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Spesago

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About Spesago

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  1. Spesago

    Nametags + Reputation System Proof of concept

    In a way you can, you look at someone right in the eyes and judge whether you see the man staring back at you.. or the beast. as i mentioned most humans are unwilling to kill other humans. even when pushed. those that can often need justification ie he was coming right at me. it was self defence. if you want to argue the "simulator" point then untill the graphics are good enough that everyones face is unique and identifiable then nametags in some form are needed to make up the shortfall yes people should be able to lie about their name but unless their face is covered you should still recognize them if you see them again.
  2. Spesago

    Nametags + Reputation System Proof of concept

    My opinion is dayz needs to take some lessons from EVE online. Reward should match the Risk. KoS has no risk, high reward where as not killing has High Risk and Low to no reward. for people arguing realism 1) although people will do a lot of things in desperate times it is still not the norm to feel nothing about killing someone that is not a threat 2) When meeting someone while they can lie about their identity you will still recognize them if you saw them again. For this reason there should be negatives to needless killing otherwise you may as well tell they guy that spent ages coding all gestures and taking prisoners code and animatons that they have wasted their time. Leaving someone to die, not a huge problem for most people Killing someone with a gun pointed at them or running at them with a melee weapon again not an issue. Killing people because its fun is the realm of the sociopath and while they will be more common than they used to be they wouldnt be the majority. So the options are: a) Use a morality system to restrict PVPers (not a great option but could be a server option and or carefully coded) b) Use some kind of identification system so that players actions will carry some kind of concequences (ie dont trust RickGrimes9983 he pretends to be friendly then steals your beans) c) Give some kind of reward to social interaction, after all it is needed to keep one sane (Good idea in principle but then hinders solo play and can easily be avoided by group PVPers) d) Do nothing (This then hinders any non PVP players leading to the PVP dominated servers i see all over. yes DayZ is about freedom but there becomes a level of freedom where you are removing freedoms from others. For example tobacco. people argue they should have the freedom to smoke where they want as it is their body and their choice. but a non smoker who has to share the same space as them is then forced to breath that smoke thus removing their freedom to choose not to smoke. so if the developers dont have concequences to killing players they are in effect making concequences to not killing players Freedom to play whatever playstyle you want doesnt mean freedom from concequence. for example if there is a karma system for player killing it doesnt stop them from engaging in that activity if they want but it does mean they reap the concequences of their decision to do so.) Ultimately i think having a key for "introduce" that adds a name you give as your nametag to anyone in close proximity that is looking at you, combined with players able to rename the name they are given on their screen would be better. So RickGrimes9983 meets Judith O'Dea outside Cherno RickGrimes9983 claims to be Duane Jones and presses their "introduce" key and enters that name Judith O'Dea knows Duane Jones and knows it isnt them so changes the name they see to "liar Jones" Then as long as neither one dies Judith will see that player as "liar Jones" This means identity is persistent but name is not. additionally there is a max distance to how far a person can recognise another using their face. have the nametags only show up to that distance and only as long as the face has been seen within 10 seconds and it will help with keeping track of who the person is not neccesarily their true identity Sorry for the long post, but i ran out of potatoes
  3. Spesago

    Locked Doors System

    What if you made doors lock on one side only with the exception of cell doors (yale lock style) This means people can get out but cant get in but cell doors will lock both ways allowing you to lock them in. After all people dont often lock internal doors and yale locks are common
  4. Spesago

