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jasokun

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About jasokun

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  1. Well why I want the humanity points to move over lives is to keep tabs on the player themselves. If you were a bandit in the old life, and you make a new life, what's from stopping you from going back to bandit mode? It's a means to warn others about the player, because one, your hands should not be cleaned so fast given lives are up to an hour at average, and two, a hero who heals about 5 to 10 players in one life, just to die to reset, kinda demotes the drive to be a friendly if that all goes to waste in your next life. But I can understand wanting to play a fresh character every time.
  2. jasokun

    Skill System in DayZ?

    The best thing about this game is that everyone is given the same character, and it's determine by player skill, luck, and playstyle that differs what happens on their adventures. We are the humans, there is nothing special about anyone who plays, which makes it a real experience.
  3. So we all know about the karma system right? Get positive points if you patch someone else or kill zombies and bandits, lower if you kill other survivors. The point of the karma system I believe it was originally intended was to be able to track down the players who griefed or killed other players, and in turn find a way to make it harder for them to play the game with promoting to kill bandits on sight. The issue became a killed or be killed scenario where the game didn't regonized when one was merely shooting in defense, yet still become a bandit. Now I'm not against the bandit or karma system, I like that it gives certain players a different way of playing the game if they choose to take the "realistic" route. I however do not agree with a no consequence ideal that gives no penalties for being a bandit, if anything the current game rewards it by getting quick easy loot. My suggestion: Use the karma to track positive and negative scores. This score should be the only thing that carries over characters. If you died with a -50 then your new life will have start with -50. This score should be adjusted and pointed by how the player plays the game. 4 very simple actions that are in game I feel should be the major factors in determining a player's "role model". 1. Using blood to heal another player = +2 karma. 2. Using bandages, pain pills or shots to fix another player = +1 karma. 3. Shooting a player, regardless of who shoot first = -1 karma. (The -1 point is per player shot, not per shot, so shooting the same guy 3 times is not -3 points, but shooting 3 people each is -3 points) 4. Killing a player, regardless of who shoot first = -2 karma. (A kill is a kill, even if they are gunning you down, or you're afraid they'll kill you first, you still killed another player, thus moral/karma) I believe 1 and 2 are very humane and leads to the ideal of a friendly "hero" character, who play the game to help other players, which are shown by using their own items to help others. I believe these players should be awarded the hero skin, which basically tells other players with a visual que that this player has at least perform trust worthy actions to earn the hero costume and who is less likely to shoot on sight. It will be like in game respect that you can earn. 3 and 4 are for bandits who are more hostile. The visual of wearing bandit skin has proven to be very...shoot on sight syndrome. Now it's not to say you should shoot every bandit on sight since they've been killing players themselves, but it's a good visual warning to others saying these players are dangerous. If you see another player wearing bandit skin and he doesn't see you, take that as your cue to either run or take him out. How I see the skin point totals are at +10 karma points, the player should then get a hero costume, maybe look like the military? At -10 karma points, the player will get a bandit outfit. Players at the begining have 0 points, and according to the point chart and how they play their game, determines if they become a hero or bandit. Now if a player turns into a bandit, and they want to return to become a survivor, all they have to do is hit the neutral 0 mark, meaning they'll have to do positive points to get back up, and vise versa for heros who want to turn back survivor, just shoot up some other players. Now I am not sure if I support the killing bandit with no consequence thing either, since I don't believe there's a big difference between hero or bandit, they are people who play differently. I think if you shoot at another, it should still count as a bandit point. And if you kill them, well that's -3 karma points. Now by my math, I'm making becoming a bandit very easy, meaning if you shoot and kill 3 players, you're already at -9 points. To be a hero, you'll have to heal 5 players, or patch up 10 times, which is much more harder than killing players if you ask me. When it comes down to it, I don't think people who are bandits or heros should actually have a ingame bonus like having more health or better gear, it should just be a social thing that treats as a visual for other players telling you if you regularly heal or kill. That gives them the a indirect way to know how they want to confront you, or to the more careful players, run away. I believe that should be the best way to use the karma system without making one side better than the other. Now bandits can kill others for quicker loot, but heroes will have in game respect and be easier to approach and socialize. I mean say you're out in the real zombie world, and you're bleeding bad. Would you rather be a bandit who are known to kill on site, or a hero who other players may be more prone to help out since you help others? Different survival and gameplay which I believe suit each "class", which the player if determine to change their ways can do it without too much difficulty. Additional addons: - Maybe we change the points up to 100 and 200 positive and negatives, where the skin checkpoints are at 1000. - I don't see zombies as a real karma issue, it's a survival need for all parties. But if we wantwe can make every zombie kill +10 karma (+1% = from neutral karma(0), 100 zombie kills = hero skin. ex. Heal 3 people (+600) and killing 40 zombies (+400) = 1000 karma points) - Add a second or third tier for bandit and hero skin, like if you get +2000 and +3000 karma points, new exclusive hero skins for each tier can be ranked at soldier, military, and sargent. For bandits, we can go rookie (face mask), killer (mask+army wear), and murderer(full camo). - If a player wants to change their skin or move to another tier, they'll have to hit the 1000 karma mark for each tier above or below their current level. Alright that's my ranting. If anyone want to discuss if they like the point system or dislike what I wrote or thinks karma is useless or we should kill bandit scums, go ahead I just want to know if this is a solid system that could be simple and effective to the development of the dayz experience. Here hoping for a wonderful hunting and dog mods, a fellow S.T.A.L.K.E.R.
  4. This 50 some player server just got nuked, hacked, and killed almost everyone in the server in less than half an hour span. I am reporting this incident in hopes to catch the hacker, and maybe we can get our stuff back, but that isn't the main issue. At around 2 pm, on July the 5th, the server Canada 2 had reports of Cherno going on fire, follow by everyone's inventory deleted so we were left robbed, and then finished off by spawning us in the sky and dropping to our deaths. I hope the people in charge of this mod can find the hacker. Anyone else in the Canada 2 server can tell your stories too.
  5. jasokun

