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Slyguy65

Straight forward logic about why we need a morality system

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You ever seen one of those reality shows where the contestants can be voted out. I think some people are very quick to lose their morals or are good at hiding the fact that they have none. This is not a TV show, this is the end of them world. There's no morals, what you ought to do or what society expects you to do. There's only what you do, you either help your fellow man or you take from him, what you need by force.

At the end of the world i don't believe we would all have forums and teamspeaks and skypes to reach out to the non psychos either THAT IS WHAT IM GETTING AT IF YOU WANT TO ARGUE REALISM YOUR FOCUSING ON ONLY THE POINTS THAT PERTAIN TO YOUR VIEWS.

If ourcommunication was restricted to only the games communication...this game would not be a giant clusterfuck of deathmatching...so to counter the meta gaming we need some kind of way to distinguish a murderer and healer a vigilante, and just a simple survivor.

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We don't need a "morality" system it's just the system that was put in place to stop everyone from KOS. If you have an idea to stop KOS I'm all ears but until a better system is put into place I'm happy enough with the "morality" system we have in place now.

Edited by ybm
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We don't need a "morality" system it's just the system that was put in place to stop everyone from KOS. If you have an idea to stop KOS I'm all ears but until a better system is put into place I'm happy enough with the "morality" system we have in place now.

Blood on hands if loot a player corpse. (zombies can smell the blood on you, and you can get rid by washing in a lake)

High powered guns much louder so if fired near zombies they come running.

All high powered guns only spawn far up north, and make it cold up north so need certain clothing, drugs & food to survive the trek.

Also vehicles break down in the cold and disease spreads way quicker in the cold.

All that should slow down the KOS mob with high powered guns cos if they die its a long dangerous trek to get more.

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You missed my point.

I think morality and humanity are two different things.

To me morality is connected to the norms of society, in a post apocalyptic world, society is no more. While with humanity, you either remember to be human or forget and become an armed infected.

In some societies morality dictates you cover up your entire body if you happen to be a woman. In some societies morality dictates you chop off the hand of a thief. My humanity does not allow me to dictate how an adult women should dresses and I would never cut off the hand of a starving guy who stole a loaf of bread.

To me morality is something a group of people dictates.

To me humanity is something you carry internal, something to can keep or lose, even if there's not a society around anymore to enforce it.

This has nothing to do with whether I'm for or against bandit skins, this is just about my definition of two words and why do we need a second thread? I replied already in the original thread and you just copied your own post from the same place too.

Edited by Dallas

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One way you could place some moral system/ or feeling on it,...to have notes or journals found in the game that describe how people killed each other,..maybe how one person felt regret for killing their family member over an argument over food and how they wish to eat a bullet for what they did. Something to remind player's there was a line of society but in the end it comes down to the players.

Players either decide to try not to kill on the spot or they become the horror and in someways they become as mindless as the Infected,..shooting on the spot.

But the game needs radios and ways to allow a player internal society to form and the game just needs to give the players the tools so if they wish to they can remake a some what civil society and hopefully they don't see it burn.

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Bandits I can handle. Its hackers that are the real issue.

As for the suggestions:

Blood on hands if loot a player corpse. (zombies can smell the blood on you, and you can get rid by washing in a lake)

no... countless times I've just found a body. Even nonbandits loot corpses...

High powered guns much louder so if fired near zombies they come running.

they already are & do.

All high powered guns only spawn far up north, and make it cold up north so need certain clothing, drugs & food to survive the trek.

most already do, AND they nerfed pistols to be weak as water (takes a full mag to kill a zombie unless its a headshot...) So the game is now more boring, and the new spawns who find a pistol first, can't defend themselves against the guys who came back down from the north with that already loud powerful rifle. I say put pistols back to where they were. 45 cal was made to be a slow moving but HARD hitting body stopper. Zombies should go down to it like they used to.

Also vehicles break down in the cold and disease spreads way quicker in the cold.

Vehicles already break when anything looks at them. And you want more breakage? Already you get sick real easily on the water, and you want more of that? Go play namalsk. Derp.

All that should slow down the KOS mob with high powered guns cos if they die its a long dangerous trek to get more.

No... it doesn't. Scarsity makes people more desperate, more likely to KOS. Namalsk is proof of that. Scarse food, easy sickness... people KOS constantly.

Edited by Seddrik

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In principle, I don't agree with a morality system because that will only pigeon hole people into playing a certain style if others know how bad or good they are - at least that has been my experience. Players shouldn't be seen as black and white, but preferably in shades of grey. THE ONLY morality system I would tolerate would be one where AFTER you kill someone on the sidebar it will only say "bandit killed" or "non-bandit killed", and that's all. Yet, we also have to find a way to curtail the current 99.9% chance of KOS. With that said, I'm confident that as the amount of things to do in DayZ increases, the KOS will slowly but steadily decrease.