    Make all servers separate

    I still feel the best way to beat combat logging/server farming/server hopping and also add some more risk to coastal camping is simple. Your gear is Saved to you and can be moved between servers. I would also like to see personal vehicles (Motor bikes, microlite, Bicicle, ATV kinda thing) be transferable if you log out safely, the vehicle is reasonably working and you are in/next to the vehicle. Camps, Structures and general vehicles are Server specific If you log out suddenly (disconnect or whatever) your character drops prone and stays still for 10 seconds If you log out suddenly while flagged as in combat your character drops prone and stays still for 30 seconds. if killed the body stays as normal If you select log out it will count down 10 seconds that can only be canceled by being in combat or pressing escape then you will log out instantly When logging in: If on the same server: your location will be the same as when you logged out If on a different server: You will respawn as if you are a new spawn but you will have any gear and maybe personal vehicle that you had when you logged out. Also if you disconnected there is a 10 second delay to logging in. If you combat logged you are unable to log in until a time set by the server you are connecting to. minimum 5 minutes The reasoning: If you try to server hop to farm, you end up on the coast and have to travel to get anywhere lootworthy If you server hop to try and bypass physical defences you end up on the coast and thus cant If you server hop to meet up with friends, you still have your gear and can arrange to meet based on where you spawn no major harm If you server hop to loot on a quiet server and fight on a busy one, well you can but you will be at a disadvantage location wise If you server hop because your usual server is dead/offline/glitched or you have a disagreement with the owner, you still have your gear all you lost is your location. If you server hop because you know there a player hunting you and you want a new location then you can log off safely but you will be trading a threat you know about for one you do not when you log in again. If you combat log preemptively you are vulnerable for 10 seconds if you combat log you are vulnerable for 30 seconds and cant return for 5mins + if you get D/Ced you are vulnerable for 10 seconds but if you were not about to be killed anyway you should be fine. If you get D/Ced in combat you will likely die and wont be able to play again for a set amount of time this is the downside to the system. maybe make a 1/month exception to the login timer so counter this. If you camp the coast there will be better geared opponents rather than new spawns which means while ou have an advantage in terrain your targets can actually fight back increasing risk Can anyone else think of a flaw? if you are sticking to one server you are unafected, you can still switch servers as needed without losing what you have worked for gear wise. but if you try to take advantage of servers to gain an upper hand you will fail and be putting yourself at risk. If your usual server goes offline you lose your camp but not your gear so you can start over on a new server with what you last had on you instead of nothing
  5. Spesago

    Ammunition

    good idea imo, also i love your sig! where did you get it?
  6. Spesago

    Identifying other players

    I think arm bands might work if there are 3 lots on each arm and 10-15 clearly different colours to use, these can then be used to make a colour code for example 1 group can use Green Green Red on the left arm to show alliegance to a particular clan, could be had to use though unless they make the rags and method of colouring them a very common spawn
  7. Another suggestion i just thought of. Server hopping has long been abused in dayz, in the mod it was often used to bypass defences on things people have built or to move around safely. In standalone it is used to farm items and gain an unfair advantage. My suggestion is make each character locked to a server like with private servers but have the ability to upload a character to the hive and then download it to another hive server. Doing this will lose all the items that are server specific like vehicles and tents etc and it will also cause your location to be removed and you will spawn on the coast like a fresh spawn only with the gear and health status is kept. This means trying to farm items is pointless as you would have to travel to the items location fresh on each server and the same goes for trying to sneak around someones base defence. doesnt stop people waiting till its quiet and sneaking in then logging out though
  8. Spesago

    Identifying other players

    thats the very reason i suggested limiting the nametag to needing the crosshair perfectly over the player and then pressing the key, possibly limit its use to 1 time per 2 seconds. it makes scanning using the feature all but impossible but will identify someone you can see
  9. One thing that bugs me is not being able to tell who is who. If nametags are added it causes problems with people not being able to hide propperly. without them the only identification is what a person is wearing, while this is ok if everyone looks different it causes problems when people have similar gear. or if someone finds a different coloured top and trousers while you are not looking so i suggest 2 possible solutions. 1) facepaint/hat/helmet decal Not the best solution but it would allow for a certain level of recognisability, however it would be seriously abused by some people adding obscene images. 2) name tags (worn) have each top have a nametag on front and back with player name on, this is an issue at any range over a few meters though. 3)nametags (floating over head) If these are used they cant be always on, but what if they added an "inspect" key, if you press the key while the dead center of your crosshairs is over a player it shows their nametag for a few seconds, it means people cant scan treelines to look for snipers it can also be expanded to let you see item names and condition at a distance. and to people that say it isnt realistic, well if it were real people would be able to recognize the face of people and while you might not know who they were you would recognize them if you saw them again.
  10. Spesago

    Discourage career bandits

    Its not about pvp in general that i have a problem with, its the number of times people kill a player that has just started, has no weapon yet and gets killed by a sniper. that isnt player versus player at all. its too one sided. Killing people makes sense and should not be discouraged, what i feel should be discouraged are the people that get all the best gear together and then pick off people who are just getting started. the limits i suggested shouldnt break the game but should become a slight annoyance but would only come into effect with extremely low humanity, ie someone that kills a lot of defenceless newbies and helps no one. anyone playing a mixed playstyle would easily be able to avoid the negatives, certainly if they used the new mechanics such as ordering them them to get down on the ground, handcuffing them then robbing them for their beans. with the way things are now why go through the effort of capturing someone when you can just kill them? the mechanic is a great one and i look forward to more non fatal player interaction. for me the most boring part of the game is starting over and being unable to find a weapon.
  11. Spesago

