of players, 1. a Player like me that takes game seriously doesn't like to die/lose and as such never takes chances when they can be avoided. so in other words people that KoS because you can never know who you can trust or who you can't. 2. someone who is a little less serious about the PvP aspect of the game and wants to team up with other people and have some social interaction, team work, trading etc, these people are all the same because this isn't a valid way of playing the game at all.. people start out like this (I did even) but after x amount of people telling you there friendly and then shooting you, or giving your self away to ask if someone is friendly before and dying, you eventually stop even trying to have interactions of this sort.. both types of game play should be viable, and the second type isn't viable, sure people do still try and from time to time they may even have some luck but mostly they just end up dead. a lot of people propose methods of penalty to players that play the first type, the KoS, the Bandit threw Humanity systems etc, this is why I have a direct interest in how this plays out as I don't feel that forcing people into a rule set that outright penalizes the bandit to make the social/team player more viable is the right way to fix KoS and add team work. the problem isn't that people KoS, it's why people KoS. people KoS because they are a Bandit or they simply just can't trust other people. so to fix that problem would be the first thing you have to do, to add a social aspect to the game and make it more viable for team work, trade etc. making archetypes you choose at the start what you play, the bandit or the Scavenger, Scavengers will be able to safely interact with one another while still being able to be killed by Bandits on sight, Bandits don't get any kind of penalty for KoS of there own kind or the scavenger. but the scavenger gets that easy social aspect (if they run into another scavenger) where they can freely chat/trade and team up with other scavengers with out having to worry about them killing them when they turn there back, so playing the bandit you won't have that not even with other bandits it's a natural way to make the social aspect a little more appealing while at the same time not penalizing the Bandit or solo experience for any player. You still have to worry about who you run into in the game as lets say that guy who just ran into that barracks might be friendly or might be a bandit. friendly people would band together in a real apoc and there would be a degree of real safety , while bandits might work together in the same sense but you could never be sure if they might shoot you one day or not. this balances the game for every type of player, from your solo guy running around killing everyone doing his own thing.. to your group of friendly survivors trying to band together and not be killed by those KoS bandits. to your loan solo scavenger guy that doesn't want to play with other people but still might want the opportunity to do some trading with another friendly if they happen across one from time to time. to your devious scavenger spy that's working with a group of bandits to find the bases and kill groups of scavengers etc.. lots of interactions can come from this and it doesn't compromise the games core values by putting bandits at a disadvantage threw harsh penalties and most importantly the player still has the choice every time they start a new character, some times you might decide to play the bandit others you might want to play the scavenger.. I think any system put in place should have these core things to work.. first bandits should never be penalized for KoS or killing of any sort. second friendly social players need a trust system in place a way to know with out doubt that the person there interacting with is friendly or not. ( or else there will never be any real social interaction in dayz ) if you can come up with a solution that can accomplish these two things together then you got your fix. everything else like Humanity systems etc are at there core forcing players to not be able to play a certain way. if the difficulty is raised then your forced to play with other people which kills the solo game, if the humanity system added, your shiting on the bandits, leave it the way it is your putting people who want social trade aspects in the game under the bus. cheers also I wouldn't want a system like this if I couldnt change my mind and switch from say a scavenger to a bandit in the game or visa versa although it shouldn't be an instant change should take some time something like a couple hours.. whatever is done please don't add penalty for KoS that would be a tragedy any sort of penalty for killing is not right in this game.
  3. yeah but the KoS mentality is the same, I noticed afew servers however that would kick you out if you killed someone.. :( alot of the same will come from DayZ standalone once there is Base building I will do that, but if I run into people while im out gathering supplies my focus will change temporarily for pvp
  4. most of the key features have been in the mod for along time and has not changed the way people play it.
  5. Thats why I proposed the bandit or scavenger aspect as a predefined choice, Bandits and scavengers can't hurt there own kind, but you can still be KoS by them.. the difference would be at least sometimes in game you would come across another bandit or scavenger and be able to safely approach them for trading or chat, maybe even make some friends and team up etc I think this is really the best your gonna get for adding any kinda social aspect to the game with out really hurting one style of play or another. could even change the rule set abit and say that only scavengers can't hurt other scavengers but bandits can still kill one another along with scavengers.. this gives some natural incentive to play as a scavenger, as playing as a bandit it will be much harder to have that social aspect with trading and team work becuase other bandits might still kill you as well the trade off is the bandit still gets to go balls deep with solo PvP and play while the scavengers will be limited to who they can kill but now at least it's possible for scavengers to find one another and band together in the world for some protection / trading etc. idk I'm honestly fine with the game the way it is.. but if something has to change I don't want it to be a penalty system to killing.. humanity etc..
  6. MarcusB

    Found some Hacker. Got his name.

