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mitor

The Hero Skin [Current behaviour?]

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Hello,

Prologue:

Long time ago I got the hero Skin in the public hive, I usually don't kill people and thank's to the (Glitch?) that gave you humanity over time I was able to maintain it. I have started playing in a whitelisted community, and after about a month of holding fire, being betrayed, saving and healing people I have achieved the Hero Skin again in this private community.(The community works with Vanilla Dayz, last patch-1.7.6.1)

The problem: This community has a lot of survivors that KOS, so well, nothing new really: Someone attacked me and I had to shoot him and kill with my AKM.

My humanity dropped from 5160 to 3180 or so. I still have the hero skin, but I suppose I will loose it on next login.

And the question is:

-Do you still gain humanity over time if you are above 5K humanity?

-If someone shoots me first and I respond do I lose humanity? Because I have >:( .

IMO hero skin should have some kind of humanity gain over time, that's the only way to maintain it.

Thank you.

Edited by Mitor

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Killing a TON of infected should give you some humanity. Killing in self defense should not add to humanity or decrease it. Healing or helping anybody should give some humanity. Etc etc.

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we should probably get rid of humanity.

no tension when grouping up

and it definitely doesn't stop kos.

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It's MUCH too difficult to get the hero skin. getting it is one thing, but then maintaining it for any amount of time? thats insane. it should be more like -500 humanity for a kill, and hero skin appears at 3k humanity. it's no wonder there are so few heroes, it's almost an impossible task.

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It's MUCH too difficult to get the hero skin. getting it is one thing, but then maintaining it for any amount of time? thats insane. it should be more like -500 humanity for a kill, and hero skin appears at 3k humanity. it's no wonder there are so few heroes, it's almost an impossible task.

But that's what separates you from the average player or bandit.

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Sorry,

Can an admin move me this to the section Dayz General discussion?

This is not a sugestion.

Thanks

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-Do you still gain humanity over time if you are above 5K humanity?

-If someone shoots me first and I respond do I loose humanity? Because I have >:( .

- No you won't gain humanity and if you kill a bandit, you won't gain humanity either.

- If you kill a hero or a survivor you'll loose humanity and if he shot first or if he hit you, you'll always loose humanity for a kill.

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That's not fair.

Hero Skin is already difficult enough to achieve. Now it is impossible to maintain.

Why did they remove the humanity gain?

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The humanity gain was a bug to begin with,

maintaining the hero skin should be very difficult, but its certainly not impossible.

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-If someone shoots me first and I respond do I loose humanity? Because I have >:( .

Yes, you do lose humanity and my opinion is you should. No one is forcing you to kill that player just because they shot you. Sometimes the situation calls for a strategic withdrawal.

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It was a necesary glitch.

Legally maintaining the hero skin is nearly* impossible, unless you exploit the game.

Edited by Mitor

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If your hero skin gets loose just tighten it. sigh

A much better system could be implemented. As it is now, you only gain humanity when you give people blood bags and medical supplies. This system is just very simple and too-exploitable.

What if you could gain some humanity points every x time without killing any survivor?

Edit: Yeah, sorry, I misunderstood your expression, I'll edit that extra 'o' :D And give you some beans.

Edited by Mitor

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He was just poking fun at the fact you used 'loose' instead of 'lose'

I really think the humanity system should be removed all together in order to keep people from being good just for the skin. I think if someone wants to act heroic they should do it purely for the fact that they want to be kind. You shouldn't be rewarded for the choices you make.

Also, I think you'll keep the hero skin until you die. Then you'll respawn as a survivor.

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Jeez the skins suck, anyway. They were taken out in the first place for a reason.

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He was just poking fun at the fact you used 'loose' instead of 'lose'

I really think the humanity system should be removed all together in order to keep people from being good just for the skin. I think if someone wants to act heroic they should do it purely for the fact that they want to be kind. You shouldn't be rewarded for the choices you make.

Also, I think you'll keep the hero skin until you die. Then you'll respawn as a survivor.

Well, I play as a Hero because I like helping and meeting people. But the skin is a reward for my behavior and a way to tell other people it's probable that I'm friendly.

A much better system could be implemented. As it is now, you only gain humanity when you give people blood bags and medical supplies. This system is just very simple and too-exploitable.

What if you could gain some humanity points every x time playing without killing any survivor?

Edited by Mitor
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Then lone wolves who just play alone in the woods would become heroes even if they do shoot on sight on the rare occasions they come accross someone.

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I always used to play hero, currently trying to convince my buddy that we should start playing hero again. I'm up for the challenge, make it as hard as you want to maintain the hero skin.

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Then lone wolves who just play alone in the woods would become heroes even if they do shoot on sight on the rare occasions they come accross someone.

No, because you always encounter people in Dayz, even if you lonewolf, you encounter lots of people. Remaining time without killing is what determines a hero. What it should; at least.

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No, because you always encounter people in Dayz, even if you lonewolf, you encounter lots of people. Remaining time without killing is what determines a hero. What it should; at least.

