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Deveren

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About Deveren

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    On the Coast
  1. In a way, they almost couldn't. That 'bandit' would look just like them. They'd have to check in before firing, while the bandit is free to kill/steal everything without worry. It's not realistic because you can't find any distinguishing feature about the person. If everyone in the united states looked the same with 3 or 4 different color variations of the same outfit, billy the kid wouldn't have had any issues. Everyone else would have because they'd be trying to figure out which one actually was billy the kid. And to that you could say if he had a beacon over his head with flashing arrows saying "I've robbed a bank", immediately after robbing a bank and went to the next town; and the sheriff could know without a doubt those arrows were true, bank robberies wouldn't happen. That wouldn't be the case because only the person who saw him would recognize him. They'd be the only ones who've seen him, thus they're the only one who has any sort of indicator. First, I don't know why you think it'd only be about people who have killed you. You'd be able to tag almost anyone. To repeat, this would be you making mental note of people you'd see like you would in real life. In real life you can go 'Oh hey, it's that 6ft2 white guy with half his face burned, I remember seeing him near Manor street helping out that wounded guy'. Here, you can't do that because everyone looks the same. Whether or not they're actually hostile is up to them. Also, I've survived several encounters where neither party dies. Shots fired, missed or hit but not enough to kill and escape. Second, I never made the claim that the tags would persist through death. If you do manage to kill the person, then yes, tag gone and you don't remember the face who killed you. If they don't, I don't see why your character couldn't, through this mechanic that would represent that you do actually have some cognitive function, of memorize something about the player that attacked you. Again, this function would be used to represent that the skins, despite barely having any, do have defining features.
  2. I again refer to the fact that in real life, you can identify people based on many different factors such as sex, height, skin color, facial features and clothes. If we look at tagging as essentially get a description of the person, I don't see how it's unrealistic to know/remember that person if you see them again. If what you mean is that the game can't support a tag system like that and the only real way is via the nameplate system then I understand. I'm all for realism, but in the end this game can only emulate it to a certain degree. After a certain point, things need to be implemented to represent realism. My idea is that tag represent someones memory of the enemy/friend/suspicious person. Doesn't have to be permanent or share-able. It can just be a tag that you see that has a time limit to represent the fading of details. Again, I freely admit to not knowing if this is possible to implement in the game, I'm just trying to throw out ideas and give my reasoning as to why i feel they wouldn't be out of place.
  3. In a way, they almost couldn't. That 'bandit' would look just like them. They'd have to check in before firing, while the bandit is free to kill/steal everything without worry. It's not realistic because you can't find any distinguishing feature about the person. If everyone in the united states looked the same with 3 or 4 different color variations of the same outfit, billy the kid wouldn't have had any issues. Everyone else would have because they'd be trying to figure out which one actually was billy the kid.
  4. Wouldn't that be considered balance? Them not having any recognizable feat, I'd argue, doesn't make the field even, but gives them the advantage. They get to blend in with everyone else and no longer have any real consequence for their actions. One could argue that the advantage of the bandit was always the ability to shoot first. The most people can do now is try to name them, but even that can be incredibly hard.
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