    Spawn protection?

    It's a tough world man, you wash up to shore, lost, afraid, and if you're unlucky, you meet a hungry zombie, a mean player, or slip on a rock and die. Such is the life in the zone, deal with it, the game was nice enough to give you a pistol to off yourself with. I know I'm sounding mean, but it's realistic, no items, beach only, final destination.
  6. jasokun

    Should we scrap bandit models?

    I like identifying who is a player killer, so that's a no for me. On the other hand, I hate how it's seen as an acceptance to kill these player killers. They all have their own stories, they may have killed in self defense, and with everyone trying to kill them due to their looks, they must continue killing to live. Where I come from, that's racism. Don't judge by their looks, a survivor can still be scum, and a bandit could be your best friend. Still the model helps.
  7. love the idea, but again, it seems too clean. Let's cut it down to the basic, just a trader, a mission giver, and maybe a medic, all three are in the same town, guarded by npcs that shoot anyone fucking in their town (aka shooting another person or npc equals public execution). I also prefer no currency, cause money doesn't mean anything when civilization breaks, but I'm thinking that humanity should be used as "rep", like you said, you can have good or bad rep, which have different perks and consequences to have. Like a bandit won't be allowed into the town until they get back to positive humanity, or they can continue to dig a deeper hole, and instead visit another npc who only works with bandits. We shouldn't have big giant cities, and these should not be the main objective that replaces the survivor element, but fun little stuff that actually uses the humanity for something, missions can reward you with humanity (positive or negative), and certain actions reward different humanity. See this way, you can either play as a bandit, shooting and killing any people will give you negative humane, or a friendly, healing and saving lives give positive. I am against getting positive humanity for killing bandits cause you're still killing a human, that shit ain't humane at all. I also think humanity should be reset upon death. This way, you are truly dead. Your past life means nothing, all items and how you play your new life won't matter anymore. Only thing that will matter is your name, people will remember if you betrayed them or helped.
  8. jasokun

    What should our next competition be?

    Props for fan made videos and logo. I'm also thinking the best zombie picture, like a picture with you and a bunch of zombies. I expect to see alot of zombie mobs chasing people across the fields.
  9. jasokun

    WALKING ZOMBIES

    walking zombies are a joke, there is no threat what so ever. I do agree with the increase of numbers/faster spawn rate for zombies. You are to avoid these things like the plague. Making them slow just makes them too easy to kill, you can sneak around, not make noise, silent melee a zombie, threat is gone, and you don't alert the village. IF we make zombies have walking speed, you can just run, turn around and shoot them without any danger of getting hit. You running for your life while they are inches away adds the fear of stopping even for a second can cause your death, and you got a split second to either get a good shot or have others cover your back. You are nothing more than food to these things, they will get you if you don't sneak, stay away, or have a group.
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