kikiwrx
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Everything posted by kikiwrx
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How to fix KoS and banditry with this great system
kikiwrx replied to phoboss's topic in General Discussion
First point, increase zombies in area, this takes care of that problem. Second point, then they should decrease amount of water and food around then...cause this also makes survival more tough from what you just said Lower number of guns also means players will want them more, increasing the chance someone wants what you have = HIGHER KoS, not lower. It also again, puts too much power in the hands of someone who has a gun. Like I said, simple supply/demand so not sure why you don't understand this. You just flip flopped. Server hopping will be dealt with accordingly, but then you go on to say it's okay to do? Pick one and stick to it, because I have multiple OBVIOUS reasons this isn't going to work out the way you think it will. Either it's okay to server hop, in which case my points still hold, or it isn't okay, in which case again, those few players who were lucky to find higher quality gear will forever be in power. There is almost no stopping someone who has an assault rifle if guns are THAT hard to come by, regardless of ammo, especially if it still spawns in hot spots. Welcome to farmville where KoS is worse now than ever. Correct, when you get gear you are more valuable. Problem is by making guns more scarce, how are you defending against someone who already has higher gear which would be near impossible to kill since you are stuck with a melee weapon? Again, simple logic, not sure why you don't understand this, Wrong, as I've stated every single time. Making SOME guns more scarce will almost certainly do more good than harm, but making ALL guns and ammo more scarce will separate power levels of certain individuals way beyond what you are accounting for. Perhaps there will be less over-all killing (i.e. pistol fights) but if you ever want to move up in the world (assault rifles and anything else higher end) the room for advancement is damn near 0% unless you are extremely lucky in which case you are able to be in the right place at the right time to find a gun spawn which again, with your suggested changes would be even more RNG than it is now. My argument is simple. Less chance for higher end stuff, more chance for simple pistols (sure, less ammo is fine but we still need a ranged weapon for defense, although some will use them offensively) which brings player skill more into the equation and allows mid level people to be able to compete EFFECTIVELY for higher end gear against better geared people. I respect your opinions though. Maybe they will meet somewhere in between. -
How to fix KoS and banditry with this great system
kikiwrx replied to phoboss's topic in General Discussion
You answered your own questions, pretty common sense there. Instead of being a troll, why don't you put on your big boy pants and use your words? What in my post do you disagree with? I'm assuming (with the complete lack of thought you used) that you want all guns to be scarce, and ammo to be even more scarce. If so: -Your ability to defend yourself against a bandit/KoS'r has just been drastically reduced -You have now gave the top 5% of people who have farmed out weapons another significant increase in power over those who weren't so lucky, thereby increasing the chance that others will follow suit. Since it's even harder to gear, their trust for others will drastically reduce as well -You've made the game a much bigger RNG king leading to the next point -You've increased the amount of server hoppers you will now see due to more farming of the same popular spots because of lower wep/ammo %'s. On top of that, you now increase the chance that people won't want to lose gear, unintentionally increasing the amount of combat logging people. -Due to above point, you are now even LESS likely to be able to find a weapon, and when you do, again, you are more likely to be KoS'd because of supply/demand. Some of my points may be fixed due to patches depending on what they decide to do with combat-log/server hop but a lot of these points still hold true. Let me also clarify that in my post above, I specify that HANDGUNS should be more readily available. If you want to make M4's and other weapons lower % to find, sure, I will take that but again, an assault rifle equipped player should/will have little problem disposing of a melee weapon equipped player. -
How to fix KoS and banditry with this great system
kikiwrx replied to phoboss's topic in General Discussion
The problem with this train of thought is that it can also work against you. You have 2 bullets left, and you see someone with nice gear who may have more ammo, what keeps me (me as the shooter, although I'm not a bandit/KoS'r in game) from killing your character in hopes that you have more ammo than I do? Supply and demand my friend. I'm on the opposite end of the spectrum. Why are guns usually ONLY found in hot spots that people are camping? Lately it's been hard enough for me to even get a pistol before I get KoS'd. It wouldn't be as big a problem if it was easier to find a weapon to defend myself. Look at it this way, who are you more inclined to go after. A player with great backpack/vest/helmet with a baseball bat, or same geared player with an M4? My personal experience (found a vest yesterday) was that as soon as I saw a server hopper, he mic'd, "I'm not going to hurt you" although I saw his gun was raised and I just got that gear right around the area he logged on. He proceeded to shoot me and take my vest. Had I had a weapon and ammo, he may have thought the risk of losing his own gear was greater than gaining one piece from me. Now, with that being said, there needs to be a fine line of how many weapons people are running around with. No, I'm not an extremist in that everyone should have an M4 or sniper, but I do think Pistols should be much more readily available at the VERY least. Melee weapons are great, but not against someone who has an assault rifle. Melee weapons have their niche (silently killing zeds as to not alert others, or perhaps sneaking behind a player?) but most players should at the very least be able to pull out a pistol when need be. -
How about offering bandits or hero's something that makes it worth their while to wear that can be seen as a notification of others? It's hard to come up with an idea that sticks to realism (as mentioned, I'm not a fan of the colorful name stuff or anything that allows you to tell who is/isn't friendly just by seeing them from far away or just knowing when certain names log that you should/shouldn't stick around. Certain weapons could be a good one? Acts as the same weapon (fire rate, accuracy, whatever) but looks different or unique to a bandit/hero? I'm just spit-balling ideas here but something that doesn't provoke a bandit to dress colorful and crazy, or vice versa, a hero who has a shiny badge. A little more subtle.
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Can't find anything to disagree with really...but I would amend some things. As said, there needs to be hot spots, sure, I agree. I also agree with OP. Maybe military bases or hot spots should have a chance for the BEST loot or the MOST loot, but there should be a much more wide spread loot system. If I go onto a deserted farm, there should be a chance that the owner had a shotgun locked up in the little shed, or a pistol. It seems that THIS is what the OP was stating, and if not, what he should have stated. Yes, I get it's Alpha, and yes, I get that they are putting more weapons in places. My point is simple, keep the hot spots with the best chance for multiple loot (to keep competition high) but also give players the drive they need to explore for things other than food. "Hey, I just found 'X' gun/equipment at 'Y' instead of trying to compete with everyone at 'Z', but if I went to 'Z' I may have got that same piece in better condition along with more ammo and a backpack". That way if there are multiple geared people 'hotspotting' you aren't forced to compete with them to find the same equipment, even if it may take a little more searching to find due to lower % chance or you having to run to a remote area that no one really goes to.