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Bensly jones

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Posts posted by Bensly jones


  1. Good idea' date=' I like how the humanity system works. However, seperate spawns may make it alot easier to camp players. They would have to be a bit more varied.

    [/quote']

    Thanks Frodevil, What I had in mind wouldn't be a certain city you spawn in. The spawn is still a randomized pool of points but they are near one another. You do have a good point that there may need to be more spawn areas or have a los blocker like a forest or city buildings for new spawns.

    If you want people to take your post seriously use proper terminology. "Carebares"' date=' "Good", "Bad', "Evil" are some pretty horrid classifications.

    Might want to fix that if you want people to actually read your whole suggestion.

    [/quote']

    Maxim, I was trying to use the current forum vernacular that I see in most posts but you are right.

    I guess some better classifications would be,

    Teamplayers - People who avoid coldblooded murder at all costs and go out of their way to help other players, thereby generating their thanks and improving their morality.

    Independent - People who live and let live. Friendly to players unless provoked. Helped a few players in mutual interest. Not hunting players.

    Default - All new players' morality start here. I player with this level of morality could also be working their way up from lower levels, or descending from higher with blood on their hands...

    Opportunistic - This player has blood on his hands. While not being a stone-cold killer. If he likes that alice pack you are wearing he might be willing to trade his life for it....

    Bandit** - We all know this phyco , the guy who shoots first, and laughs last. Zombies are second to the prey he tracks. Why scavenge for supplies when you will bring them to him all bundled up in a coyote pack?

    **Bandit level of morality is the only one that visually distinguishes from the rest. Missing fingers and/or facial scars are the result of being caught and disfigured for the horrible crimes that drove him into the sea. A bandage and painkillers are his sole companions in this new beach he finds himself washed upon...


  2. The premise is you spawn players who don't pvp (based on their humanity) on the other side of the map away from pvpers. This gives pvp guys lots of people to fight against (which is what they want). And gives "Good" players a chance to work together and form groups knowing the ppl spawning near them (most likely) aren't homicidal killers.

    I like this approach because there is no hard coded separation from the players. Nothing (besides and other players and distance) is stopping you from leaving the pvp city and hiking to carebear land to snipe players. Still fully open world.

    Details.....

    The best way I see this working would be on a map designed for it, but we can use the current one for testing. When you die, your humanity level dictates what area you spawn. Im thinking 5 spawn areas. Carebear > Good > Starter < Bad < Evil.

    Your starter humanity lets you go up or down based on you actions. We already lose humanity based on murders. I propose losing humanity amounts based on the victims morality. So you kill a baby eating murder with 10 of 200 humanity, you don't lose any humanity. You kill a player with 200 humanity you lose alot of humanity.

    This will make running into players much more interesting as you both pause taking into account where on the map you are, wondering if you should shoot or not knowing your next spawn will be affected on your decisions.

    So I covered losing humanity, how about raising humanity? The only way I can think of is a new game mechanic that basically allows you to thank a player. I know it sounds lame. But this is the most non abuse-able mechanic I can think of.

    You will be able to click on a player and choose :Thank.

    This will be completely hidden from all players in game. You will only know if you were thanked when you respawn. This is to prevent helping a new player until you see he has thanked you... then killing him.

    You will only be able to thank one player per life. So if you want to raise your humanity your going to have to help alot of ppl...

    Oh did I mention that a thank is based on a players humanity also? So you are not going to get out of the shithole that is evil spawn by getting thanks from other murders...

    Your going to have to survive your spawn, get to a better city, and somehow convince a player that has more humanity than that you had a change of heart and to ignore your missing fingers and thank you for something.

    Karma's a bitch.

    Missing fingers? Yepp.

    Rocket (blessings upon him) removed the bandit skin as it wasent realistic. We need some visual way to identify evil players, so I propose chopping of some fingers on the left hand to label a bandit like the old days. Its not really obvious, you will have to check them out through a scope or binoc's from a distance. OR run up on someone yelling in your mic "DONT MOVE FKR! LET ME SEE THOSE HANDS!!!"

    ** insert new animation of holding up left hand, fingers spread here**

    Now, if your a good player and someone says that, obviously they are good also or you would already be dead. So you would freeze, press the animation button and show your hands.... If your not a good player you better have good reactions.....

    So do we have "Good" players start near better loot? Do they spawn with more blood? Do they have a better chance of finding items? Or do they only enjoy the benefit of spawning close to other good players?

    This is what I leave up to you guys, please discuss.


  3. 2. Any form of respawn penalty that has been suggested thus far will punish both people using exploits and regular players. If I get stuck in "the wilderness", am I supposed to wait for some other person to come kill me? No, I'd rather just respawn and not be punished.

    How is the respawn exploited becides finding a choice starting location? Do you mean despawn?

    "No, I'd rather just respawn and not be punished"

    When you despawn you are killed and lose your gear, how is that not punished?


  4. I do see your point, Escaping from zeds is much easier when they have to walk after you in a bldg. But on the same hand, if you are being chased by zombies and you run into a house to have time to disconnect... That's cheating. Run through a house to lose them, yes. The. Get safe and disconnect, absolutely.

    I may be interpreting Rockets' motives wrong but I think he wants us to solve our problems before we disconnect. Not disconnect to solve our problems.

    Before we start defending the ability to disconnect in a building we should determine the other advantages of buildings becides the zombie speed. Well you have concealment and you have hard cover as well.

    And again this is just an idea, designed to entertain my mind at work. This spawning problem is problem already solved by Mr rocket anyways. But if not, how would you imagine solving it?

    How bout we have our player wake up crying when you spawn. Cryin for the loss of family. Friends? That crying only be audible to players?


  5. Perhaps this is a halfbaked idea, BUT in response to spawning inside a building, you wouldn't be able to despawn inside a building. And to being shot out of the sky, you need to despawn in a safe area. Which will eliminate a lot of the spawn/server exploits such as server hopping for gear/ easy targets in heavy trafficked areas like the new airfield.

    Additionally I'd implement no parachute steering controls and a blurred vission to Discourage respawning for intel. Perhaps when you land you automatically drop you chute which despawns after x minutes and would be a further warning sign of nearby players.

    Is it a lot to discourage reloggers


  6. Some way of knowing when a player spawns nearby. At least a audio that's deaf to zombies. Too many times ppl logout, wait a few minutes then relog and kill. I think a cool way to handle players relogging in the game would have them parachute to their last position. This way you can see them, hear them land and it gives a reason for them suddenly appearing.

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