    Discourage career bandits

    The easiest way to define between the two types of killing is: 1) a clean kill is when they have a gun ready and are aimed towards you. if they dont have a weapon or have not attacked you first then you should have to shout a warning that they can hear before firing. with enough of a delay to allow for comprehension. if they turn towards you then you can assume self defence and kill freely, if you shout to get down on the ground and they dont then you can kill freely, if they have killed another player recently and it wasnt a clean kill then you can kill freely. if you are severly hungry/thirsty and there is no food or drink nearby you can kill but it will still cost SOME humanity 2) a dirty kill is one where the other player is unarmed, or has a weapon that cant be considered a threat, if you give an order and they comply and oyu still kill them its a dirty kill, if they have a weapon but are not pointing it at you and have not attacked you then its a dirty kill. Any time a kill is not plausibly self defence then it is a dirty kill, the methods i mentioned are all things the game can track.
  12. Spesago

    Discourage career bandits

    I agree but there isnt much that can be done that doesnt give an unfair advantage (not a bad thing imo but leads to headaches) could be something simple of if a player has high humanity, let them keep one melee weapon on ther next life, or they start with a map and compass. then again maybe give them a bandage other ability that degrades a selected item of clothing (representing tearing a strip off their shirt to bind someones wounds rather than destroying a whole shirt to do it)
  13. i think there should be more penalties to being a bandit. The reason being, people that kill you for the tin of beans you are carrying are likely or a weapon you might have, thats fine. but people that just jump from server to server after raiding the NW airfield for top end gear killing people that have nothing are the actions of people that are detatched from reality (in this case by it being a video game but in reality by being a psychopath) as such extreme paranoia and delusions are not unexpected. The standalone game should have a lot of non lethal options for robbing people without killing, so why should a game about realism and survival allow penalty free killing? in real life killing someone has real mental consequences. some negatives i thought of for the bandits to represent their lack of humanity and likely unhinged nature: Detatchment: Due to lack of attatchment to humans the line between the living and the undead begins to blur sometimes zombies will be rendered as humans with or without gear, and sometimes players will be rendered with zombie skin. (client side only) Paranoia: Due to the lack of empathy you have exhibited you find concepts such as trust harder to deal with than you used to. now you are just waiting for the next attempt to stab you in the back. When another player is close by with a weapon drawn but out of sight the player will hear an attack sound, if the nearby player has a gun out then the bandit will hear a gun shot zip by as if the player just took a shot and missed, if the other player has a melee weapon out they will hear the sound of them swinging at them. these sounds are client side only Extreme Paranoia: You cant trust anyone or anything, there are people hunting for you and you can be attacked at any second! If sitting in one spot too long a bandit my hear sounds of a player sneaking up behind them, when they turn to look where the sounds are coming from there is a 10% chance of a player being rendered with a gun pointed at them. their symptoms can can keep progressing till they eventually get killed. for example if they keep having phantom players sneak up on them they will either shoot at nothing wasting ammo and giving away their position or they could ignore it going "la la la your not real!" just to be killed by the bandit that snuck up on THEM! to clarify: 1) i acknowledge PVP is an important aspect, i think killing in self defence even preemptively should count minimaly against humanity. 2) these symptoms represent mental components of survival, after all retaining your sanity is a part of survival, needless killing goes against that. 3) players can rob you and leave you for dead without actually killing a player so this should not count against humanity or at least not much. 4) the only pvpers this should affect are the people that get the good gear then pick on new players and people just starting over. this isnt PVP this is bullying/ Player VS fish in a barrel
  14. I love this idea, should definitely be added
  15. Spesago

    Blood VS Saline.

    I agree, there are tons of dangers not often publicised with standard transfusions, using blood that is carefully screened and cross matched, in a survival situation blood is so dangerous it is quite stupid to mess around trying to transfuse. what would make far more sense is using exclusively saline, you could even combine it with sugar i believe to aid in osmotic pressure (saw it in shooter) You should be able to make a saline bag by using an empty IV bag, boiled water, salt though i would say home made bags should have a risk of causing an infection.
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