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angryviper

Some kind of helper reward system

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There needs to be a reward systems of some kind for being a "helpful" player. Meaning the higher your humanity rating, the better loot chances you have or something. Same goes for bandits, there needs to be some kind of penalty system for them. Simply labeled as a bandit isn't enough of a "punishment". I don't want it to be so bad that people don't want to be bandits anymore but there should definitely be benefits for being "good".

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There should be benifits for both because without drama there is no story. Whithout evil there is no good. So long as they give both extremes their own advantages which counteract each other I would be ok with that.

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Why, exactly, do bandits need to be punished?

Edit: Are loner survivors/woodsmen going to be punished with randomly falling trees? And do the "good" survivors get better gear for being "good"?

Elaborate on how this occurs in reality, please.

Edited by Raged

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Why, exactly, do bandits need to be punished?

Edit: Are loner survivors/woodsmen going to be punished with randomly falling trees? And do the "good" survivors get better gear for being "good"?

Elaborate on how this occurs in reality, please.

In reality, if you kill someone in cold blood, you are punished. There is no justice system in the game and I think there should be a downside should you choose to just kill anyone you meet in game. I guess players could rally together and create some kind of justice system, but I think that would be way to difficult. And we are talking about a game here. Who cares if it matches real life or not. Sure realism is great but game balance is more important. Maybe don't "punish" anyone. Instead give rewards for a high humanity rating.

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In reality, if you kill someone in cold blood, you are punished. There is no justice system in the game and I think there should be a downside should you choose to just kill anyone you meet in game. I guess players could rally together and create some kind of justice system, but I think that would be way to difficult. And we are talking about a game here. Who cares if it matches real life or not. Sure realism is great but game balance is more important. Maybe don't "punish" anyone. Instead give rewards for a high humanity rating.

You're forcing a playstyle on players if there's a benefit to one and no benefit to another. Your opinion on a survivor created justice system is correct,

it would be difficult, but that's exactly what Rocket has stated he wants. The aim of having Dayz as an Arma mod was the fact that it would be the most realistic zombie survival mod at the time.

If what you're looking for is character progression and a rewards system, then WarZ is the direction you want to go.

Dayz is supposed to be realistic as possible. It isn't about pandering to general audiences, but instead the community who helped it get where it is today.

Edited by Raged

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In real life, good people die. In fact in real life more good people die than bad people. DayZ has this paradigm nailed already.

Queue - Billy Joel - Only the good die young

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In reality, if you kill someone in cold blood, you are punished. There is no justice system in the game and I think there should be a downside should you choose to just kill anyone you meet in game. I guess players could rally together and create some kind of justice system, but I think that would be way to difficult. And we are talking about a game here. Who cares if it matches real life or not. Sure realism is great but game balance is more important. Maybe don't "punish" anyone. Instead give rewards for a high humanity rating.

In the act of rewarding one playstyle, in this case the Hero one, you punish the others because they don't get those advantages.

The game is supposed to be a hardcore simulation of a post-apocalyptic survival, so there should be no 'magical reward' system. In a world that is displayed in DayZ there is no reason to be friendly and there are no systems in place to punish murder and other crimes because civilization as we know it was destroyed. The whole thing about doing good deeds should not be about some kind of artificial reward. It should be about recreating a civilized world and the act of helping itself.

You should not be discouraged to be a bandit because you have to worry about your loot drop being decreased or inferior to that of someone who's a hero.

At the moment you are already rewarded for being a good guy through the Hero outfit, which features a bullet proof vest and a higer run speed.

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You're forcing a playstyle on players if there's a benefit to one and no benefit to another. Your opinion on a survivor created justice system is correct,

it would be difficult, but that's exactly what Rocket has stated he wants. The aim of having Dayz as an Arma mod was the fact that it would be the most realistic zombie survival mod at the time.

If what you're looking for is character progression and a rewards system, then WarZ is the direction you want to go.

Dayz is supposed to be realistic as possible. It isn't about pandering to general audiences, but instead the community who helped it get where it is today.

First of all, opinions are not right or wrong. That's why they are called opinions. By having a system in place for rewarding a play stile is not forcing anything. You want to kill people go ahead and do so. What I am saying is, maybe if there was something in place to make people think before they killed, it would be a more enjoyable experience. In real life you have morals and that doesn't get transferred over to a game. I am not looking for character progression either. I assume you are a bandit and shoot on sight and I understand you and others like you don't want to be punished for it.

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I assume you are a bandit and shoot on sight and I understand you and others like you don't want to be punished for it.

I'm a friendly "helper" and I don't want to be rewarded for it. Not artificially anyway...

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As this has been stated, in countless threads, there should be no benefit/disadvantage to being a bandit, nor should their be one for a hero or your average player.

As it should be, because the player interaction is what makes this game, that and playing how you want to.

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At the moment you are already rewarded for being a good guy through the Hero outfit, which features a bullet proof vest and a higer run speed.

Since when was there a bullet proof vest that actually help stop bullets? And if it's just for looks there is no point in having it and therefor NOT a reward.

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Since when was there a bullet proof vest that actually help stop bullets? And if it's just for looks there is no point in having it and therefor NOT a reward.

What? Sense... you make none.

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First of all, opinions are not right or wrong. That's why they are called opinions. By having a system in place for rewarding a play stile is not forcing anything. You want to kill people go ahead and do so. What I am saying is, maybe if there was something in place to make people think before they killed, it would be a more enjoyable experience. In real life you have morals and that doesn't get transferred over to a game. I am not looking for character progression either. I assume you are a bandit and shoot on sight and I understand you and others like you don't want to be punished for it.