Edited by Jony_RocketInMyPocket

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I guess I want a system where peoples fame and infamy rules your perception of other players. This way, a persons name will have to be fixed and locked onto an account. Eve onlines "friends" list come to mind, which could perhaps serve useful even if we all aren't on a single server.

Getting to learn about other players names when you encounter them would be tricky, but surely such a problem can be solved somehow.

I used to like having "bandits" have bandit skin, but no more.

Edited by Treehugger

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To me morality is something a group of people dictates.

Morality comes from doing the right thing , just because you should , not for reward or the threat or punishment , and from doing unto others as you would have them do unto you .

You don't not shoot a person because some one says its bad , you don't shoot them because you would like to hope that they would not shoot you .

Half of the worlds problems today are because people have differing ideas of what morality is , but all you really need to do is apply the golden rule ( do unto others ) and thats a pretty good guide .

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If you are complaining about people KOSing just use stealth and get in and get out when looting. If you use stealth and don't run around killing zombies with a M107 (sarcasm) you won't die as easy because they will be confused about your position in a town. And for get in and get out looting... It's what it says only go to loot areas that you need supplies from. Ex. If you have a l85 and a as50 dont go to NWAF with said guns run in with a m4a1 or something so u dont lose much. Also don't wait around to be shot always keep moving. I rest my case

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At the end of the world i don't believe we would all have forums and teamspeaks and skypes to reach out to the non psychos either THAT IS WHAT IM GETTING AT IF YOU WANT TO ARGUE REALISM YOUR FOCUSING ON ONLY THE POINTS THAT PERTAIN TO YOUR VIEWS.

If ourcommunication was restricted to only the games communication...this game would not be a giant clusterfuck of deathmatching...so to counter the meta gaming we need some kind of way to distinguish a murderer and healer a vigilante, and just a simple survivor.

getting a lot of people who want to play a game together and taking away group communication other than a poor in game system seems silly to me. I respect the sentiment but I do not think it is realistic

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At the end of the world i don't believe we would all have forums and teamspeaks and skypes to reach out to the non psychos either THAT IS WHAT IM GETTING AT IF YOU WANT TO ARGUE REALISM YOUR FOCUSING ON ONLY THE POINTS THAT PERTAIN TO YOUR VIEWS.

If ourcommunication was restricted to only the games communication...this game would not be a giant clusterfuck of deathmatching...so to counter the meta gaming we need some kind of way to distinguish a murderer and healer a vigilante, and just a simple survivor.

You're speaking as if only players communicating over Teamspeak/skype or whatever are PK'ing. Thats nonesense, lone wolfs go around hunting too, has nothing to do with communication. If it was resricted to in game only as you say, it would make no real difference to the fact people will still go around PKing. You're "logic" isnt very logical at all. We need some Jonathan Creek water tight logic around here!

Edited by Rooneye

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My germanic take on morality/karma/humanity systems...Nein, nein, nein!

Edited by Trizzo

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My germanic take on morality/karma/humanity systems...Nein, nein, nein!

That's what time Jonathan Creek starts! Spooky!

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Morality comes from doing the right thing , just because you should , not for reward or the threat or punishment , and from doing unto others as you would have them do unto you .

You don't not shoot a person because some one says its bad , you don't shoot them because you would like to hope that they would not shoot you .

Half of the worlds problems today are because people have differing ideas of what morality is , but all you really need to do is apply the golden rule ( do unto others ) and thats a pretty good guide .

And this is exactly why morality can not be implemented as a game mechanic. It just does not translate.

My solution would be to make players actions (from shooting others, to simply existing/ running around the forest) impact on elements of the game everyone cares about - namely - loot, zombies, and at the extreme end - if the server/hive is reset.

Example:

A mechanic is implemented where all deaths move the server closer to a full reset/wipe. Players can offset deaths by living for 2x the Average Life Expectancy (ALE) of the server (recalculated every 24hrs or so).

This system gives everyone a intrinsic value. Alive Players = Longer Server Life and all that that entails.

Not everyone has to care, they can keep playing the game however they like - but they must face the concequences.

Edited by Hoik

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i kill almost everyone on sight if i can. i wouldnt do that if I knew that this person is not going to kill me. so IMO we need something to be able to distinguish bandits and survivors. there should be no option to regenerate humanity, or it should regenerate too slow. in that case we will definetly be able to differentiate killers and friendly players.

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Perhaps a wanted poster system? If a person kills a lot of people then they would generate wanted posters on certain spots in the map, then whenever you see the person that was mentioned on the poster you would know to shoot on sight. Perhaps there should also be 'do you need help?' posters for heroes which would tell people the name of any a hero that has been healing people a lot or killed a lot of bandits.

Edited by pwajnkaim

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This is stupid, the golden rule in dayz is do unto others before they do unto you.

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