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khaos_kiwi

Gagging and Binding

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Now I don't know if this idea has been brought up before, but I thought I might as well suggest it anyway.

With the new crafting elements that will be present in the Standalone, I think that the ability to gag another player would be very useful.

Firstly, the item to gag another player could be a rag. This rag could also be used for creating molotov cocktails.

When a player is gagged, they are unable to use any in-game forms of communication, including text chat.

They are able to remove the gag, if their hands are not tied.

Now restraining a player by tying their hands with rope would also be another cool feature for the Standalone.

If a player has their hands tied, they are unable to equip and use any weapons, use melee, climb ladders, or drive vehicles.

To remove the rope, the player needs either someone else to remove it, or to find a sharp weapon such as an axe or hunting knife as a loot item.

I feel that by including these elements will give players another reason NOT to shoot on sight. This would also add new ways to play the game, including taking hostages, using other players as bait (for other players and zombies) etc.

I believe this could actually help reduce players shooting on sight. A main reason why players do so now, is because they either feel immediately threatened, or feel that they may be threatened in the near future. By adding in these elements, the gagged and bound player is much less of a threat. They can even become an asset.

Opinions?

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I wonder what bandits would find better? A reputation from being a KOS'er.. or someone that can rob and humiliate you?

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It has been brought up before, many times.

And it has been shot down, many times.

Any way to manually incapacitate a player for an extended period of time is a terrible idea, since if the victim could log out, it's essentially useless, and if they are forced to not logout, It'll ONLY be used to grief people nonstop. I really don't think that it's the way to go to reduce "KoS"ing.

Edited by Rage VG
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Well I guess you could say that about all hostile interactions with other players. Whats the point of PvP if I can quickly get behind cover and then log out?

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Well I guess you could say that about all hostile interactions with other players. Whats the point of PvP if I can quickly get behind cover and then log out?

Well, no. Once you're shot, you suffer. You lose blood, you bleed, you get broken bones. You can't log out after being in danger so you can't just duck to cover and log out.

Giving someone the ability to prevent another player using any items or logging out for as long as they like is the definition of terrible.

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yeah lets add a butt rape feature too and slap a tag on that person that forever states that they walk chernarus with a load in their butt.... i just puked

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With the new crafting elements that will be present in the Standalone, I think that the ability to gag another player would be very useful.

This just started playing in my head...

http://www.youtube.com/watch?v=liTgAKRAEk8

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Kinky

Dammit...cleary the bigger horndog got the first word in.

Be so fucking funny to see a bambi rolling around on the ground and if they tweaked direct chat to muffle the sound of speaking...

"Oh hey man you okay"

"Mmhmhmhmmhmmhmhm....mmmm"

"What, what was that"

"Rrmrmrmrmmmmrr"

"You want me to take some shit out of your backpack?"

(thrashes on the ground)

Edited by Trizzo
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Dammit...cleary the bigger horndog got the first word in.

Be so fucking funny to see a bambi rolling around on the ground and if they tweaked direct chat to muffle the sound of speaking...

"Oh hey man you okay"

"Mmhmhmhmmhmmhmhm....mmmm"

"What, what was that"

"Rrmrmrmrmmmmrr"

"You want me to take some shit out of your backpack?"

(thrashes on the ground)

i loled too hard and woke the missus cause i read that while that video above was playing, damn near fell out of my chair

Edited by djzombie

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Would be very nice if the option to mine for ressources comes into the game.

Would make the process of getting your workforce to the mine a lot easier.

Edit: And gaging... yes. just imagine an Ural full of players who don't want to be there. gaging them might help.

Edited by liquidmind

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I like this idea. I've read some other posts about this that bring handcuffs and zipties into it and I'm not into that ;).

Giving someone the ability to prevent another player using any items or logging out for as long as they like is the definition of terrible.

I think only being able to use rope for this and having a chance to 'slip' the rope, if you're the one bound, would help balance it a bit.

Concealed weapons! If you had a knife hidden away then you could cut the rope instantly and take the lives of those that would attempt such mockery.

Also, players who get captured are pretty much dead and looted already. So if you were to log out; it could leave a model of your "passed out" character, that could be hauled around and/or murdered/left.