The very fact that you're rewarded is an incentive to play one way. It doesn't matter how you say it but the fact remains that one play style having benefits while others don't isn't "balanced" as you originally stated things should be.

There was a great thread posted concerning the down turn of a "Shoot first, ask questions later" play style, in which someone stated that the enhanced medical system and the possible mortality of one gun shot wound, would in fact make you want to stop and talk before killing someone and risking you or your parties own safety. If a firefight I survived still killed me later because I failed to dodge a bullet to the knee, I'd definitely think before firing in any given situation.

Morality in a Zed infested world is a crippling burden when it comes to personal preservation IE This IS a Survival game. You shouldn't hold back benefits from one player because they refuse to shoot themselves in their foot. (figuratively)

And no, I'm not a bandit. I'm a woodsman. But you know what they say about assuming.

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What? Sense... you make none.

Lol, you said players were rewarded with a bullet proof vest. There is no such thing.

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I think the bulletproof vest is something of an urban legend.Well I've never noticed the difference anyway.

Heroes definitely do get a boost to running for at least the first 10 seconds (then it evens out whether you're bandit/survivor/hero), and it works, for the mod.

For a full immersion DayZ experience people need to stop seeing eachother as defined "bandit" or "hero" status. I imagine in the standalone people will begin to, and be encouraged to form larger groups (probably per server).

When there is a proper community built, the best reward you could ask for is a good reputation.

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In fact in real life more good people die than bad people.

Reference please? In fact, I can assure you that in real life 100% of people die. If more good people die than bad it is only because there are more good people in the world.

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The very fact that you're rewarded is an incentive to play one way. It doesn't matter how you say it but the fact remains that one play style having benefits while others don't isn't "balanced" as you originally stated things should be.

There was a great thread posted concerning the down turn of a "Shoot first, ask questions later" play style, in which someone stated that the enhanced medical system and the possible mortality of one gun shot wound, would in fact make you want to stop and talk before killing someone and risking you or your parties own safety. If a firefight I survived still killed me later because I failed to dodge a bullet to the knee, I'd definitely think before firing in any given situation.

Morality in a Zed infested world is a crippling burden when it comes to personal preservation IE This IS a Survival game. You shouldn't hold back benefits from one player because they refuse to shoot themselves in their foot. (figuratively)

And no, I'm not a bandit. I'm a woodsman. But you know what they say about assuming.

You don't feel "bad" for killing pixels. You would, however, feel bad for killing a human being in real life, zed infestation or not. There is a desire for humans to band together in the real world that is not ever going to happen in a game unless a system is in place that makes you think twice about killing another player for no reason. If the goal of a game is to make a simulator or a "what if" scenario as close to real life as possible you have to have a virtual moral system or it will NEVER be considered realistic.

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LOL. Right. It's a thing of my imagination. <.<

http://en.wikipedia..../Ballistic_vest

I know what a bullet proof vest is for shit sake. YOU said you get one as a reward in game. Saying there is no such thing was meant to be; There is no such thing in-game. Sorry, I should have clarified for simple minds.

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I know what a bullet proof vest is for shit sake. YOU said you get one as a reward in game. Saying there is no such thing was meant to be; There is no such thing in-game. Sorry, I should have clarified for simple minds.

Oh my god, seriously? Sure I guess I just hacked the one my hero skin is wearing in. lol

Quoted from the wiki:

Players who become Heroes also gain the perk of being able to run slightly faster than Survivors and Bandits(before panting, then they run at similiar speeds, so heroes make good short range sprinters). They also have a bullet resistant vest that will block most low calibre bullets such as makarov or m9 rounds.

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Oh my god, seriously? Sure I guess I just hacked the one my hero skin is wearing in. lol

Quoted from the wiki:

Players who become Heroes also gain the perk of being able to run slightly faster than Survivors and Bandits(before panting, then they run at similiar speeds, so heroes make good short range sprinters). They also have a bullet resistant vest that will block most low calibre bullets such as makarov or m9 rounds.

LOL, looking at the wiki, it looks like that was just added today (by you probably). Or at least was modified today. If, and that's a big if, you actually get a vest that blocks low caliber rounds. That is completely pointless. I have never been killed by a bandit that was using a Makarov or m9! LOL The running perk makes sense i guess. Gives you a small chance to get away and in real life you would have a really high amount of adrenaline being shot at FOR NO FUCKING REASON!

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LOL, looking at the wiki, it looks like that was just added today (by you probably). Or at least was modified today. If, and that's a big if, you actually get a vest that blocks low caliber rounds. That is completely pointless. I have never been killed by a bandit that was using a Makarov or m9! LOL The running perk makes sense i guess. Gives you a small chance to get away and in real life you would have a really high amount of adrenaline being shot at FOR NO FUCKING REASON!

Oh boy, believe whatever you want man. Pretty pathetic if you ask me. Why don't you just get yourself a Hero skin and try it yourself. :rolleyes:

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Oh boy, believe whatever you want man. Pretty pathetic if you ask me. Why don't you just get yourself a Hero skin and try it yourself. :rolleyes:

Nah, I'm actually starting to like the idea of being a bandit now because I REALLY want to shoot you in the face.

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You don't feel "bad" for killing pixels. You would, however, feel bad for killing a human being in real life, zed infestation or not. There is a desire for humans to band together in the real world that is not ever going to happen in a game unless a system is in place that makes you think twice about killing another player for no reason. If the goal of a game is to make a simulator or a "what if" scenario as close to real life as possible you have to have a virtual moral system or it will NEVER be considered realistic.

You quoted me w/o even addressing anything I said. :thumbsup:

Edited by Raged

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