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Arainasc

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Everything posted by Arainasc

  1. Amongst the plethora of youtube commentators, Twitch.TV Streamers, and gamers alike there seems to be a shared consensus when it comes to the current state of affairs taking place in DAYZ. People are frustrated And who is to blame them honestly... Can any of you really call someone out on being a bad player, when they are unarmed, and being gunned down by someone with an AK-74? Or running through town at night, searching for a source of water, while a sniper with nightvision takes them out from a distance? I certainly can't... and thats what it boils down to people. Regardless of what the Dev's intended the game on being with its Dubbed "social experiment" status. There has been a distinct and dramatic increase in psychotic and antisocial behavior. And unfortunately, the vitcims in turn, have now come full cycle to continue the endless wartorn world that feeds on disregard for empathy. Here's an example. Player 2 tries to help Player 1 from being mauled by zombies, only to be shot and looted for valuables. Now disgruntled, player 2 instinctively shoots player 3, who was unarmed and only in search for a water source. Player 3, Who in turn will never trust anyone ever again and begins his own cycle of distrust...etc etc etc. Do you see where I'm going with this ? There is NO emphasis on kindness, giving, or honor, and the only reward is given to those who shoot first, and ask questions later. Thats why I'm here, I'm here to suggest a new system which will help reward those who go the extra mile, and encourage players to really struggle through the choice of helping, vs having that extra can of food. And its a fairly simple procedure, given the dev's capable coding skills. Now, the first step is to bring back humanity, which I know some of you really hated, but just hang with me as I try to explain this as carefully as I can. What if, humanity was brought back, not as just a gauge of player morality, but as a emphesis on a reward system.... A System in which, a player could have the incentive to not only help the other player, but to ensure that both of them have a well deserved reward at the end. Now how would you do this ? Well heres a short summary of how it could work. 1. Seting up various salvation army stations with millitary NPC's who will reward players who return with humanity and the dogtags (discussed below). And in return with the collected tags and humanity, the salvation captain would then know that these survivors were honorable, and offer them Weapons, body armor, vechile parts, gasmasks, even a Combination safe to have a permenant stash somewhere in the game. All costing X ammount of Humanity / X tag's per purchase. - Example. Body armor. 4000 humanity, 12 dogtags -. So while the bandits are pillaging, and shooting everyone they can, the team of players who sticks together can effectively attain their own rewards for their hard work and loytalty. Essentially creating Balance. 2. As stated above, we're now be discussing the new form of currency, in the form of dogtags. Each player has a set of dogtags, these are needed to attain rewards from the salvation captain and are only available AS GIFTS. And like humanity, the dogtag symbol will be retained in the UI, and not in the players bag itself. Effectively preventing bandits from bypassing this and just robbing players of their work. As this special form of currency, and to prevent others from farming, the set you have would only be givable once every 24 hours. Basically limiting you to 2 gifts a day. This is another balance issue, and to prevent players from exploiting easy gear. 3.Implementing a penalty / reward system for those who would rather help one another, than to shoot anyone they come across. Going at a 1-10 ratio of Humanity depending on what you do. Say, for example. You willingly offer player items from your backpack, giving you a 10% humanity boost to zombie / bandit kills for the next hour. Or a passive incease in Humanity earned while within a certain distance of other players who are also not labled as bandits. The 1-10 ratio comes in the form of assitance and killing. 100 humanity for bandaging or helping them with a blood pack. And -1000 humanity for killing another survivor. Which I know is rough, especially if you are defending yourself. I never said it was perfect, but if you are following the steps above so far, regaining 1000 humanity is not has hard as say, a Bandit killing 15 people, then trying to make up for his actions. Now if you are still reading all this, and simply think I am a carebear or a noob who wants to deny your kills, thats fine. I understand that some people out there are killing, just to kill. And they are entitled to play the game however they want to. But for me, and alot of other players out there, they want the game to be a real survival horror experience, not just a shoot first, ask questions later... No morality, gankfest. Because lets be honest, even if you are the type who only want to kill, everytime you kill that unarmed player, you could be driving away players, who day by day, will eventually leave the game more barren...And I for one, am against that, because I know the potential this type of game has. This is a "anti game" and has no rules, but without the insentive for honor, without the consequences for taking a life, there is no reason why anyone is going to hold back... when there is nothing to lose. And the less humanity we have, the more of a game this actually becomes. So if you really do support the "anti game" claim, show your support below for some incentive for justice and kindness. Hope to hear from you, even if its rage, ~Araina
  2. I wouldn't mind this in the least. Hell, if you come across a server that can support 2500 Zed's, send me the name :).
  3. And now you come to the part of my post I warned players about, the cycle of Hatred. Further breeding distrust, and everyone is suspect.
  4. You obviously didn't understand the concept of my post, but luckily one member did. Let me point his post out for you. Its not about buffs or nerfs, and its not about getting rid of bandits. You are so busy being offended that you want to think everyone is out to get rid of you, when in reality my post was about getting the game to not be oriented around "well i'm going to kill him, because he has more than me. And if I die, I obviously have nothing to lose." Now, if that went over your head. Plese, feel free to write another archaic FAIL along with your post as to better facilitate to everyone, that its not your fault you are a Manchild.
  5. Throwing a strawman argument out for the sake of defending the actions of bandits is not refuting my suggested position. Its incentive to try and bring community together. But you would obviously rather have the game be ... DAYZ DEATHMATCH with some zombies.
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