Edited by KingDookieTurdHammer

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It has been brought up before, many times.

And it has been shot down, many times.

Any way to manually incapacitate a player for an extended period of time is a terrible idea, since if the victim could log out, it's essentially useless, and if they are forced to not logout, It'll ONLY be used to grief people nonstop. I really don't think that it's the way to go to reduce "KoS"ing.

They should add a check inventory system, so that a bandit can hold their items and promise them back as incentive to stay logged in. I like giving my victims something such as rangefinders or a mountain dew as incentive to stay alive and not attempt to fight.

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It has been brought up before, many times.

And it has been shot down, many times.

Any way to manually incapacitate a player for an extended period of time is a terrible idea, since if the victim could log out, it's essentially useless, and if they are forced to not logout, It'll ONLY be used to grief people nonstop. I really don't think that it's the way to go to reduce "KoS"ing.

Think outside the box. This is a great feature that can easily be implemented.

Being tied up would restrict logging out.

Captured people could initiate an "untie" animation, which lasts 20 seconds and could only be stopped if they choose to do so (ie, your captor can't force-stop it without a bullet). Which means, the captors would have to keep an eye on their captives, and threaten to kill them if they begin untying themselves. If they persist, the captors will shoot them, or the captured survivor will be free from bondage.

If you're tired of being tied up, just begin untying yourself, and your captors will shoot you. If you manage to get yourself in a situation where you're tired up, you 'deserve' to die anyhow.

Edited by Very Ape

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Think outside the box. This is a great feature that can easily be implemented.

Being tied up would restrict logging out.

And like I said, that immediately makes it a greifing tool.

Captured people could initiate an "untie" animation, which lasts 20 seconds and could only be stopped if they choose to do so (ie, your captor can't force-stop it without a bullet). Which means, the captors would have to keep an eye on their captives, and threaten to kill them if they begin untying themselves. If they persist, the captors will shoot them, or the captured survivor will be free from bondage.

If you're tired of being tied up, just begin untying yourself, and your captors will shoot you. If you manage to get yourself in a situation where you're tired up, you 'deserve' to die anyhow.

And then you get tied up again immediately afterwards, thus rendering you unable to logout again, hence greifing tool. If it's a case of "If they untie themselves, just shoot them", then what's the point in having it in the first place? I could keep someone hostage without a mechanic for it by just taking their guns and telling them not to run. They're not exactly gonna log if I have their good gear on me. And if they do, free stuff for me anyway. What are you going to do when they're tied up and weaponless that requires them to be tied up?

Regardless of if you deserve to die or not, you shouldn't be able to force someone to stay logged in.

They should add a check inventory system, so that a bandit can hold their items and promise them back as incentive to stay logged in. I like giving my victims something such as rangefinders or a mountain dew as incentive to stay alive and not attempt to fight.

Inventory check? That's called looking in their backpacks.

Edited by Rage VG

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And like I said, that immediately makes it a greifing tool.

And then you get tied up again immediately afterwards, thus rendering you unable to logout again, hence greifing tool. If it's a case of "If they untie themselves, just shoot them", then what's the point in having it in the first place? I could keep someone hostage without a mechanic for it by just taking their guns and telling them not to run. They're not exactly gonna log if I have their good gear on me. And if they do, free stuff for me anyway. What are you going to do when they're tied up and weaponless that requires them to be tied up?

Regardless of if you deserve to die or not, you shouldn't be able to force someone to stay logged in.

1. Then make it so that the hostage has to accept. Usually, hostages 'accept' to be hostages, when they drop their weapons as you're pointing your gun at them. Binding them just adds a bit of insurance, knowing that if they escape they need to stop to untie themselves before doubling back and killing you. It stops them from just picking up a gun and shooting you. So, let the hostages accept to be binded. This effectively does not making it a griefing tool, since you can't just tie someone up without his consent, but they'll generally accept under threat of death.

2. Nothing is forcing them to stay online for more than twenty seconds, the time it takes to unbind yourself. If your captor doesn't like you trying to unbind yourself, then they'll shoot you. But you shouldn't be able to escape a hostage situation by pressing "abort." If you want to leave before it's over, then you're free to try your luck untying yourself and getting shot.

