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Mirth (DayZ)

Factions/PVP and Zombies

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I hate getting bushwacked, like anybody else, but I see the importance of PVP in this mod and the future independent game.

So - I'd like to see 'factions' introduced, as well as a "Karma/faction affection" type of system introduced. The 'intent' is to give consequences to player choices. They are still allowed to be 'nut jobs' living out their own personal psychotic fantasies, but some decisions have weight. They will affect your characters progression in the game.

The main difference is a player is NOT penalized for killing anyone in a different faction than their own. Killing members of your 'own' faction results in the 'bandit' label.

Any player of any faction can kill a 'bandit' without consequence. Maybe even grant good karma points for killing bandits??

You can only remove the 'bandit' label by performing 'good karma' types of actions. For example: healing other players, doing blood transfusions, etc.

You gain MORE good karma by performing these actions on people 'outside' your own original faction, thus can remove the bandit tag much faster, at much greater risk to your own personal safety.

With exception to the 'bandit' tag, other faction tags require close proximity to identify. These cannot be detected via a sniper scope.

This will force players to get within 'pistol' range, in order to properly identify the faction of another player.

REAL bandits will not care which faction you belong too, and will likely KOS anyway, but anyone interested in the metagame will need to be a bit more cautious and deceptive.

Faction Bases / Hidden bunkers:

Places players can go to spend those faction / karma points.

Performing actions that 'aid' your faction gives you faction points. For example: 2 players from the same faction shoot a zombie. Both gain faction 'affection/standing' - which can be used to barter for skills, weapons, ammo...etc..etc., at their faction base.

Now we have 'multiple' reasons to work with other players, but players can choose to live the 'bandit' lifestyle, if they desire.

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I think players should make their own factions. I don't think there should be any faction mechanics.

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So you'd have teams of people spawning in the same town? I can see the sens in that. However, then the other team would be the enemy, always? Or could peace be made, to build civilization?

IMO factions isn't too shabby an idea, however, it kinda leaves out the "surving" part, or the part where you spawn and get some gear, and hope you'll meet someone friendly. As it is now, the only really trustworthy and friendly players it's possible to meet, are the ones you play with over Skype or what not. If they fixed that part of the game, and made a better system for people to team up - possibly by entering in game factions - then sure, I think that would make the game even better. But it would have to be after the fact. Not before you spawn in.

Like gangs, a facition member could get - or earn - some piece of clothing or other distinguishing mark. Upon death, the player would have to start over. I... don't know how it could be constructed.

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I think players should make their own factions. I don't think there should be any faction mechanics.

I think they not only 'should' but will. Just like some have created their own survival groups. I'm not attempting to take that element away from the game at all, simply build upon the idea, and create consequences as well as bonuses for participating in the metagame.

These factions could be anything from: Civilian/Military/Survivalist - or even different cultures/religions/nationality. I'll leave that for Rocket to decide, IF he decides to include this type of metagame at all.

Again - I think PVP is VERY important for DayZ and it's allowance builds on the paranoia and danger of the world, but I don't think DayZ was meant to exist as PVP with zombies thrown in. If the later was the case, we'd all be spawning with weapons in hand.

"Factions" simply introduces a clear: who is friend, who is foe element without taking away the players choice to live as they choose. There are 'real' potential game consequences for just being a KOS player and getting that 'bandit' label.

Consequences for recklessly team killing your own factions players, be it on purpose or accident.

Think about it - you're suriviving with Bill and he accidentally murders Pete during an attack. Would you 'really' trust Bill with your back anymore?? No - not until he 'earns' your trust again. Aka - Karma Points. Or maybe Rob was really close with Pete and decides to introduce some post apocaplytic justice on Bill, and blows his lousy aiming ass away, totally legit since Bill is a 'bandit' now. In other words - Bill had better hope is has some team members on team chat, that really like him and 'because it's a video game' are willing to forgive him. If not - his life expentency is greatly reduced until he can restore his karma and get his regular team / faction tag back.

EVERY person Bill kills, once he gets that bandit label: add's to his/her karma dept.

Kill one friendly faction member and you can 'most likely' survive and recoup. But every person you kill afterwards adds to your burden, making 'redemption' a much harder task.

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So you'd have teams of people spawning in the same town? I can see the sens in that. However, then the other team would be the enemy, always? Or could peace be made, to build civilization?

IMO factions isn't too shabby an idea, however, it kinda leaves out the "surving" part, or the part where you spawn and get some gear, and hope you'll meet someone friendly. As it is now, the only really trustworthy and friendly players it's possible to meet, are the ones you play with over Skype or what not. If they fixed that part of the game, and made a better system for people to team up - possibly by entering in game factions - then sure, I think that would make the game even better. But it would have to be after the fact. Not before you spawn in.

Like gangs, a facition member could get - or earn - some piece of clothing or other distinguishing mark. Upon death, the player would have to start over. I... don't know how it could be constructed.

I would say: Choose your faction before you spawn. Upon death - you are making another character, so can pick a different faction.

Always at war? Not necessarily. Just because another player is a different faction, doesn't mean you HAVE to kill one another, it simply means you gain NO negative karma/bandit label doing it. The purpose is still survival. You may be united (temporarily) for a common purpose, like.. an approaching zombie horde, for example.

You gain 'nothing' new by being in a faction. You still spawn with the same equipment as before (flashlight, bandage, wet underpants) You have to earn that faction standing to buy goods, by performing tasks for the faction. Upon death, yes.. you lose all that standing since your dead. Unless you wanted to metagame even further??

Take for example: I earn 10k faction points which I've neglected to ever spend. I die and they ALL go away... UNLESS..