    well hacking is an unfair advantage and cheating, looking threw walls is the same unfair advantage and cheating
  7. people still won't not KoS in game, Things all come back to the main reason KoS is King.. You can't trust anyone you don't know, Skill system in place won't make a difference as when I run up on someone in game I'm not stopping to browse his skill tree and see if he is useful before I kill him, I'm not gonna talk to him first to have him tell me he is useful.. I'ma shoot first while I have the upper hand because even if he is useful doesn't mean he is friendly or will find me useful. skill systems in a sandbox game, all skills need to be able to be learned by a single player or you kill the solo game, which also in time will defeat the purpose. also as most people die with in the first 20 hours of a character developing skills that take any kinda real effort to learn is out of the question when you can die so completely with one bullet to the back. ergo new spawns still get murdered older characters have more to lose then ever and either become more illusive and play with there gaming groups etc "who are likely the only people to benefit from this." this won't push anymore player interaction in the game.. maybe on the forums but meeting strangers is always gonna have a dominant way of climaxing... KoS. the only way to limit this kinda interaction is to put rules in place. which ruins any sandbox, or to put harsh penalties on Kill other players, which in this game is wrong because it takes a valid means of survival and makes it blah so other means of survival have a better chance. Humanity system is garbage, unrealistic and wrong to add to the game no matter how it's done. most people who would choose to kill someone in real life won't suffer from remorse or regret. these symptoms more often are had by soldiers that were ordered to kill someone and didn't have the choice or people who mistakenly killed someone. Gangsters in real life are notorious for killing and responsible for some of the worst murder sprees in American history and those guys had a blast in the prohibition era. some people might suffer a little mentally for doing something like that but most people who do it, don't care or after they do it so much stop having any kinda negative effect on there mentality .. humanity system is garbage.
  8. MarcusB

    [SA]weapon poll

    shit I want a BB gun so I can silently shoot someones eye out. :p (and maybe small game to lawl)
  9. I like it the way it is now, If it's any less then it almost be like not having to worry about it at all.. as it stands I get full and I last several hours before getting thirsty affix, I go 3 or 4x longer before getting a hungry affix ... I would really say that the hunger levels should burn threw them a little faster tbh as I rarely ever have a hungry affix and I always have a Healthy affix. :(
  10. Honestly I don't think this will solve the problem your after; though I agree I would like to see the difficulty in some areas raised. But not in away it takes away from player choice and ability to play solo. Adding a social aspect to DayZ is not possible the way the game is now, no matter what you do people KoS for a simple reason; That Reason is simply you can't trust other people. I KoS because there is no way to be sure about anyone, I would love to be able to Approach people and chat or trade or maybe even team up in game but everything always comes back to the same problem. I don't know the person for shit and they are likely to kill me if I give them half a chance. I would rather things stay this way then have Difficulty take away my sandbox experience and limit my choice to play solo in the game. I think a a Good Solution to adding some Social aspects to the game with out compromising and forcing players to play a certain way is a Red Vrs Blue type mechanic. Basically say 40 man server has two types of Players a Bandit or a Scavenger. Players pick in character customization which they want to be. Players of the same type can not hurt one another and also while insight of one another they see some kinda visual marker saying there also a Bandit or Scavenger and there name. this opens Bandits and Scavengers up to safe Social experiences in DayZ, you would start like normal alone with whatever supplies and you may or may not run into a Bandit or Scavenger, and when you do you know right away how to treat them.. if another of your type you could chat, team up, trade, etc but your not forced to, this isn't like a team death match just away to spot who is what and guarantee some safety ( because you can't trust anyone if they have choice) there would be no teams players can choose to team up if they want or play solo.. also Bandits and Scavengers would still have the choice like they have now to not kill each other and maybe trade or team up also. This wouldn't oust the KoS mentality of Players but nothing will ever do that because you can't trust strangers but with this system you can trust another bandit or another Scavenger (which ever you happen to be) so there would be more Meet & Greets in DayZ and more friends made, more Trading and ultimately less KoS because of it and I think this could add a lot to the game with out compromising the core values of DayZ and adding gimmicky Humanity systems or making the game Overly difficult in an attempt to force everyone to play together. and you can still have hardcore servers with free for all and FPS only etc like you have now for players like me that prefer it the way it is now. cheers PS edit post to make it clear
  11. MarcusB

    What Ruins DayZ

    what ruins dayz is whiny little bitches and hackers.
  12. MarcusB

    What Ruins DayZ

    meh
  13. MarcusB

    The true reason behind KoS

    agreed, I KoS, I only trust people I know in real life. that is perfectly natural and there is nothing wrong with playing the game that way..
  14. MarcusB

    What Ruins DayZ

    onorite it's like saying "I love the color blue accept when it's blue" trying to sum DayZ up with out Open world PvP and with safe zones, well your not even talking about DayZ anymore.. your talking about "Infestation/the war z crap/ and other bullshit games that are already out there. and adding that to DayZ would be taking away the games core. right now if you want a safe zone make it.. get 15 of your closes friends goto a city kill the zombies and set up a trading hub.. its a sand box game and your completely free to do just that... but what makes DayZ so great is that the bandits can squad up and come take over your shit if your not bad enough to hold onto it. your not asking for the ability to start your own little society your asking for a completely safe environment to play
  15. MarcusB

    What Ruins DayZ

    you and a group of your friends can clear a city and set up shop and trade w/e already.. but what makes it really realistic is the bandits can come kill your ass and take your shit. what your asking for is a unrealistic safety from other players
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