Edited by Very Ape

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1. Then make it so that the hostage has to accept. Usually, hostages 'accept' to be hostages, when they drop their weapons as you're pointing your gun at them. Binding them just adds a bit of insurance, knowing that if they escape they need to stop to untie themselves before doubling back and killing you. It stops them from just picking up a gun and shooting you. So, let the hostages accept to be binded. This effectively does not making it a griefing tool, since you can't just tie someone up without his consent, but they'll generally accept under threat of death.

Or taking their guns makes them literally unable to kill you. If they're willing to be tied up, I'm sure they're willing to just drop their weapon. If you honestly leave a loaded gun laying around when you have a hostage, tied or otherwise, you deserve to be killed, like you said.

2. Nothing is forcing them to stay online for more than twenty seconds, the time it takes to unbind yourself. If your captor doesn't like you trying to unbind yourself, then they'll shoot you. But you shouldn't be able to escape a hostage situation by pressing "abort." If you want to leave before it's over, then you're free to try your luck untying yourself and getting shot.

But you won't get shot, you'll get tied up again. And again. Because if you managed to get tied up with your guns and at least some element of surprise, chances are you won't fare better without your guns, with him knowing you are there. And let's not pretend that people won't tie you up again; if someone is willing to go through the trouble to forcefully turn you into a hostage, they want you to stay as a hostage and not a rotting corpse. The worst that could happen is you get knocked unconcious, bandanged up, and tied up again. And since both of these prevent you from logging out, you have no choice but to accept it.

"But eventually they will run out of medical supplies!" What if they have a tent full of bloodbags and bandages, specifically for doing that. "I doubt anyone would go that far just to annoy someone." Allow me to remind you that there are people who DDoS charity livestreams raising money for children with cancer. There is nothing "out of bounds" when it comes to greifing assholes. I bet there would be groups of people with plenty of ammo, medical supplies AND time, just aching to get someone tied up.

Edited by Rage VG

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Or taking their guns makes them literally unable to kill you. If they're willing to be tied up, I'm sure they're willing to just drop their weapon. If you honestly leave a loaded gun laying around when you have a hostage, tied or otherwise, you deserve to be killed, like you said.

But you won't get shot, you'll get tied up again. And again. Because if you managed to get tied up with your guns and at least some element of surprise, chances are you won't fare better without your guns, with him knowing you are there. And let's not pretend that people won't tie you up again; if someone is willing to go through the trouble to forcefully turn you into a hostage, they want you to stay as a hostage and not a rotting corpse. The worst that could happen is you get knocked unconcious, bandanged up, and tied up again. And since both of these prevent you from logging out, you have no choice but to accept it.

"But eventually they will run out of medical supplies!" What if they have a tent full of bloodbags and bandages, specifically for doing that. "I doubt anyone would go that far just to annoy someone." Allow me to remind you that there are people who DDoS charity livestreams raising money for children with cancer. There is nothing "out of bounds" when it comes to greifing assholes. I bet there would be groups of people with plenty of ammo, medical supplies AND time, just aching to get someone tied up.

Allow players to log out when tied up, automatic suicide. If you're in that situation, the hostage-takers should be able to carry you around for as long as they'd like while you're still alive, unless you escape, they let you go, or you die. They can now, as a matter of fact. Alt+f4ing will automatically kill you. Again; if you got yourself tied up, you deserve to die. There should be no issue there.

The point of having bondage is to have more leverage over your hostage. He'll know that if he manages to escape, he'll still need to untie himself if he wants any chance of killing you.

And obviously you would make them drop their guns first. I was referring to situations where people have artfully concealed side-arms or they pick up a gun from your car or the ground. Now, imagine you're a friendly survivor, and you encounter another survivor, but you don't quite trust him. You can avoid the hassle of having him drop all his guns, without even being sure if he has more hidden somewhere, and just tie his hands up while you book it.

