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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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Humanity-What is it good for?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
At the moment the idea of "no server names" is only meant to applied to bandits; to combat the constant loop of players spawning, running to a friend, rearming and player killing for the sake of killing, that's what standard multiplayer is for. If it were to be applied across the board to all players no matter their humanity then; they'd most likely also be an in game mechanic's to allow players to retrieve the server name and hook up with a buddy; so basically taking the server menu and making it an in-game system. The point of this is; well one it would be even more hard core because you wouldn't simply tell your friend to join said server and hook up, it'd be a lot more visceral. You'd instead find a city, village or street sign and use that as a sort of in-game invite system built literally in the game not just some UI, then once you've met up with your friend you could then exchange information, which would allow you to hook up more easily in future. This could possibly enable features allowing you to find friend much more easily in game. -
[Suggestion] Some great ideas: from an aircraft carrier ran aground offshore to class-defining clothing
[email protected] replied to A.Shephard's topic in DayZ Mod Suggestions
I read through some of your thoughts, opinions and suggestions an thought you might like to read mine and also was hoping you might have an opinion to share about them; they ain't exactly the same but that's the point otherwise I'd have not bothered making the thread, if I could simply leave an opinion on the same topic. You don't have to be such a dick about it I wan't exactly attacking your post; just looking for a critical mind have a conversation with. -
Hey check out my topic http://dayzmod.com/forum/index.php?/topic/84176-humanity-what-is-it-good-for/#entry793267 trying to resolve the team death match that is DayZ at moment, whilst not putting bandits into the trap of being killed for being a bandit and not being able to escape as they defend themselves.
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Yer I really don't like the idea of turning DayZ into a RPG/MMO type game but I do however think you can use cleaver mechanics to implement things that just can't exist in a game; like the idea that you actual have something lose. Some of these ideas might work well but I think the focus should be on humanity being a kind of representation of a persons credibility; something in which you can gauge in real life using instinct and from reputation but not in game thus we have humanity as a judgement. Having your credibility or humanity however at face value for a person to see, leads to some humanity death traps were players kill players stuck as a bandit and can not escape from the cycle. So I propose something different only allowing people apart of the same group as in bandit, survivor or hero to see your humanity with the possibility of it being revealed to other players though other means adding an element of danger to it and if you're killed by players in the same group; well all I can say is it comes with the territory your in. I have a post on how I think it could be implemented: http://dayzmod.com/forum/index.php?/topic/84176-humanity-what-is-it-good-for/#entry793267
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[Suggestion] Some great ideas: from an aircraft carrier ran aground offshore to class-defining clothing
[email protected] replied to A.Shephard's topic in DayZ Mod Suggestions
Hey take a look at my post: http://dayzmod.com/forum/index.php?/topic/84176-humanity-what-is-it-good-for/#entry793267 I'm try to make some sense of the existing humanity system and looking at ways it can still be implement without players falling victom to the bandit trap scenario. -
Hey take a look at my post: http://dayzmod.com/forum/index.php?/topic/84176-humanity-what-is-it-good-for/#entry793267 I came up s similar twist on group player and player interactions; to encourage better playing experience.
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Humanity-What is it good for?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
I did say if you don't feel like reading skip straight to the core of it right at the very top of the page. -
Humanity-What is it good for?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Please leave me your opinions bellow. -
How to Stop Pointless Killing
[email protected] replied to SquirrelGott's topic in DayZ Mod Suggestions
I personally think its a bad idea; trying to disable player from making a decision on PvP, it adds to the tension of DayZ. Though I do think there needs to be a way of lessening the amount of PvP and I think the best way is to take leap out of real life. If you were to go around mindlessly killing; well first off you'd go to prison but before that people close to you would loose respect, probably become scared of you and distance themselves before calling the police. Obviously you ain't going to prison in a zombie apocalypse but the latter would still apply. So what I propose is to give friendly players more tools allowing then to hook up more effectively whilst making it more difficult for bandits to group up and add mechanics that can both help strengthen trust between survivors and unbalance the trust between bandits, also allow bandits to identify each other or any individual survivor killed by a particular bandit or trusted with their diary's this would strengthen the trust with those that you know and raising trust issues with other bandits I think the key is really about giving them players tools to both build trust and break it down, which would kind of simulate the apprehension you may get when meeting a new person. Maybe as consequence of becoming a bandit would raise the possibility of being betrayed by other bandits for a reward in humanity. For instance killing another bandit would raise your humanity and as you'd be able to identify other bandits it'd be real easy like. Also to make bandit groups grow even closer; the only way to access the ability to hook up with other bandits would be by trading your bandit diary which would allow players to locate each other more easily and find the correct server but as a consequence of being a bandit, that information could then be given away to any survivor permanently identifying that bandit to all survivors in exchange for a humanity boost. I haven't really fleshed out this idea fully yet but basically its the idea is that becoming a bandit makes you a shady character, which gives you little advantages but totally exposes you to others in the same position. Raising the moral question can I really trust others; if they are the type to make the same twisted decision I would make. If I have to sum this system up so far, its kinda like Trouble in Terrorist town turned on its head; Bandits or "Traitors" can identify each other and use that to their advantage but unlike "TTT" the bandits wouldn't be encouraged to trust each other they'd be naturally weary of each other and forming a trust between bandits would take a big commitment. -
I have several better ideas than this; though this isn't bad but all it is, is a deterrent and doesn't really tap into any reason for it to be introduced. However I can expand on this concept with an idea of my own mixed with both yours and Rockets. So instead of just becoming slower when you kill a person; this could simply be a consequence of another action in the game and not simply be a balancing mechanic. What if becoming slower was just one of the affects of an infection; which can be caught with a little change to gameplay, such as when interacting with dead players and infected. How would this be structured: this would basically be an extension of the existing infection system which causes you to cough though: Interacting with dead players or DEADER infected within 5minute of death could carry high risk of infection, as time passes the risk should decease significantly Dead players could regenerate as an Infected 2minutes after death unless shot through the head Chance of infection is increased if the dead player or infected was bleeding upon death; so another words if they've been shot risk the of infection goes through the roof Counters to being infected: because the risk of infection is higher: you need more solutions or counters Players could find items such as: gloves, clean rags, doctors masks and over coats in game; you could even have different grades of items which are more or less affective at reducing risk of infection Medicine already exists within DayZ but perhaps there could be more types You can make use of inspecting the body before looting them to determine if it's safe or not Affect of being infected: have different levels of infection and types of affects Cough which gives away you position: to infected and players Random sakes Players get out of breath more often and alert players and infected Stamina decreases as you run, slowing you down Lose blood over time Affect this has on bandits: Infections affects both survivors and bandits equally but Bandits have to choose between risk of infection and wearing protective gear; as the gear will get blood stained thus giving away the fact that your a bandit Blood stain will disappear over time or wash off by going into water Blood stain would last longer the lower your humanity is and be harder to wash off