Jayuk1983
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5 NeutralAbout Jayuk1983
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How do I delete a thread? Not only did it go down like a lead balloon, but I felt I must have worded my thoughts badly (given the positive response it got on other forums), and I feel it got derailed a bit towards the end (I don't think "turgid", "nonsense", and "ridiculous" constitute genuine constructive criticism (the rest were good points)). In the end, I just can't be bothered with this thread being here and would like to delete it, but I can't figure out how! Haha!
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I know you get a lovely shot of dopamine every time you say something deliberately annoying on the internet and get a rise out of someone, but “learn to accept reality” is not synonymous with “I have a different opinion to you”.
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To be fair I’m not talking about mandating roleplay. It’s a gameplay suggestion. No different to how eating rotten food makes you sick. Or you need a full NBC suit to prevent you from getting ill in toxic zones. Or how a reduction in stamina creates more weapon sway. If people don’t like the idea, that’s a different argument, though. (And they clearly don’t 😂)
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This is a good way of putting it. Thanks
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Absolutely. I think the issue is creating the additional animations, though.
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You know using words like “nonsense” and “ridiculous” logically don’t make refutations stronger (or weaker), right? Stick to Twitter if that’s the kind of conversation you want (this also, is a bad argument, but demonstrates the fallacy).
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True. This did cross my mind. I still feel a way of simulating the difficulty of killing someone would be a nice touch and might add to more knocking out, tying up, etc. Maybe my solution isn’t perfect though! 🙂
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Fair enough. Though I believe this isn’t changing the ability to “play how you want”; it’s just implementing a change. You also get sick after eating rotten food - that doesn’t stop people playing how they want. But I understand your overall point - in its current form there’s a certain equality
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The vast majority of people hesitate to shoot first, unless they have sociopathic tendencies or they’re faced with extreme peril. Although I acknowledge a video game would never be able to replicate this feeling completely. If I were making the game, this would be something I’d implement, but I can understand those who don’t agree. Thanks for engaging!
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I’m not saying to force RP. I thought the suggestions seemed quite realistic and organic. Edit: I’ve edited my OP for clarity. Defective Water’s response was valid and I don’t want it to look like their reply made no sense so I’ve clarified where I edited so nobody thinks they’re being obtuse.
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Jayuk1983 started following Decrease desire to KOS constantly?
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Edit: The title was “incentivise RP interactions” but I think that was slightly misleading so I’ve changed it. I don’t think this topic has been discussed elsewhere but apologies if so. Over on Reddit I’ve seen people discussing the problem with KOS in the game. Most agree that it’s part of the game and what makes interactions so tense, but the problem is, nobody RPs on official servers (Edit: not RPing isn’t a problem in and of itself; but not using gameplay mechanics which are unique to DayZ is a problem). Very few people interact, much less so tie up, gag, torture other people, etc. And yet this is something which makes DayZ unique. So how do the devs incentivise the RP interactions (Edit: or at least decrease the desire to always KOS)? Any thoughts would be great. One idea that crossed my mind was that maybe KOS is de-incentivised. In real life, the mental toll a person would experience from killing another person would be immense, but this mental and moral pressure can’t be replicated in a game (and shouldn’t be for ethical reasons). But something else can be used to represent the toll (similarly to how kuru is represented in DayZ with shakes and maniacal chuckles (you wouldn’t actually do that if you ate another person, but it works to represent the toll)). So what about if every time you killed another player you couldn’t eat for a while? Or maybe you were even sick after the first kill. After each kill it “gets easier”. The more I think about it, the more I like the idea. And hopefully it would make people think a second longer before killing every time. Other ideas could include: - not being able to pull the trigger, - lower level of accuracy directly after a kill (to represent the uncertainty)… These ideas don’t only add a de-incentive to KOS but also an RPG element given that you would get better at shooting the more you did it… and better at killing 😅
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This is an amazing idea that I truly believe could make the walkie-talkies useful. Walkie talkies should have American or Russian NPCs discussing toxic zones and downed helicopters! That way you’d be incentivised to actually use them!