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Kriegson

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About Kriegson

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  1. 1:Aim directly at them. 2:Click the left mouse button 3:Repeat until they fall on the ground and don't move 4:Begin non-consensual trade 5:Bid a good day to your new friend on global chat.
  2. Kriegson

    Incentivizing Behavior

    Rather simple, I've posted this elsewhere. Humanity effects your respawn. Based on your humanity, you are set into a bracket and given different starting gear and spawns. The lower your humanity, the better primary weapon you spawn with, and more ammunition, but less survival supplies and the further in the wilderness or deeper in towns you will spawn. With powerful guns and a need to hunt immediately, bandits (of varying degrees) are rewarded with playing in a predatory manner by further specializing upon spawn as a predator. They must compete with zeds and other predators to survive, or hunt for humane types. High humanity spawns will be closer together, along with high humanity players spawning with slightly better secondary weapons, but less ammunition. They do however have ample survival supplies. Being clustered together with little ammunition, but ample supplies, humane survivors are encouraged organically to work together. Survivor groups will also fare better against predatory bandits. And thus cooperative players and competitive players alike receive incentive to play as they prefer.
  3. It's one thing to find a bug, reproduce it, and send in a report on how to fix it. It's another thing entirely to find a bug, tell everyone in your clan how to exploit it, send a message to the devs on how to fix it and continue to abuse it in the meantime. If you are attempting to imply that goons are simply being good testers, then I don't see why they all need to replicate this bug on every piece of equipment they feel they need.
  4. Ah my bad. Yeah, currently there is virtually NO reason not to shoot and loot everyone you see, with exception of being in a town with zombies all over.
  5. Kriegson

    Simple solution to disconnect exploit

    ^ This Been said a few times in a few different ways, but most people seem to focus on trying to punish players who disconnect. Why not simply prevent them from easily exploiting it in the first place?
  6. I love the ideas Kriegson. As of now bandits' date=' IMO, suffer much much less from their looting ways than the survivors. It cant all be roses or the whole thing will devolve into PK and griefing. [/quote'] It could end up that way, but consider that survivors will be spawning in safer areas with ample supplies and incentive to group up with people they can consider relatively trustworthy. Bandits will be spawning quite a bit further inland from them, or in dangerous areas, and will need to start looking for supplies immediately. They will likely end up fighting each other as much as anyone else, and in theory when they encounter "humane" players, they will be running into groups of them.
  7. Kriegson

    Humanity mechanic

    Someone else had a pretty similar suggestion, please do a search before posting.
  8. Kriegson

    Melee/Guesome Deaths/Enterable Buildings

    I wonder... Considering there are a handful of guns with flashlights attached, how difficult would it be to instead have some variants with bayonets. You can press F to change the fire select to "bayonet" and firing it activates a script which basically does a very short range, silent shot and plays a stabbing animation.
  9. Kriegson

    Humanity..a way forward?

    Don't mean to hijack, but I posted this in my "Incentives for cooperation..." thread, and figure it would also be relevant here: Why punish player killers or leave no reason to be humane when you can provide incentive for both in ways that supports their playstyle!? Players with low humanity will spawn with progressively better weapons, but less and less survival resources based on their (lack of) humanity. They also spawn either in more dangerous territories (inside towns) or further to the north west of the map. Players with high humanity will spawn with better survival instruments, but less ammunition with the basic weapon. They will spawn in safer areas, and closer together. This incentives those with low humanity to hunt others for supplies, and to go it alone in order to conserve resources while those with high humanity are encouraged to group together with an excess of supplies to share, but little ammunition to protect themselves alone. Perhaps they could also have a different range of skins to be selected to reflect their alignment? Someone with near maximum humanity might be a priest, while someone with minimum might be a convict in a jumpsuit!
  10. Kriegson

    Zombie suggestion

    I do like the idea of open fields being more than vast expanses to be sprinted across without fear... Oh! Assuming they can modify the map, why not have a few of our vacant fields be sites of previous (losing) battles against the zombie horde, in which numerous corpses and wrecks lie. A number of the corpses however may come to rise, while in other locations hoards will spawn and roam in a randomly determined pattern/direction.
  11. To further prevent servers devolving into deathmatches, I think it could help to add some incentives to group up in some regard. One thing that comes to mind is sort of a self-fulfilling system in which some group required activities benefit groups, but may require even larger numbers to move forward. For instance, C-wire requires only a single person, while trenches/sandbags require two to four people depending on size, while a FoB with a bunker (And lockable door) requires 10 people. The mechanic could be that once a person initiates they crouch on the ground, anyone helping can get close, target them, and use the menu to prompt "help build". Once the required amount of people are helping, it gets built. The idea being that with more people cooperating, bigger things can be achieved, such things though won't go unnoticed, and will attract players which will in turn either provide an opportunity to recruit players, or to fight against them. A few notes: "Trenches" would be an angled slope which you can place sandbags behind for both excellent cover, and a method of controlling zeds (Slowed to a walk while walking up the incline) a "locked bunker" could provide a powerful group a foolproof method of preventing ninja attacks at 3AM. People have actual lives and can't afford to have someone guarding 24/7. It's a simple and realistic solution to those who can afford it (loads of equipment needed). Humanity! Why punish player killers or leave no reason to be humane when you can provide incentive for both in ways that supports their playstyle!? Players with low humanity will spawn with progressively better weapons, but less and less survival resources based on their (lack of) humanity. They also spawn either in more dangerous territories (inside towns) or further to the north west of the map. Players with high humanity will spawn with better survival instruments, but less ammunition with the basic weapon. They will spawn in safer areas, and closer together. This incentives those with low humanity to hunt others for supplies, and to go it alone in order to conserve resources while those with high humanity are encouraged to group together with an excess of supplies to share, but little ammunition to protect themselves alone. Perhaps they could also have a different range of skins to be selected to reflect their alignment? Someone with near maximum humanity might be a priest, while someone with minimum might be a convict in a jumpsuit!
  12. Kriegson

    Humanity..a way forward?

    I liked the idea at a glance, but I agree with Zarathustra. Though I do feel it would be nice to tie humanity to something useful and relevant.
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