Again; you should always have the option to log out. But if it's because you're tired of being dragged around by some 'griefers', then you shouldn't have let them get close in the first place. If they're able to repetitively render you unconscious and tie you up again, then you shouldn't feel too bad forfeiting your life.

I don't understand your opposition to this. There's really no possibility of 'griefing', since you can always just kill yourself by 'illegally' aborting. Call it suicide in-game, and allow for this awesome feature to be implemented. It would fit perfectly in DayZ, and add a whole new dimension to player interaction. If you realize that you've no hopes of surviving (in other words, you're being 'griefed'), just kill yourself! It's simple!

I'd also like to add that this would make for some very cool situations. Imagine you're a would-be hero, and you see a group of armed survivors marching with a tied-up person in tow. You would know; hey, this guy is in trouble, should I help him?

Edited by Very Ape

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I don't understand your opposition to this. There's really no possibility of 'griefing', since you can always just kill yourself by 'illegally' aborting. Call it suicide in-game, and allow for this awesome feature to be implemented. It would fit perfectly in DayZ, and add a whole new dimension to player interaction. If you realize that you've no hopes of surviving (in other words, you're being 'griefed'), just kill yourself! It's simple!

Not only is it very possible to grief very easily, but the fact that whoever I wanted to keep alive can just somehow kill themselves makes it virtually useless to me.

However, I seem to find that I'm repeating myself here. I'm just going to stop replyng here; you know my opinion, and it simply clashes with yours.

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Wait can I suggest the addition of cow prods and whips too?! This would be a wonderful idea especially incapacitating somebody tied up with the cow prod by zapping them. Also because whoever makes these posts have a BDSM fetish I guess we can just a horse whip for fun.

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Not only is it very possible to grief very easily, but the fact that whoever I wanted to keep alive can just somehow kill themselves makes it virtually useless to me.

However, I seem to find that I'm repeating myself here. I'm just going to stop replyng here; you know my opinion, and it simply clashes with yours.

People can do the same if they're not bound and tied. The rope will change absolutely nothing to how players log in and out-- it will simply kill them if they do it while bound, as it does now if you abort when in combat or if a player is near.

I repeat; people you want to keep alive can still always kill themselves just as easily, in the exact same manner as I described. Alt+f4. So ropes would change nothing to that, simply add incentive for survivors not to abort (because if they do without first untying themselves and then gaining the proper distance from the hostage-taker, they die.)

And again; keeping in mind that survivors can already leave the game whenever they want, via alt+f4 suicide, the rope/binding mechanic does not prevent a possibility for players to grief, as you described it, because someone could not perpetually force a player to endure being tied up as opposed to simply dying and re-spawning because the player can always just kill himself, a possibility he has always had, even without the ropes.

People very rarely choose death over captivity. If they don't alt+f4 suicide when I hold them at gunpoint now, why would they suddenly start doing it when ropes are introduced? It changes nothing in that respect, it simply adds more insurance to a would-be kidnapper that is present in real-life and is awkwardly omitted from a game that aims to be authentic.

Ropes would prevent combat-logging while people are being held at gunpoint, making them have to endure a few extra seconds of game-play before logging out if they're trying to combat-log, which would mean they've also managed to flee the appropriate distance from their attacker without him firing at them.

Given what I've said in these past posts; how can hostage-takers possibly still grief? As you described it, there would be griefing because players would be forced to stay in-game to endure being knocked unconscious and tied up repetitively by certain griefers. But given that they can always just leave via suicide if they realize they're being griefed (something they won't normally do given that they don't do it already!), how could they still grief?

I don't quite understand your opinion, still. You say our opinions simply clash, but you didn't even reply to my arguments pertaining to griefing. You brought up suicide, yes, but you only mentioned griefing, without actually explaining it given what I said.

Anyways, to summarize:

  1. Players would not kill themselves more frequently than they do as it is now. The option to kill yourself is already present in-game.
  2. The measure would, however, prevent combat-logging in order to preserve life and gear.
  3. Players could not grief, as they can not now. People have tried to grief already by knocking unconscious just to drag them around, but it doesn't work because once people realize they're being griefed they won't waste their time trying to stay alive, and will alt+f4.

Edited by Very Ape

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