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stwilcox@fullsail.edu

My Idea for the morality situation

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To deal with the rampant distrust as well as offer a little character customization that represents you as a player and your play style I have a suggestion to clear up some confusing without destroying the fun aspect of distrust and danger.

We already have two skins implemented, Camo and ghillie suit. Now I know there are more skins available in Arma 2 and they could be put to good use.

The first step is to make many more Skins spawn and available. The second is to increase spawn rate of skins. More common but still unlikely to find the one you want Finally, make some skins restricted by morality

Example: In order to where camp you need morality over 1000, to wear the old bandit skin you need at most -1000. Civilian cloths are neutral as is ghillie suit. At high levels of morality; friendly,military, and such skins become available, maybe a medic skin for our friendly wasteland doctors. I don't know what skins Arma has available so I don't have specific examples. At very low morality maybe a badass camo suit or something becomes available. The lowest morality skins might need something to make them worth being a giant shoot me sign, so maybe they would come with night vision goggles or a DMR or something.

Skins would identify a player's morality only if the player chooses to do so, and would offer unique rewards for either path. If you stumbled upon someone in a high morality skin you would know that they were trustworthy but there is still the chance they will kill you. Bandits would get to look awesome and maybe some other rewards at a slightly higher risk of death. Characters would represent your play style better and allow players to express themselves a little.

tl;dr Add lots of new skins but make some of them only available to people with high morality, some available to only low morality, and some that are neutral so not all paranoia is lost. And because some people wouldn't care about skins and would just stick with civilian clothes

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My issue - you can not tell a persons "morality" simply by looking at them, I know this is a game and that to translate real world "intuition" (or whatever you may call it,) is hard.

IMO you have gotten halfway there - more skins will help identify individuals, but its not neccecary to link these skins to a "morality" meter. Whos to says just because your a doctor or a soldier that you atomaticly have an afinity for your fellowman? I mean a grisseled hillbilly could have just as high a moral code - if a person proves themselves as having high "morality" their unique features will atomaticly be associated to it regardless of their appearence. This can be applied both ways.

The key is to be able to identify EVER player as unique so that their actions during the game can be directly linked to them as individuals - regardless of their appearence.

The hard way (prefreble but unlikely to happen) - make 50+ highly unique skins that can be randomly assigned to one individual at a time for their lifespan.

The easy way - on spawn every player is assigned a unique - randomly generated number. This simulates the subtle uniqeness that every human naturaly has (feature wise), and can be used in the same way to identify individuals.

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EDIT: just to clarify - I think rules are neccecary, and am in not way against them. But that doesn't mean they need to be so Black/white so they simply TELL us at a glance what the situation is - make rules PROMOTE thought.

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