Not true, theres plenty of people that stick to the wilderness rarely interacting with any other players, with your system they become heroes just because of the time spent away from civilization.

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It's MUCH too difficult to get the hero skin. getting it is one thing, but then maintaining it for any amount of time? thats insane. it should be more like -500 humanity for a kill, and hero skin appears at 3k humanity. it's no wonder there are so few heroes, it's almost an impossible task.

Just shoot the attackers legs and let the zombies do the work if they really are a threat.

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I've been playing a takeoff of this game, and WarZ, called "DeadZone: Apocalypse Simulator"

It has an amazing reputation system. You kill a survivor, or anyone with humanity higher than 0, and you will lose humanity based on an adjustable variable that works with their humanity (Selectable by admins of the server). If you kill someone with lower than 0 humanity, you will gain humanity based on said variable. It also introduces more ranks of goodnesshood, listed from good to bad: Hero, Sherrif, Ranger, Civilian, Outlaw, Bandit, Mobster. The idea is that this humanity persists on a list accessable in the abort lobby. Say for example, I am a hero with 3500 rep. I kill a civilian, I would go down to 3250. That's still the hero rank. Anyone who went into the lobby could see the stat next to my name, and know if I am trustworthy. To sum it up, persisting humanity would work much better. Also, self-defence kills should cost no humanity, as normal. You'd gain humanity (kill bandits and such) at a .75% rate, while it is at a 100% rate for losing humanity. If the ranking is incorporated into the game, progressive rewards should be given to the higher rates, and "punishments" to the lower ranks. The only problem is new players joining in, and trying to KOS, and most likely lowering your humanity. So, I propose that a form of "spawn invincibility" be added. Until you pick up a primary, or land damage on an enemy player, you would not be able to take damage from players, only zombies (Once again, adjustable on most servers). Also, next to their nametag should be: (Newspawn Protection). Critisize if needed. I just foraged these ideas on a whim. Try the game out if you like. (Advertising lol). Sorry for the long read.

Edited by Arcralf

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Not true, theres plenty of people that stick to the wilderness rarely interacting with any other players, with your system they become heroes just because of the time spent away from civilization.

That's a nonsense, and you know it. You are trying to simply find a way to 'exploit' the system I propose. I have played a lot, and I lone wolf most of the time. You always find people, and the game is no game if you only wander in the forests, so no one does that. If you know someone that is living in the forests all the time, without killing nor zeds neither people(i.e. not playing, yeah yeah he can hunt animals but, Using which weapon if he doesn't visit any city?), I would like to know him. The system I propose is just better than the one we have now, or at least you haven't convinced me it isn't.

Also remember we are talking about a really slow but rewarding way, for example every 12 hours of gameplay, you get 500 humanity points if you haven't killed any survivor. It could also be made that if you killed a hero, you would receive a 24 hour timer, or even more if you don't feel comfortable. Also a system based on humanity of your victim. Add to that the inability to gain humanity if you have killed someone in the last 6 hours, (Just an example) and you have a much less exploitable system.

Thank you.

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I've been playing a takeoff of this game, and WarZ, called "DeadZone: Apocalypse Simulator"

It has an amazing reputation system. You kill a survivor, or anyone with humanity higher than 0, and you will lose humanity based on an adjustable variable that works with their humanity (Selectable by admins of the server). If you kill someone with lower than 0 humanity, you will gain humanity based on said variable. It also introduces more ranks of goodnesshood, listed from good to bad: Hero, Sherrif, Ranger, Civilian, Outlaw, Bandit, Mobster. The idea is that this humanity persists on a list accessable in the abort lobby. Say for example, I am a hero with 3500 rep. I kill a civilian, I would go down to 3250. That's still the hero rank. Anyone who went into the lobby could see the stat next to my name, and know if I am trustworthy. To sum it up, persisting humanity would work much better. Also, self-defence kills should cost no humanity, as normal. You'd gain humanity (kill bandits and such) at a .75% rate, while it is at a 100% rate for losing humanity. If the ranking is incorporated into the game, progressive rewards should be given to the higher rates, and "punishments" to the lower ranks. The only problem is new players joining in, and trying to KOS, and most likely lowering your humanity. So, I propose that a form of "spawn invincibility" be added. Until you pick up a primary, or land damage on an enemy player, you would not be able to take damage from players, only zombies (Once again, adjustable on most servers). Also, next to their nametag should be: (Newspawn Protection). Critisize if needed. I just foraged these ideas on a whim. Try the game out if you like. (Advertising lol). Sorry for the long read.

Hello, although the idea is not bad, I see a problem on it. Imagine you kill a bandit with, for example, -20K humanity. That would give you a humanity boost even if you are another bandit and not really a hero, and depending on which multiplier you apply to it, you could even become hero. It should be adjusted very well.

I really like the idea of being more ranks, with more skins so that we diversify the types of people you meet.

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They do need to change it so if someone shoots at you whether its a hit or miss, they are being a bandit, you should not loose any humanity when you return fire and kill them. It makes zero sense when your just defending yourself from some guy hunting you down and just because he doesn't have bandit skin means its a murder? yeah....no

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