IF I create a new character that is loyal to the same faction, I get say: 10% of those points back. Lets pretend - my new character was Character 1's son, so he's given a little 'spiff' for remaining loyal to the clan.

Body art, insignias, faction labels/tags.

Yes - you earn 'tags' as a faction loyalist. These can only be identified up close and personal.

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Hello there

I'm not so sure about factions.

When I was born i didn't automatically become a member of the Crips or the Bloods or even the Scouts. I would have had to approached them to join and once I decided I'd had enough I would just leave. (possibly very very far away and in secret, the Scouts can get very narky about folk leaving).

Being forced into a faction on avatar generation is not realistic at all IMHO. Leave it up to the players to make the rules.

BUT, put in *some* mechanics to enable those who wish to run/join factions the abilities to manage them to a degree as long as it doesn't give any advantage over the "solo" player.

rgds

LoK

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Hello there

I'm not so sure about factions.

When I was born i didn't automatically become a member of the Crips or the Bloods or even the Scouts. I would have had to approached them to join and once I decided I'd had enough I would just leave. (possibly very very far away and in secret, the Scouts can get very narky about folk leaving).

Being forced into a faction on avatar generation is not realistic at all IMHO. Leave it up to the players to make the rules.

BUT, put in *some* mechanics to enable those who wish to run/join factions the abilities to manage them to a degree as long as it doesn't give any advantage over the "solo" player.

rgds

LoK

I understand your concerns, so bare with me. You are not 'born' into this game. You spawn as a full grown adult, with a small amount of gear. One can presume that 'pre' Day Z, you had affiliations in your previous life.

Nor are you allowed to simply 'buy' anything you dang well want from your faction. You have to 'earn' those faction affection points, thus allowing you the right to purchase goods/services.

Just because you spawn as a 'civilian' - doesn't mean you're a full fledged card carrying member with all privilages.

In fact - you don't have to do jack squat with / for your faction. You can turn and shoot the nearest 'civilian' in the face and become a bandit, or spawn as one from the get go.

This faction idea does not 'force' anything on the player, it just establishes 'social' bounderies for violent engagement with other players.

You can still create your own groups. You can still senselessly murder anyone you choose; the difference is there are consequences if you murder someone within your own faction, and you have to establish 'contact' in order to 100% verify what faction a person belongs too.

Point being: Establishing some sort of 'metagame' within DayZ - makes it more than just a PVP murder simulator with zombies walking around.

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I think they not only 'should' but will. Just like some have created their own survival groups. I'm not attempting to take that element away from the game at all, simply build upon the idea, and create consequences as well as bonuses for participating in the metagame.

These factions could be anything from: Civilian/Military/Survivalist - or even different cultures/religions/nationality. I'll leave that for Rocket to decide, IF he decides to include this type of metagame at all.

Again - I think PVP is VERY important for DayZ and it's allowance builds on the paranoia and danger of the world, but I don't think DayZ was meant to exist as PVP with zombies thrown in. If the later was the case, we'd all be spawning with weapons in hand.

"Factions" simply introduces a clear: who is friend, who is foe element without taking away the players choice to live as they choose. There are 'real' potential game consequences for just being a KOS player and getting that 'bandit' label.

Consequences for recklessly team killing your own factions players, be it on purpose or accident.

Think about it - you're suriviving with Bill and he accidentally murders Pete during an attack. Would you 'really' trust Bill with your back anymore?? No - not until he 'earns' your trust again. Aka - Karma Points. Or maybe Rob was really close with Pete and decides to introduce some post apocaplytic justice on Bill, and blows his lousy aiming @#!*% away, totally legit since Bill is a 'bandit' now. In other words - Bill had better hope is has some team members on team chat, that really like him and 'because it's a video game' are willing to forgive him. If not - his life expentency is greatly reduced until he can restore his karma and get his regular team / faction tag back.

EVERY person Bill kills, once he gets that bandit label: add's to his/her karma dept.

Kill one friendly faction member and you can 'most likely' survive and recoup. But every person you kill afterwards adds to your burden, making 'redemption' a much harder task.

The beautiful thing about DayZ is that we're free from those systems.

That, and it wouldn't make a whole lot of sense to for a man to secretly murder someone then suddenly everyone knows that he's a bad guy. It'd be like oblivion's crime system. Horrible.

Without a system in play, it's completely up to the humans to figure how he was killed and what to do after that. It's a whole lot more interesting and dynamic.

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Yes, factions are a great idea. You should be free to join or leave any of course, but killing anybody from your own faction (also shortly after leaving it), should result in loss of all gear.

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Seriously though, choosing a 'faction' at character creation is just dumb and destroyes the freedom DayZ provides. If anything we should go with what orlok suggested, mechanics for creating and managing factions after you spawned.

When you spawn in DayZ you spawn into a new world whatever life you might have had before you left behind. You're a new person in a new world.

Edited by James Ashwood

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It is too gamey for me. Factions system works well with other MMORPGs but not in DayZ. Besides, clans can fill in your faction needs. if you want a Zombie killing faction you join one or create one with your shared hatred towards the undead. I have a hatchet army who uses only hatchets to kill players or zombies and we all use the Braveheart facepaint while screaming "FREEDOM" when we see some guy. we usually end up dead but thats the idea of the game. You are free to create your own factions and kill who you want to kill either for banditry, survival or for the lulz.

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I belive in one rule, if you like to play bandit be tought guy not some sissy who afraid consequences. Because we already have to much "lame bandits" around. If someone like to play deadmatch let he play other game. I dont have nothing against bandits, but I want see hardcore players who choose this style for harder road of gameplay not shoot bambis on the beach to trolololo around because he found a sniper rifle.

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